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JOHNBELLO

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Everything posted by JOHNBELLO

  1. Hello. We have run into some kind of a major problem, while trying to create some kind of public group system in our game. We don't want a player to be the leader of this public group due to possible spamming and giving annoying orders (like dismount) so we added an invincible NPC as leader of that group. Problem is, now this NPC does give all these spamming and annoying orders, like "attack this", "move there" or the dismount as soon as you enter a vehicle, which is totally unacceptable. Now the question is, would it be possible to prevent this NPC from giving orders in any way? Or is it possible to assign something without an AI as the leader of this group, like a vehicle and would that actually work in the end? This is a pretty big issue for us now so we definitely need to fix this, but also we need something non-player to be the leader. Any ideas?
  2. JOHNBELLO

    "X-Cam" and "DAC" Project

    Saw information about this on reddit and i got a question to get this straight for someone that struggles with placing objects on altis, changing altis for the mod i'm working on etc.. This tool does allow pretty precise placement of objects - does it modify the map as a whole or is this script based, like saving all objects coordinates, directions etc. and then just loading them per script? I always wanted to furnish the altian houses to make it seem more "alive", will that be possible? like taking the house object, adding/attaching stuff to it, and then every house on the map looks like i've changed it - out of xcam? I do know that you can do that relatively easy right now, that's how we put up "item spawn locations" around every house, but it takes shitloads of time to already just place these spawn points.. furnishing every house would take ages like this and most likely impact on framrate even harder :E hope you understand what i'm asking, i'm a bit under the weather today..
  3. A small bump to this project, we recently posted a newspost on our website -> http://www.ashes-of-altis.com/news/ Just clarifying that we're still alive and working on the project but having some time issues due to work and other stuff. And we're still looking for experienced scripters/coders that would like to join the project!
  4. So, back when ArmA3 released it's first alpha build we were already extremely hyped. Everyone was playing DayZ, Wasteland and ArmA in general got a huge amount of attention, and then this gorgeous game, ArmA3 was released to the public and just blew everyone away. We played tons of missions and different versions of all kinds of mod's for arma2 back then but were kind of disappointed that it took so long for people to come up with something new (and working) in ArmA3, and that's when we decided to create our own project. Starting as a mere mission under the name of 'Operation Blue' (we soon found out calling it that would be kind of weird, especially since we're from germany) we advanced and started to convert the project into a real modification that would give us way more control over the game, would let us allow adding of extrenal content and just creating our vision of a persistent multiplayer warfare sandbox. The game is not done yet, and we still have a lot of work in front of us but today we finished the basic parts on our website and decided to go public with our project in order to look for additional developers and asset creators that support our idea and would like to join the project. Just to avoid misunderstandings, we do not just have a website. We worked on this mod basically since ArmA3 released it's first alpha, and while we have most of the advertised features already working we still want to improve and polish them to a maximum and also add more features, and that is why we'd like some help if anyone's interested. We are looking for additional developers! If you have the time and know your way around in ArmA Script contact us either here per PM or send us an E-Mail! The modification is called 'Ashes of Altis', it's plot might seem familiar since we kind of built upon ArmA3's main campaign factions and the war between them. A list of features contains a variety of things, such as: Persistency Multi Server Hive System Dynamic Groups Systems (Ingame) Dynamic Missions RPG Like Progression Survival (Food, Health) Economy Leaderboards and Rankings tied into our website aswell as Player Statisitics and Character Statuses EDIT: Added Pictures and Informations! All of these pictures are work in progress and will most likely change in appearance once we reach the phase of polishing! http://i.imgur.com/jYOLrpT.png Status Hud - Showing hunger, thirst, overall medical condition, money and current rank. http://i.imgur.com/APx35zj.jpg Inventory Items - Food, medical and potential mission items. Mission items will be used in dynamic missions. http://i.imgur.com/njRjxLf.jpg Mission Log - Simple tracking of currently running missions and their descriptions. http://i.imgur.com/13xq9xf.jpg Player