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Rydygier

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Everything posted by Rydygier

  1. Documentation do not answer that question unless I'm missing something: https://community.bistudio.com/wiki/DialogControls-ControlsTable Any practical, working example of ControlsTable utilizing custom controls? Or perhaps base classes have to be from configFile and user, without making an addon, can customize them only via scripting (so also in limits of scripting possibility)?
  2. Rydygier

    [SP] Warping Plague (wip)

    They should. They did for me after I fixed box inventory, I'll re-check that with more weaponry and several guards. I'll think about improving work assignment GUI, thanks for suggestions. Current form isn't optimal for sure, only it was most simplistic/quickest to do. Table with separate confirmation button and cancel/close without confirmation sounds good.
  3. Rydygier

    France General

    Some random, Polish news reffering some preliminary suppositions by Emmanuel Gregoire (about vast damages) and firefighters spokesman (about likely no possibility to repair). It's in fact from yeterday evening. Nothing official/sure yet of course. https://wiadomosci.radiozet.pl/Swiat/Zniszczona-katedra-Notre-Dame.-Nie-da-sie-jej-uratowac https://translate.google.pl/translate?hl=pl&sl=pl&tl=en&u=https%3A%2F%2Fwiadomosci.radiozet.pl%2FSwiat%2FZniszczona-katedra-Notre-Dame.-Nie-da-sie-jej-uratowac Sounds too pesimistic to me, but I'm not a specialist. From the other hand, more, as I would think: https://translate.google.pl/translate?hl=pl&sl=pl&tl=en&u=https%3A%2F%2Fwww.polskieradio24.pl%2F5%2F1223%2FArtykul%2F2295690%2CArchitekt-prof-Robert-Kunkel-po-pozarze-Notre-Dame-odbudowa-powinna-przebiegac-sprawnie That sound more believeable, still just another supposition at this point.
  4. Rydygier

    France General

    Sadly, they say, as I read, cathedral can't be repaired, too vast damages.
  5. Rydygier

    [SP] Warping Plague (wip)

    File updated: - orange stash inventory accessible again (limit of capacity theoretically may become a problem though at some point...); - looting limit should, I hope, consider properly hired scouts now; - data gathered from the Guardian shouln't be a subject of daily limit anymore. Which, BTW, sounds kinda overly generous. Some balancing may be in order...
  6. Rydygier

    [SP] Warping Plague (wip)

    Scavengers do find stuff, which here means "producing Materials". They're in practice Materials "producers", where "production" process is equal to scavenging. So in this regard current report form gives you full clarity. All "added" materials are from scavengers activity. All the rest - not. Scouts are the guys, who boost some other "production" (by finding and reporting to workers some worthy checking sources of materials or food across the map, that is theoretical explanation at least).
  7. Rydygier

    [SP] Warping Plague (wip)

    Good thinking. Likely reason. Hotfix update is coming soon. Basic daily report shows only daily production of each resource as "added". Should be also what you looted put there then? I'll try.
  8. Rydygier

    [SP] Warping Plague (wip)

