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Spam_One

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Everything posted by Spam_One

  1. Hi guys, I beg for your help for a simple script. I'm completely new in scripting but i think i get it a little, i need some advices ! I want to do a script which creates empty vehicles (chosen in an array) on random markers (in array too). There's my script : //test script spawns helicos par Spam_One - script test of spawning by Spam_One _markersList = ["hel_zone01","hel_zone02"]; _vehiclesList = ["CH_47F_EP1","MH60S","Mi17_CDF","Mi17_Civilian","UH1Y"]; //choix random d'un marqueur - Randomly pick a vehicle in _markersList array _randomChoicesM = _markersList call BIS_fnc_selectRandom; //choix random d'un vehicule - Randomly pick a vehicle in _vehicleList array _randomChoicesV = _VehiclesList call BIS_fnc_selectRandom; hint "tentative de spawn"; //spawn attempt sleep 1; hint "maintenant"; //now //creation du vehicule - vehicle creation //if (isServer) then { _vehicleSpawn = _randomChoicesV createVehicle (getMarkerPos _randomChoicesM); //} sleep 3; hint "le vehicule a spawne ?"; //is the vehicle spawned ? sleep 10; I create a test mission, i put an init.sqf with [] execVM "spawn_helicos.sqf". When i try, i have the hint, but nothing. The .rpt doesn't show script errors, in game also with showscripterrors activated. So, can you help me ? :D Thanks a lot, and sorry for my english. btw, this script is for modify Dynamic Zombie Sandbox mission, by Craig. I recommend it.
  2. Same, nothing works on dedi, with showscripterror there is this in .rpt in sandbox : In infected : :(
  3. Hi Craig, Thanks for the update ! I didn't post our last version since weeks, modified principally by BenBen and me. We stop using the vehicle.sqf because of the waitUntil which assassinate server performance. BenBen had a look on PDB but didn't have the time to make it work ... If you want to take a look at our version, here it is ! Wefrag DZS Our goals are : - put respawn back for vehicles, but with less ressources for server than "vehicle.sqf" - make PDB working because with reboots, peoples stops to building base and are disguted of loosing everything :( - include some things to push players to go in town : objects to find for repairing vehicle, food, water... - new loot spawn : weapons can respawn, sometimes just ammo, sometimes just waste things, sometimes usable objects... - Include some missing buildings in loot place - use points count from your new gamemode : call a special unit for repairing a vehicle, ammo crate drop, vehicle drop... edit : i just talk with BenBen, he told me that you discussed together few days ago, so you have the last version ! Happy to know that you like some things we made :)
  4. Thanks for the release Craig :) I understand, when you work many times on the same thing, that you want to change things a little. But for me, and others which i just rent a 40 slots server for your mod, that kind of gamemode is ok for games who handle it really well, not Arma. In fact, Arma has negative accel on mouse, strange behavior of the soldier etc, it's not that fun to play that kind of mod, it's like doing a sim-mod on mario kart. After all, i think you learn and you create some new stuff with this part of developpement, and we enjoy it. As i said before, i think Arma isn't the best support for this gamemode, but doing it can bring you some knowledge and ideas maybe for sandbox. For my part, i just download your update, launch it one time on local, saw that 200m spawn for zombies isn't well and nobody spawn, but i just want something that i discovered with the first release, zombies who come from far away, because the mood isn't the same, with your buddy you prepare to aim them, you talk "oh fuck zombies coming from xxx", the map seems to be full of them (even if sometimes we are fed of their cheated spotting) ; but now with the new spawning it's just : "plop spawn in front of me, plop spawn in front of me, plop spawn in front of me". That's why i, we, put our hands so much in the mod, it's not for steal your work, it's for upgrade it for something we believe to be an alternative of Dayz, less boring, more actions but so much stressful at the same time. edit : with 100 meters it's ok (in local, i have to test on the dedi), like three times better than before, lot of zombies, great :)
  5. Yes, hel_zone01 and 02. I maybe have to try with nul = execVM "script.sqf" in init.sqf ? The only time i use with a trigger, i put a gamelogic with in "On activation : this = [] execVM "script.sqf";" (and it loop, saw it with hints) what "nul" use for please ? In which ways ? i don't find it in scripting commands list :( OK i get it. Marker is not a trigger. Trigger is not a marker.... Works with [] execVM "script.sqf" in init.sqf... Thanks Dmarkwick ;) I will update this script soon for respawn and parameters, hope to find help again here !
