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Ranwer135

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Everything posted by Ranwer135

  1. Ranwer135

    Ravage

    Ahh, ok. :) Sorryz for the haze comment, didnt look close enough and suffered the 5 minute wait for editing a post xD (again, keep it up!) ;) Edit: Wait what?!? :O I too am creating a mod by myself as well and this is my third year! (Your welcome to use my mission script files if you like, in my DSS franchise) ;)
  2. Ranwer135

    Ravage

    Some of those features sound similar somewhere.. (but if you have used a few scripts by authors, please credit them :) ) By the way, your mod looks nice, keep it up! ;) Regards, Rawner135
  3. Basically, I want data to match either "isFood", "isWater" or "isUse". Once the data matches, it does the specific action. (Again, this is to avoid script lag) The problem is, the 2 scripts can't pass over the classname to remove magazine because its local. (If I use global, it won't look pretty..) I also cant seem to get the index of lbAdd as well. :confused: (thought about "isEqualTo" and "lbCurSel", they obviously don't work for adding items)
  4. Ranwer135

    DSS: The Mod

    Hey guys, I stumbled upon a soundtrack that I probably might use for the official trailer once everything is ready for release. ;) (You might recognise it, buts just a suggestion :p )
  5. Ranwer135

    DSS: The Mod

    Well the night zombies (I call em "Dark Zombies" :p ) will currently be humans for now. (Later in the mod, hopefully a new model probably similar to Alien will be added, but he crawls on the ground and jumps at you ;) ) Most indefinitely there will be 2 modules for those who just want the loot or zombie spawn. Unfortunately, I am still getting the hang of Motion Builder (have no idea why you can only add a key on a selected part) so zombies climbing buildings can wait next time. :p However, I am also planning an animation where a zombie gets close in front of you, and you have the choice of pushing it away or letting it kill you. (Bit like BF4's counter-knife system) ;) In terms of releasing DSS in Early Access Alpha, here is what needs to be done: Adding: - Death scene. - Wreck spawner. (Also some signs of military powers fallen in Kavala and Pyrgos, and many of the airports) - Quests. - Main Menu intro. (Like DayZ Mod on startup ;) ) Currently being fixed first: - Collision between the load of items in the menu creating a bit of script lag. - Finding a more efficient way to store and retrieve data in a LB. (this will make it a lot more easier for users)
  6. Not sure if this may solve your problem, but I have noticed this...your giving different objects the same variable name :/ (what you are doing is giving the two objects the same name) As always noted in such as Visual Basic "Variables can only be changed in data or value". Also: instead of using ASL, use ATL. Its proved to be the fastest in performance as stated by KK.
  7. Ranwer135

    DSS: The Mod

    Thanks guys, yeah its looking better even in my eyes. ;) Also, I recently downloaded Autodesk Motion Builder, so I might wanna try and make some animations for say eating, drinking, melee, zombies, or even cooking. :D Current things I am working on: - Optimizing code so users can add their own items. (Should make adding items easier plus performance wise) - Creating meat for DSS. - Fixing up mission file. - Looking at Autodesk Motion Builder, for adding animations.
  8. Darn, didnt realise I had the icon up there.. I'll contact moderator to remove thread icon.
  9. Ranwer135