    At least in case of guardians (because they are limited in number per day and within range of warper data gathering zone, which means finghting the guardian player would likely gather earlier daily limit anyway) - I agree. The rest - not sure, since although there's "soft safe code" to limit amount of groups spawned at once, in total they are unlimited per day (apart from those marked on the map player can encounter other groups, spawned dynamically), while daily limit should somewhat represent time requirement to analyze data, so I wouldn't like to give even remote possibility to collect 100% in one day; Still, I could rather softly (maybe asymptotically) reduce amount of gathered data from all bodies above the limit than simple denying such possibility. Should be doable, currently that number is calculated at action usage, but I could calculate this before action is added and to complement action name with resulting value. By design, player should be able daily to loot number of buildings equal to 20 + number of hired scouts, where this addition depending on scouts is a new thing. I apparently forgot to update the code for displaying icons etc. with this new scouts rule. I'll correct that. Total daily production of each resource is there ("added") thus I assume, you would like to know exact contribution of each worker separatelly? Things like indidual skill bonus are summed and only total sum used in formula returning daily production. Also influence of scouts is indirect... Problematic is also basic production per worker. There's no such thing basically. It's not like: we take guy X, we calculate, how much he produced, then we take guy Y and calculate his input, then... There's taken sum of workers in given speciality, then to this sum is applied square root and multipliers (that also are sums of individual contributions). No way to tell, who exactly contributed how much. I would need to re-design whole thing from scratch to make possible detailed listing per person. I can only tell, by average each consequtive specialist contributes less to total sum in his speciality (due to square root). Except for scavengers, where instead of square root is more unpredictability introduced by weighted randomization (HUD shows only statistical average for Materials daily production). That skill value should be read as "additional bonus" on the top of basic skill, which is equal to all. Individual extra talent to the work, which anyone can perfrom at average efficiency, if you prefer. And also experience factor, as this skill will grow each day, NPC was working in given speciality (or, instread, per shot fired for guards), so in time NPC may become more valuable specialist in given work. To hire a guard, you need to have a weapon in you orange stash for him. So number of guards is limited to amount of weaponry, you stashed in the box. Guard will get random weapon taken from orange box (and should put it back when re-assigned to other job, likely with extra magazine inside BTW 🙂 ). This way even later on "cheap junk", you personally do not use anymore, is still somwehat valuable and useful. That is 100% vanilla inventory mechanics. It worked for me earlier, I'll test, if it is broken now for any reason for me too. But not sure, what to do, if it is. Capacity limiatations? No idea. EDIT: same thing for me. Hmmm... What may cause that bug? It wasn't there earlier, and there wasn't Arma 3 update inbetween. EDIT2: I know. I just disabled simulation for all this objects composition to prevent any physics-based mess etc. and in case of containers that apparently blocks inventory interactions. I'll remove that. Once again, thanks for excellent feedback. Very helpful. 🙂
  9. Rydygier

    France General

    The president of Poland:
  10. Rydygier

    France General

    I adore gothic architecture, cathedrals in particular, all of them are so monumental symbols of faith and devotion to God, dozens of decades of work, a pinnacle of occidental civilization of Middle Ages telling to us more about people of that time than any notions about "dark" medieval period, such a beauty of stone and glass telling about the beauty of the spirit of its builders. Notre Dame perhaps the most symbolic. And it is severely damaged, a symbol in fire, also this fact seems symbolic per se, especially these times. What will you do with this, France? What will we do, Europe? Let's rebuild, what burned. Indeed, I hope too, at least most valuable relics and treasures was saved.
  11. Rydygier

    France General

    Notre Dame is burning...
  12. Rydygier

    [SP] Warping Plague (wip)

    File updated: - added last daily report review to the laptop; - removed end of day restriction (player can end a day anytime if not "in fight"); - removed turn limit for now (as for situation dynamics, how chances for stuff and opposition are increasing each day, is set like for 50 turns, which is noticeable faster than previously); - near hostile presence creatures marked on the map should not auto-disappear when player is far, unless are dead; - new resource: Weird Matter - one sample required now to discover warper stabilization and one sample per stabilizing device; - bodies will not disappear immediately after death, player can examine each creature body with a chance to obtain small amount of Data (but within daily limit!) or a sample of Weird Matter (rare); - new kind of hostile: Warper Guardian. Static (can only turn in place toward player) creature, that will appear near each not stabilized warper when player get closer, than 275 meters from it, one per warper. Will disappear back if player go away, but will return back unless killed. It has increased resistance to damage (multiple hits required) and will throw at player small explosive ordnance every 5 seconds, if has a free LOS. Accuracy at first is rather poor, but Guardian will adapt and accuracy will improve each shot. Accuracy will decrease when player on the move and each time guardian is hit. But the longer the fight, the faster guardian adapt back (in certain limits, depending also on distance). In summary, it is possible to defeat guardian even with a shitty pistol, tested, but especially first one may be a challenge if player has only a handgun, especially without any cover to utilize. With a rifle it gets easier. Save game before approaching a warper anyway recommended. Difficulty was tentatively balanced, but it may require further tweaks if too easy or too difficult. Examining the body of fallen guardian may be especially fruitful, apart from bigger Data chunk (need to be made independent from daily limit though...), there's guaranteed Weird Matter sample or few and after first examining later analyze should result in a discovery of another handy device, that also can make fighting next guardians easier: - after requirements are met (possesing at least one Weird Matter sample, examined guardian body), player can use Weird Matter samples via mouse action to get 90-95 damage immunity for 30 seconds.
  13. Rydygier