Status Menu - Overview of specific healt statuses, eat and drink specific food from your inventory, apply medical items to specific body parts to heal them (different items have different effects etc.) http://i.imgur.com/l9zV0ca.jpg Group Managment - See you current faction, stats and ranks, playerlists and additional informations. http://i.imgur.com/3tLpDHz.png Stream Friendly UI Changes - While arma3 features an unbuilt stream friendly feature we had to build something since we're using a custom group management that's not controlled by ArmA3's forces/sides. We added military callsigns (WW2) that will be attached to players in your group and consist of 2 parts (e.g. Able-Baker) This allows streamers to use the group managment without covering up parts of their screen. Informations I'd like to share some basic informations about the game, features that are already working and what is planned for the future. So far we have working: Working loot spawns all around the map (think like DayZ, a bit less scarce, weapons wise) Hive Features and Database savings of player stats and posessions aswell as group settings, member and their stats. Create your own custom group with your own color, own logo and name (we will allow players to add their own logos over our website that will be put into the game on updates) There are 2 Public factions - CSAT and NATO. If you're playing alone and want to form an easy group join these teams and group up easily with other players. You are not forced to join or create a group, you can lonewolf if you want to. Vehicle Spawns around the map Basic Mission Framework - Simple missions such as capture vehicles, capture bases etc. Doors make sounds on open/close (minor feature but big impact!) ... and way more! We're actively working on: (rough list) Capture cities and areas to provide spawn locations for fallen players and other benefits (shops, build material) Dynamic Missions - Every faction will be involved, mission types like "capture and hold point x to allow your faction benefit y" and more. Spawn options (paradrop, truckstop etc.) Economy parts - well and buy weapons from arms dealers (they will tie in to mission etc.) Skill systems - receive passive bonuses like less food consumption, cheaper prices, usability of special items and more. Radio Features (enable paradrop on teammates location if requirements are met, like in range of owned radio station) Melee weaponary ... and more! We're going to add external script's and mod's: We will add the known build mechanics that are available in games like Wasteland or some DayZ mods. You'll be able to save building and lock them on a server (not hived) and keep them through restarts. You'll have to re-lock them in order to keep them again. Custom weapons, vehicles, uniforms etc. (what's available) Sound addons (ACRE, JSRS (if available and wanted)) Chernarus and other maps! (Yes, we plan on adding a chernarus version and other maps if wanted) If you'd like to read more about Ashes of Altis or just stay updated on our mod feel free to visit our website at www.ashes-of-altis.com, our subreddit at /r/AshesOfAltis or just follow us on twitter @AshesOfAltis. If there are any questions, feel free to ask them here, privately or in our own subreddit. Whatver you like. Thanks for reading!
  5. Hello. First of all i am not sure if this topic fits in here more, or in the terrain subforum since this is kind of terrain related but also not really. I hope you understand and forgive me if this is, infact, the wrong place to post this. The question i'd like to ask would be very simple, basically i'd like to know - what are you guys using to modify a map, like, adding a base to Altis, placing new buildings etc..? I know there is the 3D editor but as far as i know it is still as bugged as it was a year ago and not that reliable. While placing objects with it seems "okay", it lacks tons of usability in terms of interface and icons for items to place them and to know what it actually is etc. - also, and that is my biggest problem with it, every object snaps to the terrain making it sometimes impossible to place them like i need them to be placed. Saving objects is another problem since sometimes items just start to float or act weird. So, are there other options out there to actually build custom things into a map like Altis, like a military base or something? Thanks!
  6. Hello! I was told that this might be the right section to post in regarding our search for developers to join our mod project for arma3, so this is what this post will be about! We're a small team working for several months now on our game called 'Ashes of Altis', a persistent multiplayer warfare modification with rpg like elements, character progression, hived servers and more. We went public with our project in order to find people skilled in arma3 scripting to help us develop this mod into playable states faster and polish it further afterwards. This does not mean that we'll need you 24/7 but the aim is to push the progress towards first RC's for larger scale alpha testings and whatever comes afterwards, and right now it is going forward very slowly. If you are interested or have any questions, please just contact us here via PM or directly via email at crew@ashes-of-altis.com. Also if you need more detailed information about the mod you'll find everything you need on our website (http://www.ashes-of-altis.com) or in our existing project thread here on the BI Forums! Thank you very much for reading! Kind Regards, ThePatchelist (JOHNBELLO)