  6. What the... maybe i do something bad for using the script. What did you do for testing my script ? You ask a trigger to launch it with this = [] execVM "script.sqf" ; or you create an init.sqf ? Thanks again. I really don't understand... but i'm proud at the same time if it works :D
  7. wtf, i really don't know why there's this "this = []" ?? Bad copy paste i think. Anyway, the original script doesn't have this error DMarkwick, so it's something else ! (or i misunderstand what you mean by "lose") But thanks.
  8. New version with tons of shit (more than 1000 items with probability of spawn and placement). Vehicles generated at the beginning of the mission now RESPAWN ! (with vehicle script from Tophe). All sidemissions (aircraft, horde, base, ammo, and supply vehicle) with different colors for everyone. Armored like usual, quads, choppers, supply vehicle with probability of spawn, placement, life, fuel, ammo. Have fun :D Hope to see something like that developed by Craig, it will be better made :) About the stability, it's very good since the last release, my dedicated run since 2 days and there's always zombies and sidemissions. About bugs, always the same, sidemissions don't appear on map for new player, so when every one is disconnected... nobodies can tell you where to go :( Maybe by using adding tasks in briefing ? edit : and sometimes missions don't finish, it's not cool :( Hope to have news soon about what you did Craig (if you have time)
  9. I have a 4000$ high end pc, i run a special script which allows photoshop to filter every frame !
  10. Always a bug with sidemissions, at a moment there's one who appears at 0,0 and that's finish, you can reboot :( EDIT : it's the horde mission. I update without horde mission. There's my homemade version of the last version of this mission. Armored, choppers, quads, support vehicle. All have a probability to appear or not (130 items on the map with 20/30% proba). They have respawn : if unused, 24 hours, if broken : between 5 and 15 hours. I change the missions markers : aircraft is kaki, base still red with a radius of 100 instead of 200 meters, Ammo cache is yellow, 500 instead of 200 meters, Town with horde is orange, Support vehicle, made by Nerro, is Green, 300 instead of 200... It's for chernarus only. Mission I hope Craig will release something like this soon, but better make than me :( edit : use at your own risk, i really not sure everythings stay ok with time use Craig mission if you want something stable Find some armored with my buddies :D
  11. I actually have my nose in all of those scripts, you are really talented Craig to understand all of that ! In fact, it's just logic, i understand well the script when i read them, but i don"t have the knowledge to write my own scripts, syntax etc :( WHy i look inside script ? Players from the forum i am and which i play every day, and me, need some tweaks. We want a deeper gameplay. Like i say before, have a lot of zombies everywhere with big guns is cool, especially after playing dayz for long time. But we need challenge, we need good sides of dayz and good sides of DZS. What i try to do now is some things to avoid server reboot and avoid too much frustration (even if we both know that frustration is needed for a survival gameplay, but there's differents frustration type) - make respawn for vehicle. Instead of putting thousand cars everywhere, put only "almost none" but they respawn at different places and a different types, after being destroyed or unused for a long long time (5hours/24hours). - Better gun loot and respawn : less big guns everywhere and almost less ammo for each, we need to SEARCH ! we need a reason to motivate us to search for ammo crates in sidemissions, a motivation to build our base and putting crates inside and defend this. The loot need to be more localized : powerful opfor and bluefor guns on military camp only, airport and firestation, and a very very low probability for others buildings. Some guns need to be only in crates ! Also : loot have to be clean and respawn. - Zombies aggro : stop cheated aggro ! Zombies are more reactive than a hyperactive child on coke. They should see us at 50/60 meters when we get stand, 45 when we get crouch, and 10 meters when prone, all of that in a clearly open fields. The sound should the most important thing to make them active, in this case when you go somewhere, you play carefully, and not "running-everywhere-with-my-big-guns-and-shooting-until-i-spawn-again-with-another-big-gun". -last thing : tent. The first non lethal object you have to spawn ! Tents appears in shop, sometimes in military/airport/firestation, rarely somewhere else. On tent, you attach a unique dynamic spawn marker, on which people can register on a unique list for each tent (or cleaning it if they steal it ;) ). In this list, user id is save. At spawn, if your user id is save on a list, you can choose on which tent you want to spawn. Players can only spawn 2 times on a tent before needed of save again ! Or they spawn again randomly. I try to make all of this things possible before august 25 : it's the due date of my dedicated, after we are not sure to keep it if things stay the same.