    [SP] Warping Plague (wip)

    Most of them haven't more, than a pistol, especially during first days, also I've some plans as for certain benefits from killing them, but anyway requirement of killing them in order to end of day may be no longer necessary. It was a way to prevent player skip day after day without doing anything, which was bad for mission design for a reason, that is no longer there, so perhaps indeed now I'll allow player end a day anytime he please (doing so without any activity now is against his interest anyway).
  14. There's no such possibility in HAS, sorry. HAS doesn't spawn nor despawn helis, it is about using already existing helis. With newest 1.7 wip script (as soon out of wip, mod here also will be updated to this version) one can dynamically spawn a heli, add it into HAS, then despawn after the task is complete, but this require additional spawning and despawning scripting from the user.
  15. Rydygier

    [SP] Warping Plague (wip)

    Yes. Those marked on the map need to be neutralized first (the only requirement before ending current day is possible). I'll investigate why they/their mark may disappear on their own (shouldn't). Also I need ot think, if such requirement is needed actually. Meanwhile, today started work on "warper guardian" unit, but still requires more work and then balancing tests.
  16. Rydygier

    [SP] Warping Plague (wip)

    File updated: - new survivors can be invited to the Town even without sufficient quarters. Such persons will squat in any other building till proper quarter appear, then will "move in" there. Until then they'll be marked as "homeless" in the Occupation Roster and daily report; - code responsible for civilians control tweaked to work better within this scenario; - increased opacity of report/roster GUIs background, tweaked few other things; - Now work assignement can be changed once per day for each inhabitant. As soon roster is closed, changes are fixed till next turn - in the roster such inhabitants will be properly marked and clicking on them will do nothing. Inhabitants having at roster exit same occupation set, as before will be not fixed; - orange stash was so sad and lonely, so now there's small composition of static objects added to it, mostly ornamental purpose, but some actions was moved from the orange box to the laptop.
  17. Rydygier

    Music Recommendations

    Joanna Lacher - QUEEN OF THE FOREST (Dronningen av skogen)
  18. Rydygier

    [SP] Warping Plague (wip)

    BTW one thing to consider: the fact, player can freely reassign inhabitants at any moment can be easily exploited: make all scouts, take all benefits from them then switch all back to production. I think, I'll make, so each inhabitant could be reassigned only once per day (closing the roster GUI will fix occupation for inhabitants, whose job was changed, till next day).
  19. Rydygier

    [SP] Warping Plague (wip)

    File updated: - tweaked HUD for better clarity (whole words, less numbers - shown only storage room left and free quarters left, other data here was probably useless anyway, some may be added to detailed daily reports); - Fast Travel. Each 5 seconds code checks, if player is closer, than 100 meters to a named town (few types of named locations, hills etc. excluded) location on land, that is not activated yet. If so, it will be activated for Fast Travel, message + sound given, map marker added. Once there's at least one FT marker, Fast Travel action is available. Range from the Town depends on amount of hired Scouts. Without scouts player can FT in 1000 meters around the Town, each Scout adds another 1000 of range. Markers out of range will have different color. Also markers show required amount of scouts to reach them with FT, when any. If there's only one marker, Fast Travel action takes the player directly there. Otherwise map is opened and code waits for LMB click, then will take the player at closest marker in range. If none in range - FT cancelled, message given. FT is not availabe during fight (enemy closer than 300 meters from the player knows about the player); - Added info about number of "houses to loot for today" to the looting message; - Now daily limit of houses to loot is bound with number of hired scouts (because they should help the player increase his daily efficiency, as they help also AI food harvesters or scavengers by giving them intel about promising places to check), so instead of hardcoded 20, there's 20 + scouts; - expanded Instructions in the map screen (fast travel, HUD, new benefits from the scouts, some small changes). More to come other day...
  20. Rydygier

    [SP] Warping Plague (wip)