  7. I don't know if this is allowed or not, but it is kinda hard to find people so i have to push this thread again to make people that might not have seen it aware of that we're still looking for ArmA3 coders to join our project! (Is there any place better suited for this?)
  8. I'd like to kinda push this thread to "remind" of the main reason for us going public with our project - since i basically just found out that i kinda forgot to point it out more or to mark it better as our main need right now in the firstpost. Since we are a very, very small team right now and our main coder is pretty busy with his real work at the moment, we're in desperate need of additional developers, code wise, that would like to join the project to keep progress going and basically improve the workflow. We're looking for someone that is able and knows what he's doing. Additionally people with knowledge of custom animations and modeling for ArmA3 would be cool aswell since that would allow us to customize the game even more with, well custom animations and models. (simple stuff, not expecting professional modelers or anything like that) If you're interested you can simply PM me here, visit our website at http://www.ashes-of-altis.com and use the contact information you'll find there or just directly email us. Thanks!
  9. That's one solution we were thinking about. This will most likely be the case, to have arms dealers in your bases (and you'll improve them or change their stock if you're winning specific missions) Additionally, another one was inspired by the game Jagged Alliance 2. Again with the smartphone/pad thing the idea would be to have some kind of "online order system". You pay additionally for a paradrop or you need something to allow the use in your area (big area to make it dangerous) or you choose one of the airports around altis and find your things somewhere there. We also thought about dynamic armsdealers that kinda like a mission just pop up and stay at place x for like 10 minutes. I think we're covered in the end when it comes to armsdealers and ways to minimize camping/griefing. But nice to see ideas popping up, keem them coming ;)
  10. The uniform thing is not a problem, we already worked around that. ;) Team kills are also not a problem since we're using a scripted group system and not the arma sides to put players in teams. Besides that we're going to use a custom "scoreboard" to track kills and stats and no kill messages to increase the "realism" (not knowing if your enemy is dead until you got there and "confirmed" him). About the radio things - we might think about these. Funny thing, this is kinda the idea we had from the beginning for the long run. We wanted to do some kind of smartphone/smartpad thing of player menu where you'd be able to bank your money and things like that. Also that if you're in range of a radio tower you would have "internet access" and that would allow your gps to work -> mates can paradrop on your location. You could find prepaid sim cards to allow x paradrops anywhere... But we kind of were struggling with the logic having a smartphone or pad in a warzone etc.. I don't know, we might come back to that. Camping around arms dealers.. we'll think about something. :)
  11. Updated the firstpost with additional informations and screenshots! Keep in mind that this is a work in progress and most of the menus etc. are function only at the moment, so there is no fancy graphics etc. Feel free to ask if you have any questions!
  12. I'll update the post later today with some screenshots of our player menu. EDIT: Content pictures will be delayed a bit but i'll deliver as soon as possible! Since we haven't really had some kind of a bigger scale testing (only like 5 people) we don't have any real footage to show off yet. But as soon as it comes to that we'll deliver that content footage. I know that it is pretty boring just to talk about something instead of showing it, but like i said we're still in development, that means no real polishing done yet.. And yes, the idea was to take some of the system elements of DayZ (Loot, Persistency, Hive Servers) and to combine them with the gameplay of a more war orientated game like Wasteland (Missions, Base building, 2 Big "Public" Factions and the possibility to create your own private ones, independent style, Vehicular warfare etc.) - additionally this is going to be tied into a website to show off stats and things like that (group management etc.) And yes, no zombies. Not that we don't like zombies, but there are enough games with DayZ SA and their ArmA3 ripoff-counterparts already.
  13. Hi, Are the pictures in these databases allowed to be used on an arma3 mod's website?
  14. JOHNBELLO