  12. Freezes come from time sync i think. Each time the freeze happens, we all have a change of luminosity (clearly noticeable when you start at 6 with clear weather). I notice also i have freeze when shadows moves according to sun moves. It seems there's also big problems with sidemissions : no one can be achievable after some times http://uppix.net/a/d/8/c96abb55c0f4f88c542fcb399a9e8.png (563 kB) Soon, i have to reboot again :( I know it surely impossible, but it will help us if admin could enter a special command to erase and launch again the sidemission script generator and cleaning all dead bodies and respawn loot. edit : and i met 3 zombies at cherno in half an hour. Config : 30/km², 200 aggro, 300 spawn. 1.5km view distance. edit 2 : i confirm, by looking my watch at same time ingame : freeze happens at each minute
  13. I really understand, that's so annoying to search after something when you don't know where to search ! And bobtom's is so dumb, he forgot to put links on the first page (which lead you to moddb page where download link is). He also forgot to put a link where he mentions the new testing version, on the same page you post for the first time. OHWAIT
  14. maybe by clicking on "DL" upper on this page and by putting it on mpmissions like it says everywhere in this forum. If you join a server, no need to dl, the server will send you the file.
  15. Use pboview, launch it, open the mission. "Extract all" somewhere (it creates the folder). In this folder you should find description.ext, open it (i use notepad++). At the beginning, you should see parameters line, you change what you want to create the default parameters you want, you save. In pboview, you click on "pack", you choose the previous extract folder, and you have a new beautiful .pbo :) For the base, we made it. @Craig : coming this morning on my dedicated, no sidemission again :( Is there any way to manage the mission as an admin ? Like commands to erase and launch again sidemissions, to clean broken vehicles etc... ? edit : also with last version - 50 zombies/km², 400m spawn, 200m aggro, 1.5km view distance, we have little freeze every 30 seconds (or more). It's very little freeze but we feel it a bit. - is there a way to split zombies aggro system ? Like xxx meters for sound and xxx meters for view. Sometimes we feel that good old fucking arma 2 ia : you are in a bush, crouch, 300m far from zombies, and suddenly one run like usain bolt on you :s - You should ask to the community to create zombies sounds for you - From the players i know, the most importants things to look at actually are : stop sidemissions bugs / create a respawn system for loots and vehicles / more cleaning for performance (players bodies, broken cars and unused cars...) Those 3 things are the reason we reboot each time. And each time you reboot, you have 2457 angry players :(
  16. http://uppix.net/8/f/c/c8fea50ba2e407111f432c9d2ad15.jpg (238 kB) :D
  17. Everythings going well for perf and optimisation, on my dedicated, always a lot of zombies 24h after the launch. The wrong thing i see the most is bugged objectives. The first time i launch today, i see 4 objectives, i visit all of them, all are bugged, they don't finish (or they don't do anything, i have an objective in a kamarovo, there's no ammo drop, no plane, no base, no horde). An objective which is a plane, the 3 bad guys bodies jump on the ground infinitely. Another was a base, never going blue even if horde is finished. I have to restart soon because there's no dynamic objectives now ! On my side, i modified a little your mission : i put armored, choppers and quads everywhere during hours on editor (well placed i think ;) ), with something like 30/50% of probability presence. I also put some support vehicles (ammo fuel repair) on big city with probability. All of this are managed by a vehicule respawn script, in config i put some respawn time, if destroyed or unused : 7hours/24hours for armored/support/quad, 15hours/24hours for air (it will be very very great if that kind of spawn could be applicate to randomly spawn vehicles) In zombie_routine.fsm, i put 95 instead of 35 at line 35. With the help of Nerro, i stop the magazine spawn on bodies, only bandages, by zombies routine also, because nobodies take it (line 117 to 124 i think). I also delete the line 118 of cly_removedead.sqf, for making players bodies disappear. Adding support vehicles for repairing/refueling made plays more dynamic, because everybody wants to repair the chopper or the armored they found. Also, i think we (you) need to find the good setup, between too much (great weapons at spawn, vehicles everywhere, chopper, ammo caches) and not often (dayz like i think, too long for everything, too frustrating because of players, too much things to do for... not much). I believe that your work and community work together could build something very cool ! links for script i use to custom the mission vehicle respawn revive script Hope to see new things soon ! Good work !
  18. Great Craig ! I was away for some days and i discover so much new things and improvements tonight, i just put this on my dedicated and we test ! Can you tell us what kind of changes/new things you planned ? Have fun ;)
  19. Great release Craig, worked well on my dedicated since 7 hours. KILL KILL KILL
  20. 2nd test with 1.05 v2, Spawn as a crow, Sidemissions doesn't launch, bad fps (at first spawn, 45 fps in fields far from everything instead of 70/80 usually).
