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bangabob

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Everything posted by bangabob

  1. Good question. Would having civilians cached over the entire map cause less lag than spawning and despawning as they are needed? IMO having a milisecond stutter before each spawn is preferable to having slightly less frames over the entirety of the mission. Any input would be appreciated
  2. bangabob

    Hitman | Contract Killer

    Version 0.2 release (22/04/2014) In this update i focused on making the mission more challenging in a natural way. For example, if the target is alerted and knows you are trying to kill him, he will target you AND you will become 'wanted' by everybody. I have added options to steal clothes at the cost of your score. This will reset your wanted level. In addition, vehicles can be repaired at the cost of score. A fair trade off IMO. I have also focused on immersion. One of the main complaints i had was the lack of gear customisation. Therefore i have added a brand new gear selection screen. Civilian clothes and silenced pistols are available. Nothing overpowered and silly. Furthermore civilians now react to your actions. Ask them a question and they will face you and remain still for a few seconds. Its not elder scrolls but it will do. See full changelog below: Customise starting uniform and weapon Score can be spent on repairing vehicles and losing wanted level (Take clothes addaction) Units face player and stand still during conversations Independent faction patrols towns too (As police) If target becomes aware that the player is a hitman then the player is classed as an enemy by everyone Improved AI patrol Range variable now effects warzone targets Added new conversation options Players information is shown by default
  3. bangabob

    Hitman | Contract Killer

    Whichever you like. :) . You can find dead soldiers and scavenge
  4. bangabob

    Hitman | Contract Killer

    Yeah the patrols won't target you until you kill civilians. But I will see what I can do. Strange, In my experience the warzones are a hectic battlefields :/ ---------- Post added at 22:13 ---------- Previous post was at 22:06 ---------- Some good ideas. This is only going to be singleplayer. Right now in v0.1 the characters are just editor placed units. I intend to add some basic customisation to the characters at the start of the mission. But scavenging fit new equipment off dead soldiers is intentional. Is it not possible to store weapons in vehicles by default?
  5. bangabob