    @A3MP - ArmA 3 Map Pack

    So, this has probably been asked already but plowing through 90 pages seems a bit heavy.. but i'd like to know if there is a way to use ONLY chernarus out of this pretty awesome mod? Working on a project that would benefit greatly from the availability of chernarus in arma3, but having 5gb to add to our mod would just be insane.. Any ideas?
  15. Hello. I'd like to add a sound that's played when a player opens a door. I found pretty easily the action that opens a door, that's basically a script located here: \A3\Structures_F\scripts\Door_open.sqf Every building has a userActions section with a statement referring to that file, so there would be 2 ways to manage this - but i am not sure if either of these will work, so that's why i am asking here. Either, and that one seems the most likely to work but also would mean a huge amount of work to add this for every building with a door: Add every building to my config, overwrite the statement with a new script somewhere located in my mod, add a sound to the exisiting open_door code, done. Or, and that is basically what i am trying to find out, since it is way easier and way more editable, to just overwrite the executed script that actually opens the door. Is that somehow possible? Ofcourse i cannot "hook" into the arma3 pbo's and change them there, but something like creating the same path in our mod file or adding an own mod for this? Would be cool if someone's able to help me out here on how to achieve this - thanks!
  16. JOHNBELLO

    Overwriting A3's scripts?

    So, since nothing's happening in this thread i tried to manually add it the 'much work' way and add a sound to one house. Since i don't know that much about configs i ran into some trouble and thought i just post it here in hopes of someone being able to help. This is what i did in my CfgVehicles.hpp (thats obviously included in my config.cpp) class CfgVehicles { class Land_Cargo_House_V1_F { class UserActions { class OpenDoor_1 { condition = "((this animationPhase 'Door_1_rot') < 0.5) && ((this getVariable ['bis_disabled_Door_1',0]) != 1)"; displayName = "Open door SOUND"; displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; onlyForPlayer = 0; position = "Door_1_trigger"; priority = 0.4; radius = 1.5; statement = "([this, 'Door_1_rot'] execVM \modname\script\doorOpen.sqf)"; }; }; }; }; (What i did here is basically adding every line that exists in the config viewer under the "Land_cargo_House_V1_F > UserActions > OpenDoor_1" part) The statement part is where i put my script to open the door, basically just copied the code from the original arma3 script file for it. Was able to bake the mod without errors, but on starting arma it tells me "No entry 'bin\config.bin/CfgVehicles/Land_cargo_House_V1_F.simulation'." Logfile spits basically the same: No simulation: Land_Cargo_House_V1_F House exists ingame but i am obviously not able to access any doors now. Any ideas on how to fix it? Something i've missed?
  17. JOHNBELLO

    Overwriting A3's scripts?

    Well, there are no current door sounds so there is nothing to replace if i understood that correctly. And i don't really care if it is a script or a config, in the end it's about the work - i mean, if i change the config it's easy to point it onto a script that i created but i'd have to do that for every single building in said custom config -that's what i want to prevent because it is 1. a lot of work and 2. afterwards a hell more of work to change something if needed. That's why i thought it might be possible to overwrite that door_open.sqf script file so that the statement part of the UserAction opens my script that has basically kind of the same path as the original one.
  18. JOHNBELLO

    Overwriting A3's scripts?

