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Rydygier

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Everything posted by Rydygier

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. HAS 1.7 wip4 - Destroyed helis should be now removed from the 0-8 lists also on clients. Check now. 🙂
  6. Apparently removing dead heli entry from the list doesn't work client side. I'll investigate this.
  7. Rydygier

    [SP] Warping Plague (wip)

    Hi neofit, thanks for the great feedback, I'll make use of it, good points. Currently it is so for purpose, it is not there until you deal with all "near hostiles", but I kinda feel changing it may be good idea, maybe restricted only, when "in fight" somehow. It is consinstent with the scenario "lore", these creatures supposed to do it. I just deliberatelly didn't explained anywhere what it is all about, what's the nature of the "warpers" and creatures... But if instead of mystery feeling, it breaks immersion, I may change it somehow. One thing: weaponry is deliberatelly limited as for numbers and quality, so even if body will be left, for any reason they'll be empty - no loot. And this is easier to justify, when everything disappears. Or perhaps I'll make player's character actually "surprised" by this fact in game, when observing this disappearance first time, he may in some form start to wonder, why is that. Even, if left unexplained, this may restore immersion. In general I have a small idea, so making protagonist express his thougths on what he experience in one form or another may be a good thing.
  8. Rydygier

    [SP] Warping Plague (wip)

    File updated: - changed gameplay circumstancies: now, initially, plagued area is small, focused around point zero, but will expand in time. Initial amount of warpers is seriously reduced, it may increase in time along with area radius, but will stay lower, than previously. This should help for too log saving/loading and decrease save file size; - now warpers aren't static, but will randomly displace each day; - the closer player is to the area, the worse weather may become (weather adjusted in general); - somewhere deep in the initial plagued area patient or lucky player may find alternative way to end the scenario; - instead of daily "attacks" focused on the town itself, each day will be reported some near hostile wandering groups, that need to be neutralized to keep the town safe before end of the day will be possible (accent shifted from defence more towards hunting). Such groups may enter the town and threaten the inhabitants or not.; - various tweaks. Still lots to do regarding balance and gameplay tweaking.
  9. Rydygier

    [SP] Warping Plague (wip)

    File updated: - Occupation roster respects free working space, if no more available, occupation may be switched only between jobs not requiring it. - Guard will require actual piece of weapon in the stash, will pick it up for own use and put back when re-assigned. - Inhabitants will gain experience. Guards: by shooting, their shooting skill will gradually raise. Rest: daily skill growth in current occupation. They also may have initial "talent" bonus to given job.
  10. Rydygier

    [SP] Warping Plague (wip)

    In regards to pbo version, recent is always under the first post link. But, frankly, this thing is working for me without any problem since the first version (I'm using latest stable branch Arma 3 version). If you have grey "?" sign over the building (and on the map), then in the same place actions are added in my code. If there's no such signs - then most likely for any reason buildings aren't found. Otherwise - they are found (should be stored inside RYD_TS_Buildings array).
  11. In order to add new player(s) use this: [newUnit1,newUnit2,newUnit3] call RYD_HAS_NewUnits; Similar, as you do for the chopper, just here you have array of units passed into fuction. This function should handle all, what's required: RYD_HAS_STT, giveActions (when necessary, only for mouse actions variant is) and few other things.
  12. Rydygier

    [SP] Warping Plague (wip)

    Well, here's how it works (via mouse actions, I'm using mouse wheel to select them) :
  13. Yep, seems close, as soon we'll be sure, HAS is fully working with dynamically spawned assets.
  14. Rydygier

    [SP] Warping Plague (wip)

    Hi. Welcome to the BI Forums. 🙂 If you're close enough to the building and have enough Materials (10 for warehouse, 50 for housing, 100 for the workshop), there should be visible mouse actions to assign the building. That choice is permanent. Good to hear, I hope, in time I'll be able to develop more fleshed out gameplay, with more refined fun factor. But good ideas wan't come on demand.
  15. HAS 1.7 wip3 - destroyed helis should be properly removed from 0-8 submenu list and respawned helis - inserted into that list instead (may require re-opening 0-8 menu to refresh); - added systemChat message at init displaying in SP/on server running HAS version. Not tested in MP.
  16. Thanks for the feedback. I'll check, what's going on.
  17. Rydygier

    [SP] Warping Plague (wip)

