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Posts posted by Craig_VG
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Good Evening!
DZS has finally been updated after years of inactivity. It now runs quite well on the latest version of ARMA 3 with all DLC (yup, go-carts spawn alongside the KAMAZ).
Quick changelog:
1. Fixed fatal error caused by ARMA 3 platform updates
2. Zombies now will attack sooner after mission start, grab a vehicle fast!
3. Zombies now have blood on their clothes
4. Fixed many non-fatal errors causing log overflow
5. Fixed startup sequence to ensure the mission loads properly every time
As always, download at the Steam workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=176185661
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Hi all,
After far too long I'm returning to work on this and get it released on steam with a working version! Fixed a few of the fatal errors and working on getting out a hotfix this week.
-Craig
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Thanks bobTom. Would it be possible to make the filtered list items (text) actual links to the commands?Done :cool:
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Hey guys, I made some changes:
1. User notes now show up
2. Fixed wrap issue.
Now I'm going to add the letters to the list.
Letter headings now added! :)
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You could do one for the functions page too :D.That would be cool. I'll see what I can do.
It should just lead to biki page. The page that is loaded has no user comments which often contain useful info.Whoa, good point. I must not be grabbing enough of the HTML. I'll fix that ASAP.
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Glad you guys like it!
Let me know if there's anything wrong or anything you want added.
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Salutations,
TL-DR: This is basically Google Instant with ArmA commands
http://i.imgur.com/yLWuQnb.gif (1337 kB)
Today I'd like to announce a new web project for ArmA developers, commandSearch.
commandSearch is a web-app that allows you to access all ArmA 3 commands in a quick, streamlined way.
You see, I'm the developer of Dynamic Zombie Sandbox (for those who remember it :P), and going through the massive list of commands was a bit annoying, as was the huge number of tabs I ended up opening. So today I decided to make something that would make things a bit easier.
commandSearch retrieves a list of all the ArmA 3 commands and lets you search them, and as you search them the details appear below. You don't have to click, press enter, or anything. Just type. Also, as it retrieves the list directly from the biki, it's always up to date. :)
Give it a try!!
-Craig
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It seems I've posted this in the wrong forum... I meant to put this in ArmA 3's
Salutations,
TL-DR: This is basically Google Instant with ArmA commands
http://i.imgur.com/yLWuQnb.gif (1337 kB)
Today I'd like to announce a new web project for ArmA developers, commandSearch.
commandSearch is a web-app that allows you to access all ArmA 3 commands in a quick, streamlined way.
You see, I'm the developer of Dynamic Zombie Sandbox (for those who remember it :/), and going through the massive list of commands was a bit annoying, as was the huge number of tabs I ended up opening. So today I decided to make something that would make things a bit easier.
commandSearch retrieves a list of all the ArmA 3 commands and lets you search them, and as you search them the details appear below. You don't have to click, press enter, or anything. Just type. Also, as it retrieves the list directly from the biki, it's always up to date. :)
Give it a try!!
-Craig
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It worked! Here's the code I ended up using:
[] spawn{ while {time < 5} do { player playMove "AmovPercMrunSrasWrflDf"; sleep 1.3; }; };
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Here's a quick question for you guys.
How would I go about starting a mission with the playable character running?
-Craig
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Genesis92x and I go way back, I should totally get in contact with him, I wasn't aware he was working on scripts himself.
I suppose I should also mention that my scripts also have the built in infection/turn into a zombie after you die functionality. The campaign I'm making is going to be almost completely featured around the initial infection (defending towns as the occupants get swarmed and then join the swarm).
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Hello thereFor me, a key element is to get them looking dead. Even if this was just through the use of standard wound textures.
I am going to try them out in a min. Good stuff.
Rgds
LoK
That's a great point. I really do need to get them looking dead. I'll see if I can get that implemented today.
Can I make a request? :D
Once you got your zombies up and running (get it? harhar... hm...) would you consider either creating a zombie-unit mod that could be used with Zeus or rewriting your zombie-script into a standalone script (+ sounds), so it can be added to specific units in a mission?
I love requests!
That would be pretty cool. I can see a lot of fun happening by a Zeus that could spawn zombies and directing the players from position to position.
One of the reasons why I made my own zombie scripts was so I could set them up in an easy format, so I'll be releasing a standalone script/mod pack eventually.
Thanks guys!
-Craig
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Edit:Flashlight problem fixed, will hotfix in a couple hours
@Corporal_Lib
No, there are no new zombie mechanics as of right now. The only real difference is that the scripts are mine now. In all my previous missions the zombies were from Charon or Celery from their respective projects. Now, however, I have written my own.
There are a few key advantages to this:
- I can easily and quickly update and change the base code.
- The files are easily transferrable from mission to mission.
- They are easily shared to the public as zombie scripts.
- New features can be worked on without having to copy/modify someone else's work.
The zombies are basic now, and new features will come as the zombies develop.
Thanks Guys,
-Craig
---------- Post added at 08:23 AM ---------- Previous post was at 08:04 AM ----------
Hotfixed! Sorry about that guys!
[Fixed] Missing Flashlight
- I can easily and quickly update and change the base code.