    In fact - likewise. Limit here just gives you organized measure of success - how many you can save in that time, but this is half-optional even now. You can finish earlier: either evacuate as soon you feel, amount of people, you can take with current Materials value is good enough/optimal, while you gathered 100% of data (which is doable in 20 turns), either you can achieve alternate ending, if you find key data near the initial area center and measure enough data from warpers (after finding key data, each day amount of data measured equals the chance for the breakthrough), you should be able to stabilize warpers on their current positions using a device, that currently cost 250 Materials each, and if you manage to stabilize all warpers, scenario should end, because you stopped spread of the plague (area spread and resulting increasing number of warpers is caused by their constant displacement), thus saved everyone/most of surviving on the island - didn't tested this way though, I suppose, will also require balancing, total cost in Materials may be pretty high. In fact, scenario should still work fine without a limit. Chances for weaponry and hostiles will just raise further until hit upper limit, then stay flat at it, in time player will loot all the buildings, so situation at some point will stagnate (but at some very nasty level of hostility probably). That's it. I can remove Turn Limit from the formulas and instead put there fixed number, sot that's not the problem either. I think, if scenario become worthy of it, I probably introduce customization panel similar to one in Pilgrimage and Descent Trajectory, so player will have opportunity to tailor the scenario to own preferences, set the turn limit or turn it off completely etc. Probably neither magic, neither "normal", still "shootable". All these creatures are "from elsewhere", as the whole Plague. Don't know, but thinking about stuff like unlimited 40mm grenades with some FX, but limited rate of fire, range and accuracy and very limited mobility to avoid making them some kind of unbeatable nemesis. But I may figure out something else/better too.
  21. Rydygier

    [SP] Warping Plague (wip)

    I felt kinda inspired to check some math (will need that during balancing anyway) and give you more detailed answer 🙂 So, in the bunker-like military buildings finding a weapon should be in 100% cases. But what chances for given kind would it be? Below isn't 100% exact, as in used way values doesn't need necessarily sum to 1 or 100%, they do at day 1, but then it may deviate. Charts show, how actual numbers used in code would change, which not exactly covers probabilty, but should be close enough to get a general picture: Pattern is rather clear and common to all types excluding pistols/handguns. Short answer: to get decent gain of probability of finding "better than pistol" weaponry, player need to wait with exploring bunkers around 30% of turn limit, Which is one month for current limit of 100 and around two weeks if I reduce the limit to 50.
  22. Rydygier

    [SP] Warping Plague (wip)

    Frankly, that's another matter to be balanced yet. Currently there's 100 days. Just because. And I feel, this will be reduced. Each day there are slightly higher chances for encountering more opponents, but also for finding better weaponry. So each day makes a difference, it may be linear or not, but in general 50 puts you somewhere in between minimal and maximal values. One example for the weapon loot in normal houses: private _baseP = 0.95; private _baseS = 0.05; private _baseR = 0; private _baseRR = 0; private _Pmax = 0.75; private _Smin = 0.2; private _Rmin = 0.04; private _RRmin = 0.01; private _chP = (_baseP - ((sqrt RYD_TS_Turn)/(RYD_TS_TurnLimit * 0.5))) max _Pmax; private _chS = (_baseS + ((sqrt RYD_TS_Turn)/(RYD_TS_TurnLimit * 1))) min _Smin; private _chR = (_baseR + ((sqrt RYD_TS_Turn)/(RYD_TS_TurnLimit * 2))) min _Rmin; private _chRR = (_baseRR + ((sqrt RYD_TS_Turn)/(RYD_TS_TurnLimit * 10))) min _RRmin; private _arr = selectRandomWeighted [RYD_TS_Pistols,_chP,RYD_TS_SMGs,_chS,RYD_TS_Rifles,_chR,RYD_TS_Rare,_chRR]; So at first day there's 95% chance, found weapon will be a pistol and 5% for SMG. Then it changes for each kind according to above formulas, where RYD_TS_Turn is current day number, and TurnLimit is last turn value (100 currently). But change isn't linear, there's squared root applied. It changes each day until limit value is reached (not less, than 75% for pistol, not more, than 20% for SMG, 4% for rifle and 1% for fancy stuff, if reached at all, current formulas may not allow that for that high turn limit). Similar kind of math is used for calculating other probabilities. These formulas also may be a subject of balancing of course. BTW these values are now very different for military buildings, where chance for something more, than SMG starts from 20% and at some point reaches max at 40%. That's rough spectrum here. Yes, you're touching here most vital part of scenario design. And most difficult. I know, gameplay still need to be enhanced, more juicy. I just do not want repeating myself and making fun factor so much driven by looting addiction/grind (hoping for finding something better keeps you going, granted, but in the end it's kinda cheap way to keep player engaged and in time such grind feels somewhat "empty", and also - I prefer to find new ways that using old tricks every time). I've no complete picture in my mind yet, main reason, I've made this thread at wip stage, counting on feedback ideas, but I've some ideas. I plan to add new, exotic kind of opponents like some type of warper guardian, one would guard each warper anomaly, would be hard to kill and dangerous. Maybe more, like some kind long range assassin, if not too frustrating, who knows. And also there should be more juice from each kill than just safety and satisfaction. No classical loot, but player should be able to gain something interesting from the body. Maybe a piece of data from casual enemies or some exotic means to kill bosses, and something more fancy from "bosses". Not sure about details yet. I even thought about introducing third faction hostile to everyone, like scavenger mercs coming to the island for something, but this will bring back an issue of too much weaponry around. As for fast travel, most likely next thing on my to do list.
  23. Rydygier