    File updated: - redone assigning jobs. Mouse actions attached to units are gone (no more hilarious chasing civs). Instead, there's custom GUI listbox, where one can in much more convenient way switch occupation of each inhabitant on-the-fly by clicking his name on the list. First choice no longer fixed as final, so for example is possible to arm everyone as guards before attack, and after assign back to production. This roster can be accessed via mouse action at orange stash container; - turret cost lowered back to 100M, also lowered ammo consuption per shot.
  18. Hungry? Eat something! startLoadingscreen ["Yummy!","RscDisplayLoadCustom"]; { _x addAction ["<t color='#00e800' font='PuristaSemibold' size='1.2' shadow='1'>Eat something!</t>", {player setDamage 0;"middle" cutText ["Yummy!","PLAIN"];player say3D ["Orange_Start_Sim",50,1,true];}, "", 1, true, true, "", "true",5]; } foreach ([(getNumber (configFile >> "CfgWorlds" >> worldName >> "mapSize"))/2,(getNumber (configFile >> "CfgWorlds" >> worldName >> "mapSize"))/2] nearObjects ["Land_Kiosk_blueking_F",(getNumber (configFile >> "CfgWorlds" >> worldName >> "mapSize")) * (sqrt 2)/2]); endLoadingScreen; Finally player can actually eat something at one of these food vendor kiosks.
  19. Rydygier

    WeaponSights Zoom

    It's damn sad to read, someone's mocking you/your work, Gunter. Very reckless judgement and very injust. To make this clear: I'm NOT the author nor even co-author of WeaponSights Zoom mod. Yes, long time ago Gunter approached me with some questions about how configs/modifying them works in context of this mod and I gave him some answers/insights/examples on the basics as much, as I was able, as configs never was my speciality, but that's it IIRC. Showing the way is one thing, following it is another.
  20. Rydygier

    [SP] Warping Plague (wip)

    File updated: - inhabitants should be now engaged by warp creatures; - improved handling of inhabitants losses (displaying population/production etc.); - various tweaks and fixes.
  21. HAS 1.7 wip2 - destroyed choppers should be removed from CAS choppers arrays at certain points (for elegancy mostly); - RYD_HAS_NewChopper function should now handle also adding the pilot of the new heli to the kbTell conversations. Check this out and let me know about any further issues. 🙂 Do, as you wish, but I recommend do not use voice comm by default for reasons described earlier.
  22. 1) Destroyed helis are not removed from RYD_HAS_CASChoppers, only deleted are. But this shouldn't be a problem, as destroyed helis from that array are filtered out when necessary. But I may add destroyed helis removal just for elegancy. 2) Don't worry about anything inside HAS code. HAS should be able to handle itself, and if not - it's a bug, then let me know, as you did, and I'll fix that for all HAS users. Code, you pasted, gives the pilot ability to send voice messages (which however are present only during troops transport mission, if enabled and not for all messages, only those covered by kbTell voices taken from BI's vanilla support module). It is executed at init only. I'll check this, if necessary, I'll add it also inside NewChopper function, so user do not need to worry about that, using NewChopper function by intention should cover all, what's required to inject new heli into HAS logic. BTW not all text messages used by HAS have their voice counterparts, and if not - hint should be given instead. It's the case of "give daylight signal" for example. Frankly, because of that, I do not like use voice messages, since fragmentary, not covering part of the communication, feel like messy makeshift to me and I personally disable them, but they stay as an option, if someone still prefer to use them. I prefer to keep RYD_HAS_VoiceChat = false; The worse, not sure, if remember correctly, but voice messages may not work very well in the MP, client side (distorted, slowed down voice). The comment in then quoted line may be true atm, but it's obsolete approach, this should be done automatically. You're welcome. It's always great to know, when your work is helpful for someone.
  23. Rydygier

    [SP] Warping Plague (wip)

    File updated: - newcomers should be calculated properly now (1 per day + those found during exploration, limited by free living space); - resources production should be now properly displayed on HUD; - food production multiplied x5.
  24. Rydygier

    [SP] Warping Plague (wip)

    File updated with variety of balance tweaks and code improvements.
  25. There is. Check the manual, pages 8-9, look for variables containing "SupplyCall" or "SupplyDrop". As for module version those, that aren't arrays, you may find and set also in the module settings. Most of them (arrays) allow to customize contents of the package, one allow usage of manually prepared containers/objects instead, while default spawned container class (type) itself can be customized using RYD_HAS_SupplyCall_ContainerClass (present in the module settings) - using these one can also slingload other kind of object, say a vehicle, as long heli is actually able to lift its weight.
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