  21. Thanks Craig, i put that on my dedicated. @sKum : i passworded my dedicated today because of that : this is the best mod ever, but peoples are just assholes, the ratio in the world seems to be 20% normal 20% idiot 60% assholes. Yesterday, one time, we play at 10, making convoys and building a safe zone at spawn (i put spawn "with other players" so only one spawn place), fighting zombies and looting bases, and 2 hours after, some guys changed their minds, beginning to take everything in safe zone, putting it in our bus, and go away with it, to build a base at firestation at cherno (they were certainly too lazy to take stuffs in cherno...). Another play, we build a base between Polana and Orlovets (great place, good mood), for like 4 hours, doing objectives and all, just when i disconnect, my friend on mumble says "it's raining choppers and planes". With the explosions, all the base was destroyed. I just put a fucking password and play with guys from the forum that I frequent. Too bad for others :( About the mod, more and more peoples like it on my forum, as you say craig, your work is well spent. The plays are so fun. Always looking for new stuff :) Edit : had to go back on version before Bug : bad performance issue with this version Seems to be an old bug we always had before on 1.0, bad fps issue after some times, but this time more quickly, and no problem when disconnect/reconnect - players blocked at loading sometimes - spawn as a crow - r3f is veryyyyyyyyy long just after 10 minutes of game
  22. After more than 10 hours that the mission is on, we spawn again in sea. I changed spawn to "with another players" to test if it's ok. New ideas from community : - Headshot counter - If respawn "with another players" was chosen, use differents towns for each factions I edit with more opinions if i have. For the development, a lot of players likes to follow mod dev, what are you working on, what do you think about this or that, what kind of problems you may encouter etc... what is the best to follow you ? Edit : no problem after 6 hours with spawn type : "with other players". Only problem is too much dead bodies with loots that nobodies want when they spawn with weapons.
  23. Opinions from players since 1.05 : -No way to repair vehicle. They suggest adding sidemissions with random convoy with repair trucks and refuel trucks -Zombies damages are really to high on vehicle. -Sometimes, we have to restart the mission because everybody spawn in water. It's more frequent when the server is full or near. -Random pause between waves of zombies spawns. -New spawn system is very good, but try to find a way to hide zombies spawns. -Corpses of zombies and dead players still not disappear when they have loot on themselves. -Sometimes, sidemissions don't work, there's the red grid but nothing in it. -NVG bug still here : we don't have it in the gear after the first death. -For persistant battlefield, do you think you can enable loot respawn, for guns and vehicles ? -How about adding officialy helicopter and other stuff (by sidemission maybe ?) -There's some open buildings which never have loot. -What about more slots for every sides and factions and let the host limit himself the number of players -Need a way to slow down zombies when they get hitted (1/3 chance to go prone and get up again when get hitted ?) -Zombies back in fields and forest -A script which detect when a base is build and send (i.e : minimum an ammo crate and 10 props in a 30m radius) and send sometimes and randomly an horde on it when players stay in this radius ? -A special tent (random spawn with others props (maybe customisable in parameters ?) which create a spawn point on the map for those who chose it ? (the tent is moveable only by the one who found it) -More camps and homemade construction who improve the post-apo mood (i.e : 50 camps create on the map : 15 chosen randomly at mission launch) -And as usual, you know it, reconnect at same location. Everybody love it ! Hope you have time to read this and give us some informations. Thanks Craig.
  24. I just launch it with the new spawn system and i have no problem for my part, on a 15 players dedicated server. Zombies are always here, it's a fact. Base build makes sens now. It apparently continue to spawn everytime. What i suggest : include some random pause in zombies spawns. I'm very happy to have lot of zombies everytime, after so many plays where zombies stopped to spawn, but in fact, for gameplay, constant spawning isn't good for a lot of gameplay things : don't have the time to load things in vehicules 95% of the time, don't have the time to move object for base build, don't have the time to go away with vehicule before zombies hit it, never have the time to bandage, etc. And this, with only 20 zombies per km :D I will try this on my server : -10 zombies per km -aggro radius 150m It should randomize enough the zombies wave (if these parameters always work with new system indeed) Anyway, great job Craig, everybodies are happy of this new test version, players and hosters ;)
  25. Ahahahah, i tested it without the new spawning system on my dedicated so (i launched and gone sleep just after). One thing : Zombies spawn are very little after hours, like before, or zombies spawns and don't move. But the fps drop apparently disappear for everyone. So, i launch this again with the new spawn... :D
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