    [SP] Warping Plague (wip)

    Doable. Corpses could be removed between days. The ammo value is just "universalized" number. Then, at orange box, you can use action to get magazine for your currently active weapon. Depending on type of weapon less or more "universal ammunition" will be used (or message shown, if not enough Ammunition) and proper magazine will be added to the box, from which you can pick it up as normal. Cost of the pistol magazine in Ammunition is 1, SMG - 5, rifles/MGs - 30 and sniper rifles - 50. Even more defined for launchers (100) assuming, any will be possible to find. Magazine is chosen randomly amongst all suitable for given weapon. Formulas defining daily production are a bit complex and not linear, worker's skill bonus, if any, is used there amongst other factors. Currently, except for resources and survivors, player can find a piece of weaponry (yes, also from used mods and actually owned DLCs) or even two parts of the mortar if really lucky (comes packed as usual two backpacks, need to collect both to assemble the mortar, then next hired guard should man it and use (but it costs 100 Ammo per shot...), but so far never got that far to even test this). Both are directly transferred into orange box which acts like "central stash of everything", so player doesn't need to worry, if have enough space to carry it and I do not need to worry, where to put the item, if he can't. Yes, indeed, exactly that's the reason, why weaponry is so limited here. I wanted to make player really enjoy, when he find anything better, than a pistol and to avoid devaluation we know from Pilgrimage, where sooner or later player was swimming in the weaponry yawing at another elite piece. Latest changes make easier to find something bigger in military buildings, but I'll balance this if finding a good weapon become too easy. A guy with basic rifle should feel like a king on this island, assuming, he can afford the ammo - even if good weapon found early, there's also a limiter in form of costly ammunition. Not sure yet, if AI guards should pay same amount per shot or always 1, as currently.
  24. Rydygier

    [SP] Warping Plague (wip)

    File updated: - mouse action to holster/put on back current weapon (default color and size, not like other custom actions); - victuals -> food; - "data gathered" rounded to second place after comma; - tweaked probability of finding food (less likely) and materials (more likely) in normal houses; - military buildings like bunkers always hold some weapon, greater chance for rare weaponry; - quasi-military buildings (offices, barracks, those metal box-shaped...) with greater chance for finding weaponry (and for better weaponry); - both above and also industrial type of buildings (only few of them on the map) has own probability distribution of loot types. Military more towards ammo, industrial towards materials, quasimilitary inbetween; - apart from that, all common buildings in several areas (military base, airfield, harbor etc.) should have custom probability distribution of loot types towards ammo and/or materials. Also all buildings in such areas will have statistically increased amounts of found loot of that type. Note, still probability of finding rare weaponry is very low at first and increasing with each consequtive turn, so one may prefer to loot military buildings later in game, not at very beginning to get better chances for something more than another pistol. Note also, magazine cost for more powerful ammo is higher, than for the pistols, thus finding powerful rifle first day will not make you instant killing machine, because you wouldn't be able to get much, if any, ammo that early (but in case of AI guards, each shot costs 1 ammo, no matter, pistol, SMG or rifle). Changes barely tested, more from neofit's list to come.
  25. Rydygier

    [SP] Warping Plague (wip)

    Not sure, if that HUD is final, may be reworked (or not). Anyway indeed, I should put some explanation in game. In this case: Housings: 11 houses total (including the one taken by the player), 10 currently free quarters, 5 free if counting people invited this day (so not yet actually in town). Not a bug, I changed, how allocating jobs works but didn't update feature description.
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