    How would that look like? I mean that would be an event handler, right? Is there something to check for used actions or something?
  19. That makes perfect sense and i already found the line in question. Thanks! Only thing now left is to know how to overwrite this since we are not that experienced with these mode files. I simply tried to add it into the code, what obviously is wrong and did not work: class CfgVehicles { class C_man_1; class Regular_Civilian: C_man_1 { camouflage = 1.6; cost = 65000; detectskill = 40; displayname = "Thinking Individual"; scope = 2; senstitivity = 2.4; modelSides[] = {0,1,2,3}; class EventHandlers: EventHandlers { init = ""; }; }; }; Basically i think that's because the EventHandlers: EventHandlers is wrong here - any advice on this problem? Would help out a lot!
  20. Hello. Right now we have a debug area where we placed in the editor like 20 units flagged as "Playable" of our created unit class. We defined it in our mod file like this: class CfgVehicles { class C_man_1; class Regular_Civilian: C_man_1 { camouflage = 1.6; cost = 65000; detectskill = 40; displayname = "Thinking Individual"; scope = 2; senstitivity = 2.4; modelSides[] = {0,1,2,3}; }; }; We have set disableAI in our description.ext to 1 to ensure that these characters are not overtaken by bots and run around or some weird shit. So far so good. We all know arma has this kind of customization, that allows you to change the voice, face and glasses of your character in your profiles menu. We now want to ofcourse allowe players to use their custom set up players but also are experiencing some weirdness when it comes to dying or character creation. We found out that these 20 characters at our debug area all get random glasses and headgear on every map start. Ofcourse before we use these units, we strip them of every item they have but still there are 2 issues we cannot wrap our heads around. 1. if a player is on the server, as soon as another player joins - not everytime though - but on the event of another player joining the server, the player that was already on the server suddenly gets a random headgear item. We have no idea what causes this or how to prevent this, and that would be my first question. 2. Currently if we join our server we play as the unit that we customized in our player profile. that works so far - now another very strange thing is, as soon as we die (we have set the respawn time to 0 due to using our own system and preventing body disappearance on player disconnect while being dead) the dead model changes to a ranom person (maybe the model that was used as the player slot?) with random glasses and headgear. While investigating the causes of this we found out about the identities and that it is possible to set them up but is this necessary? Also identities seem to cover only faces, voices, glasses but not headgear. Also we made the connection that errors in our logs that refer to missing speakers (No speaker given for Stavros Dimitriadis) are connected to these players we have set up as player slots. At least we think that has to be the case. So ultimately the questions are, is there a way to prevent this kind of random unit appearances like headgear etc., do we have to set up different identities and people just have to live with it and is there a way to keep the body that was killed as the body that lies around? thanks.
  21. Small bump to this thread. Some people said setting ownership of the body to the server should prevent the body from sinking into the ground, but it does not. Besides, setting ownership seems a bit weird - running a dedicated server things created on the server seem to have the owner "1", while players have the owner "0" - all players have the owner 0. Does anyone know more about this? Any way to keep bodies in the game? We could let a decoy die somewhere else and switch the bodies but with the ragdoll it would probably just look weird... not really what we're looking for.
  22. Hello. I'd like to know if and if yes, how it might be possible to prevent a player's body from despawning when he disconnects after he died? I wonder if this is even fixable at all or if there are workarounds to this. How does a dayz mod for arma2 achieve this? they even force you to reconnect when you died, so there has to be something to prevent this, right? I know this isn't arma2 we're talking about but arma3 has basically every functionality so i presume it would work kinda the same.. Only logical thing i can think of is placing a dummy body ofcourse and putting the killedp layer's loot into that - but is this even necessary? thanks.
  23. Hey, thanks for answering. to 1 - thats what i thought. guess we have to think about adding it at least for a variant of our mod then. thanks. to 2 - the thing is that these interiors are used in dayz standalone aswell so either they are allowed to use them and they are "free to get" - or i don't know. replacing them, well i guess that would kind of work like removing them, right? to 3 - thanks but we have a pretty good selfmade loot system that works like that and even a bit more advanced, but the question was how to place things specificly like in shelfes, on tables, under objects to make it feel "realistic" - also if it'S possible to kid of attach these lootspawns to a building class and that will result in every building especially the ones already on the map containing these spawns - the last part in fact is the most important thing about it. But still, thanks for trying to help!
  24. Hello. I have basically three questions i'd like to get answered since they would either make our work way easier or help us tto improve our modification. First of all i'd like to know if there is a reliable way to import the chernarus map into ArmA3, and if the AiA modification would do the job or is just too much "WIP"? Are there any issues with an importet chernarus? Are there any gamebreaking issues with the AiA package? Since this question just partially goes into AiA i did include it into this post, therwise i know i could have asked somewhere else - but if anyone has experience with it, please help me out with an answer here. Thanks. Next question is something i wondered about while playing one of the current DayZ mods for ArmA2, like Epoch or DayZero. The basic vanilla chernarus did not have open hospitals or some of the houses to be enterable - but these versions have. So from an editing standpoint i'd like to know how they achieved changing these assets? For altis it's pretty much irrelevant since every building is enterable anyways but let's say chernarus is importable and playable? I know that it's possible to "remove" buildinga that are on the "hardcoded" map per script, at least i read something about it a few days ago. But how exactly did the DayZ guys achieve this and since these mods are not really affiliated to the "original" dayz, where did they get the interiors? Since some of them are basically what DayZ SA showed in it's devblog's? Last question is very important since it would save us a lot of trouble and work. Right now, in our game that is not a dayz mod btw, we have loot like dayz has that's lying around in houses etc.. We created a function that lets us set up loot spawn percentages in a dialog, set up a radius and then place a marker where we stand - that marker then gets written into our mysql database and loaded and loot spawned according to it's set percentages. Right now we have to manually walk through the map and set up these markers. We made it already as easy as possible but Altis is fucking huge and it still will take a lot of time to place them - also they just lie down on the floor, but it would be pretty nice to actually have them placed "realistically" - what leads to my question. DayZ SA shows us loot items placed under beds, in shelves, on tables - DayZ mod's like the ones i talked about earlier use the same loot distribution. I seriously doubt that somehow someone went through all these buildings and added the possible spawn points manually to shelves etc. - So how did they do it? What i imagine would be pretty awesome, since one house type exists more than once that it's possible to create a script that attaches lootspawns to this one housetype like you set them up whereveryou want - and then EVERY house type like this, especially the hardcoded ones that are already on the map, have these spawns since they're attached to them. That's what would be cool but i have no idea if this is even possible. Has anyone an idea of how to do something like this or how they did it? thanks for anyone able to help out with an answer to any of these questions (especially the last one since it's the most important!) regards
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