    check player is x distance

    What is being passed into the script as (_this select 1)
  6. bangabob

    check player is x distance

    Then the hint wont show up because it is local to the script
  7. bangabob

    check player is x distance

    Could be a number of things. Is the script local to the player?
  8. bangabob

    check player is x distance

    Wouldn't this do the job? if (side (_this select 1) == WEST) then { While {{isPlayer _x} count nearestObjects [_TAG_sdv,["Man","LandVehicle","AIR"],300] == 0 } do {sleep 5}; };
  9. New version released (v0.5) This update makes COS less intensive during the spawning loop and i have added a new option (Aerial activation). This feature prevents units above 50m from activating COS zones when enabled. Call COS from the SERVER object initialization box (editor) if you are uncomfortable with scripting. Finally,I have commented the COS scripts for fellow scriptwriters to read and understand. Full changelog - Version 0.5 - Aerial activation option added - Town labels now local to players in vicinity of town (Dedicated servers) - Fixed debug feature - Spawn cycle efficiency is improved - Replaced random functions with shuffle outside of loop - Road is not removed from roadlist array in each loop - Count gets unique road from roadlist - Only required road positions are stored - Added notes to scripts for reference - COS should now be called using the Server - Game Logic (See example mission)
  10. WhiteList is markers you have placed inside the editor. And remember to give the markers nice descriptions for the town labels. I will implement a height limit in the next update. Until then you can edit line 168 and give the trigger a height limit to solve some fps issues
  11. Hotfix. Version 0.41. - Fixed COS whiteList markers
  12. New version released. This version fixes several bugs. Such as the BlacklistTowns function not working as intended and COS conflicting with other scripts in missions. Furthermore, COS now spawns civilians faster which should help with frame-rate drops during town activations. As always keep this forum updated with any bugs and issues. Enjoy! Version 0.4 - Removed useless format operation from cosInit.sqf - MarkerID is now unique for COS to avoid conflict with other scripts - COS now gets marker description from Whitelist markers for COS labels - Added Hatchbacks into COS unit pool - Improved spawning efficiency by moving patrol script outside loop - Patrol script is now run via ExecVM instead of function - Several code optimisations in spawning cylce - Blacklisted towns are removed from COS spawning ---------- Post added at 18:28 ---------- Previous post was at 18:26 ---------- You can change the number of civilians spawned by opening cosInit.sqf and finding the word '_houses'.
  13. Updated post. Thanks for pointing it out.
  14. Put "_markerID" in private on line 42. Next, line 150 replace _var=format["var%1", _town]; with _var=format["var%1", _markerID];
  15. Its in cosInit.sqf. Search for '_houses'.
  16. I dont know, what are the benefits of using a mod version? Currently all the mission creator needs to do is copy the COS folder into his missions and run the execVM in the init.sqf.
  17. Everything i change in these early builds is important for reliability, functionality and performance. I feel like i am getting close to the finished version of this script because spawning civilians is all i want this script to do. Simpler the better IMO. Please let me know if you encounter any problems and i will do my best to fix them in the next patch. Version 0.3 changelog - Modular options for Pedestrians/cars/parked - COS now sequentially spawns towns - Set Maximum group limit for COS at any one time (If limit is hit then civilians will be placed into a single group for each town) - COS will now exit spawn loop if player leaves during spawn - Show town label and debug messages now work on dedicated servers ---------- Post added at 17:09 ---------- Previous post was at 17:08 ---------- I have tested it on my dedicated server and it appears to run good. ---------- Post added at 17:10 ---------- Previous post was at 17:09 ---------- Thanks for the tip. And that code was left over from my testing (doh). Modular spawning is now available in the latest version.
  18. Sorry. I realised shortly after releasing that there was a serious performance bug. This is now resolved in v0.2. Please update if you havn't already Version 0.2 (Updated : 00.25am) - Each towns population is pre-calculated and stored - Each towns Near roads are pre-calculated and stored. - Simple Patrol script uses stored near roads variable instead of generating its own - Patrol script saved as function - Fired-near EV script saved as function - Groups now deleted properly
  19. Hello you creative bunch. I am making a mission which is semi-randomised. I ask you for a short story for a criminal of some kind. For example: "He was a pirate in the eastern ocean. During which he raided 3 oil tankers.". Please be creative and have fun. And thanks for helping me with my mission :D
  20. bangabob

    Short bio for my mission

    Thanks. That will go into the mission :P. Guess i'll just think of some more myself :cool:
  21. Try this. This script will split the original array into two new arrays. Then both of the new arrays will be passed into the EOS code. private ["_addA","_tmpZone"]; strZonesArray = ["strZone_0","strZone_1","strZone_2","strZone_3","strZone_4","strZone_5","strZone_6","strZone_7","strZone_8","strZone_9"]; strZonesA = []; strZonesB = []; _addA=true; while {(count strZonesArray) > 0} do { _tmpZone = strZonesArray call BIS_fnc_selectRandom; if (_addA) then { strZonesA set [count strZonesA,_tmpZone]; _addA=false; }else{ strZonesB set [count strZonesB,_tmpZone]; _addA=true; }; sleep 0.1; }; // Strong Zones - Blue { null = [[_x],[3,1,90],[3,3,80],[2,3,70],[1,50],[2,90],[0,0,0],[1,1,400,WEST,TRUE,FALSE]] call EOS_Spawn; }foreach strZonesA; // Strong Zones - Red { null = [[_x],[3,1,90],[3,3,80],[2,3,70],[1,50],[2,90],[0,0,0],[0,1,400,EAST,TRUE,FALSE]] call EOS_Spawn; }foreach strZonesB;
  22. Add a fired event handler to all the units while they are inside the area. Use this event handler to delete the projectile that was fired. Then simply remove this EV when the unit leaves the area
  23. Yes. To disable caching of units open EOS\core\EOS_core.sqf Browse to line 15. Replace _cache= if (count _this > 6) then {_this select 6} else {false}; with _cache=false
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