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;2683881']Yay! Great to see you back to Zed missions' date=' Craig, your DZS was groundbreaking, I bet your next endevour will push it even further... testing it now! (A Zombie campaign would be delightful!)cheers![/quote']
Very much appreciate it man! I'm basically using this as a quick testbed for future missions.
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Story:
Factories, shopping centers, hospitals, and hotels, I have been to all of them. My life as an urban explorer has been quite eventful. Danger always follows those who enter into a place untouched for years, but despite the peril I bring back glorious photos from across the world. My photos are world renowned, people have become fascinated with the sight of what they have left behind. The places where adults played as children have become rust and dust. Time takes away the glimmering beauty but leaves behind a different beauty; it leaves the beauty of decay.
Now I've traveled to this lonely isle in the Aegean Sea, it was once bustling with trade and tourism, but ever since Greece dropped support for the island and forcibly asked the residents to leave it has become a wasteland. But that’s perfect for me.
After a few days of hiking I arrived at my goal, the Ghost Hotel. It had its prime in the ‘80s, but since then it has decayed. Yesterday I did a daylight scope of the grounds. I decided an in-depth series of night shots would provide the best impression of this place. So I went to sleep.
Now I have awoken, 15 minutes before I planned. I am an extremely heavy sleeper, so something must have made a lot of noise. I think I’ll go check it out, luckily I brought my weapon in case anything is actually out there. Maybe lugging it all the way here will actually be worth it…
Overview:
This mission is just a quick demonstration of my new zombie scripts. In my past missions I've used Celery or Charon’s zombies, but now I’m working on my own. It should only take 5-10 minutes to play.
I’m thinking on releasing a lot more quick missions like this in the future, depending on the amount of attention this draws. I’m also looking into making a zombie campaign, but we’ll see how that goes.
If I can get these zombies into a good quality state I’ll probably reboot Dynamic Zombie Sandbox as well.
To the future,
-Craig
Download:
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I can't express how much I'm annoyed by fuel tank damage and instant explosions. Well, ok, fuel tank could be fragile, especially on civilian vehciles. But even complete destruction of fuel tank (or any other part of the vehicle) should not cause grenade-like explosion. A car might burn in some cases but all civilians and some military vehicles simply don't have anything to cause such powerful explosions which kills everybody around. Still, for some reason any damage to fuel tank cause Civilian Boxer to explode like it has HE-Frag shell in it's trunk.I'm agree with other your points also, but issue with new MRAPs have a little bit different nature: apparently Tempest received it's soft tent due to misconception about purpose of such vehicle. Theoretically, the main purpose of Tempest is transporting units and cargo from point A to point B as quickly and safely as possible. Right now Tempest is armored everywhere except it's most significant part - the cargo bay. There is no point in additional armor and more powerful engine if the truck is still incapable to transport it's crew safely; even a single enemy with machinegun will turn this "MRAP" into a death trap to everybody in it's cargo bay, so the only things this new truck can transport with certainty is corpses. It's like extremely armored truck that is too heavy to move or a tank with a huge turret made from cardboard - it might look impressive but in fact it's completely useless.
When I first heard of the new Tempest trucks I could have sworn that the developers said is was a truck made to be mine-resistant. I don't think it was said to be small-arms resistant. Maybe the truck was specifically designed for areas that have a lot of unexploded ordinance but not a lot of enemy fire. In all honesty, the truck seems very good to me, but maybe I'm just pleased too easily.
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It seems to freeze during 'Loading profile options' (looking at your background). It may be that your profile has become bugged (possibly is crashed while trying to save something?). You can try deleting/moving your profile and see if it works again. If it does, you can manually move back configuration files and savegames (or just folder by folder) one by one and see what file caused it.EDIT: Best not to delete it competely, its where all your precious custom made missions are stored. :)
Aha! That did the trick, thank you sir.
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Personally I am fine with this new rendition of the A-10, I am quite excited to give it a whirl myself.
-Craig
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So, when is the campaign going to be released on the devbranch again? Later this week?Correct: "The first public release moment is staging on devbranch, hopefully later this week."
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- Added: New scripting command for getting list of activated addons (activatedAddons)
Much thanks for this and the weather update!
- Added: New scripting command for getting list of activated addons (activatedAddons)
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This was outright suggested when people loaded up the game after receiving the WIN update -- to paraphrase, "you can wait for the whole thing if you don't want to wait in between episodes!"Exactly!
Well that was the whole point of episodic content in the first place - be it The Walking Dead, or Half-Life 2 - get pieces of the whole thing earlier. The upside of this is the possibility to adapt (no pun intended) to new developments, and have other stuff already present for people to play with. Combined together, I think that the campaign will be pretty decent in length.Frankly I like the episodic release schedule better, mainly because it's nice to have something to look forward to.
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My supposition is that if the campaign was all put together there would be a lot less controversy about about its length. No blame on BIS here; development has its limits. Maybe some people should just play it all in one go.
New informations or announcement soon?
in ARMA 3 - NEWS
Posted
Hi all, just want to point out that Everon's real life analog is the island of Krk in the Adriatic: