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Rydygier

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Everything posted by Rydygier

  1. Rydygier

    [SP] Warping Plague (wip)

    Thinking about not really interesting another part of island, stil kinda empty in overall, and thus about that third faction idea. Perhaps a group of other survivors, but acting more like ruthless gang of looters and extortioners, also hostile against creatures and often but not necessarily against the player, as poorly equipped as the player is so no problem with too much too good weaonry... Not sure yet, need some time to figure out their mechanics and background details. Then also about enriching plot background, narrative aspect, protagonist... Anyway, I plan to switch may attention for some time elsewhere, which should give me that time, meanwhile feel free to keep providing any feedback, thoughts, bug reports etc.
  2. Introduction A singleplayer, semi-randomized, real-time but turn-based open scenario for Malden. You, as the only member of scientific staff, survived inconceivable consequences of the experiment conducted on Malden. Now, while time is against you, try to rescue and evacuate as many, as you can from this surreal disaster. To do so, manage your town, defend it, explore to gather survivors, resources and necessary measurment data. Each day you can perform limited amount of activities and each day situation gets worse, so decide wisely and act efficiently. Download Warping Plague 1.00 wip (Dropbox) Notes Scenario is still under regular development, but decided to release it here already, because I could use some feedback with ideas etc. Ran out of own inspirations at the moment. It's playable, but not 100% tested through yet, so possible are bugs and bad balancing. Please, let me know, if there's any interest in this and if so, what could be improved, added or changed. Also bug reports appreciated as always. In this scenario I'm deliberately vague as for background explanation, I prefer to leave a lot to imagination. Experiencing the unexplained and attempting to understand, what's going on there and how to deal with it is meant to be a part of the gameplay. Meant is also kind of surreal/oniric vibe. Yes, that's one of these weird scenarios rather far from classical milsim etc. As for gameplay dynamics, it starts slow and easy, but gradually should become more and more challenging. Due to exotic visual features using lots of simple objects across the map, saving the game takes noticeably longer than usual, same, but even more, applies to loading time. Save file has about 170-180 MB (10x than usual). To Do Debugging, balancing, waiting for inspirations. Changelog First release Terms of Use
  3. The code, I gave you, switches on HAS actions for unit from the beginning included in HAS, that had them switched off. If these AI units are also included in HAS from mission init, then they work alike - if was switched off, can be switched on by the code, you propose, just be expanding HAS_myUnits array, as you did. But off or on, they should autoexit, as this is only a switch for calls actions, either way they still are "HAS-enabled". If however these AI aren't included in HAS from the init, then they need to be included either from the init, either on the fly, which update 1.7 was focused on: [newUnit1,newUnit2,newUnit3 (etc.)] call RYD_HAS_NewUnits; Syncing them to the module mid game doesn't work. If indeed there's a comma, it's a syntax error. Today and tommorow I'm "off duty" as for scripting, so if above explanations do not suffice, day after tommorow or later I could check your scenario to see, what's going on.
  4. Frankly, it is on purpose that way, to let player know, there are new actions awaiting his decision, but if more people feel that way, as you do, no problem, can be changed. Fast roping seems working OK in my tests, precise positioning may take some seconds, but usually rather 10 than 20.
  5. Steam for broader audience, but since for a long time there are players experiencing "lost my save/can't resume" issue with Steam Workshop scenarios, I usually put there a link to BI Forums alternative and recommend to use it instead. Also I can't update some older content on Steam, so in total it looks convenient, but is not reliable enough to me.
  6. Sadly, can't help with server config, do not know anything about it, also not sure, what's the purpose of autoinit, from what I searched through this forums, this parameter can be indeed a source of various headaches though. Looks like nothing, I could fix my end anyway. No idea, if that makes sense, but what if one would start his mission with HAS scripts, but without HAS stuff initialized, then only after some delay spawn in RYD_HAS_Base logic object, crewed helis (perhaps on the preplaced helipads), synchronize them via script with said object, and only after that initialize HAS?
  7. I'm unable to reproduce it. Tested just now again by doing simple transport task as client on dedi. No such error, all works fine. Settings was vanilla, or changed? What was going on/at what moment exactly the error occured? Does it occur always in the same circumstancies? Server's, client's or both RPT? Also... That error refers to some native Arma 3 content, so if there's such error, it is produced out of HAS scripts, thus may be hard to do anything about it assuming, I'll be able to reproduce it.
  8. Rydygier

    [SP] Warping Plague (wip)

    Hi, thanks. Ports to other maps are considered during script design, so are possible, once I finish basic version. Optimally without any scripting knowledge, so anyone should be able to make own ports just by pastig stuff in EDEN and files to the new port folder. However scenario is not suitable for large areas (performance issues due to amount of warpers), thus on large map such scenario need to be limited to only chosen part of it, or warpers will be very scarce, but that's to consider in the future. Assigning guards - each guard require actual weapon piece from orange stash. No weapon - not possible to assign a guard. Meanwhile - file updated: - fixed too many "near hostile presence" appearing each consequtive day; - now building assignment action names include info about expected capacity/space gain; - redone occupation roster. Now it looks like this: (the aesthetic aspect still under consideration...) Clickable are: all headers, all non-greyed out numbers, both buttons: cancel and OK. Clicking on given header works as sorting feature (alphabetically for names, by skill value for each skill column). Clicking again same header reverses the order of sorting: ascending/descending. As you can see, now normal, basic skill is displayed as 1, not 0, to better grasp, what it is (acutal value in scripts stays as it was, lesser by 1). Clicking on the number (each is a button in fact) in chosen row and column will assign given inhabitant to given job. Number of the job, that given inhabitant can't be assigned to, is greyed out and inactive - non clickable. Reasons may be: it is his current assignment, no more working space, no weaponry in the stash for the guard (as on the above image), current assignement fixed till tommorow. In case of all except guards, they are actually assigned to the job immediately upon clicking the number, inhabitant name will change the color and will get a job description suffix. Thanks to that player can observe on the HUD, what impact on daily production current assignements will have. Guards however aren't equipped nor sent upon clicking the number, only visually marked by the color and suffix (and one piece of weaponry reserved). Clicking "cancel" will restore for all inhabitants jobs, they had before roster was opened. Same will happen if roster is closed by Esc key. Clicking OK will fix chosen jobs and will equip and send to patrol the chosen guards.
  9. 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)?
  10. 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.
  11. 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.
  12. Rydygier

    France General

    Sadly, they say, as I read, cathedral can't be repaired, too vast damages.
  13. 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...
  14. 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).
  15. 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.
  16. 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. 🙂
  17. Rydygier

    France General

    The president of Poland:
  18. 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.
  19. Rydygier

    France General

    Notre Dame is burning...
  20. 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.
  21. 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).
  22. 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.
  23. 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.
  24. 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.
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