    DSS: The Mod

    JUST IN!!! Here it is, Ladies and Gentlemen, the sneak peak of DSS! :cool:
  10. Ok, it seems I have now found the actual problem. I have an lbClear script that executes after each combo box click within my .pbo. (in order to refresh items in their respected Category) Because the mission code is somewhat faster than the ".pbo" code, it refreshes after the new items are loaded. *ughhhh* Is there ways to halt the "lbClear" until the custom code has finished? (And is it possible to use scriptDone or waitUntil, for this?) Thanks, Rawner135 Also: Tried the call method, it seems to run a little bit faster. But eh, its more efficient than my 2 scripts I made. ;)
  11. Hey guys, I got a dialog into a ".pbo" file with items already added as well in it. Now I wanted to be able to add items from a mission file into the dialog with the command "ctrlAddEventHandler". The problem is that because the command is somehow too slow, my items randomly appear and disappear. (I have 6 "ctrlEventHandlers") Is there any other code I could try that will be a lot faster in terms of ms? (And, is it possible to set a Variable on a control, and then get the control from a mission?) Here are 2 ".sqf" files handling dialogs called "Craft Menu" and "Survival Menu": C_EH.sqf (Handles event handlers for Craft Menu) While {alive player} do { /* Craft Menu */ if (!isNull (findDisplay 41052)) then { WaitUntil {!isNull (findDisplay 41052)} //Adds Event Handlers onto IDD C_BtnCraft = ((findDisplay 41052) displayCtrl 1601) ctrlAddEventHandler ["ButtonClick", {_this execVM "Actions\player_craft.sqf"}]; C_LBItems = ((findDisplay 41052) displayCtrl 1500) ctrlAddEventHandler ["LBSelChanged", {_this execVM "Dialogs\Craft Menu\Select_Slot.sqf"}]; C_ComboBox = ((findDisplay 41052) displayCtrl 2100) ctrlAddEventHandler ["LBSelChanged", {_this execVM "Dialogs\Craft Menu\Select_Type.sqf"}]; C_CtoA = ((findDisplay 41052) displayCtrl 1600) ctrlAddEventHandler ["ButtonClick", {_this execVM "init\A_EH.sqf"}]; //Removes Event Handlers from IDD WaitUntil {isNull (findDisplay 41052)}; ((findDisplay 41052) displayCtrl 1601) ctrlRemoveEventHandler ["ButtonClick", C_BtnCraft]; ((findDisplay 41052) displayCtrl 1500) ctrlRemoveEventHandler ["LBSelChanged", C_LBItems]; ((findDisplay 41052) displayCtrl 2100) ctrlRemoveEventHandler ["LBSelChanged", C_ComboBox]; ((findDisplay 41052) displayCtrl 1600) ctrlRemoveEventHandler ["ButtonClick", C_CtoA]; }; }; A_EH.sqf (Handles event handlers for Survival Menu) While {alive player} do { /* Action Menu */ if (!isNull (findDisplay 41050)) then { WaitUntil {!isNull (findDisplay 41050)}; //Adds Event Handlers onto IDD A_ListBox = ((findDisplay 41050) displayCtrl 1500) ctrlAddEventHandler ["LBSelChanged", {_this execVM "Dialogs\Survival Menu\Select_Slot.sqf"}]; A_ComboBox = ((findDisplay 41050) displayCtrl 2100) ctrlAddEventHandler ["LBSelChanged", {_this execVM "Dialogs\Survival Menu\Select_Type.sqf"}]; A_BtnUse = ((findDisplay 41050) displayCtrl 1600) ctrlAddEventHandler ["ButtonClick", {_this execVM "Actions\player_use.sqf"}]; A_BtnEat = ((findDisplay 41050) displayCtrl 1601) ctrlAddEventHandler ["ButtonClick", {_this execVM "Actions\player_eat.sqf"}]; A_BtnDrink = ((findDisplay 41050) displayCtrl 1602) ctrlAddEventHandler ["ButtonClick", {_this execVM "Actions\player_drink.sqf"}]; A_AtoC = ((findDisplay 41050) displayCtrl 1604) ctrlAddEventHandler ["ButtonClick", {_this execVM "init\C_EH.sqf"}]; //Removes Event Handlers from IDD WaitUntil {isNull (findDisplay 41050)}; ((findDisplay 41050) displayCtrl 1500) ctrlRemoveEventHandler ["LBSelChanged", A_ListBox]; ((findDisplay 41050) displayCtrl 2100) ctrlRemoveEventHandler ["LBSelChanged", A_ComboBox]; ((findDisplay 41050) displayCtrl 1600) ctrlRemoveEventHandler ["ButtonClick", A_BtnUse]; ((findDisplay 41050) displayCtrl 1601) ctrlRemoveEventHandler ["ButtonClick", A_BtnEat]; ((findDisplay 41050) displayCtrl 1602) ctrlRemoveEventHandler ["ButtonClick", A_BtnDrink]; ((findDisplay 41050) displayCtrl 1604) ctrlRemoveEventHandler ["ButtonClick", A_AtoC]; }; }; Thanks, Rawner135
  12. Ranwer135

    Inventory expansion?

    Why not create a dialog, but activated using the key you press to open the inventory? I have heard Dayz Mod has done the same technique for replacing the old inventory. (Default for ArmA 2 is G, dunno what it is for ArmA 3 :p )
  13. WOW!!! I did not know this was possible, thank you DreadedEntity! :) So if I call the function within my dialog (like as you have shown), I could just use the script compile preprocessFileLineNumbers to store the function that the dialog is calling, within the mission file?
  14. Thanks for your help, Alwarrren! :) Got it working, didnt realise there were 2 join commands but different in blender.
  15. Ranwer135

    DSS: The Mod

    Something I have been working on. ;) (Video is ready but not uploaded yet due to work, will get it done by tomorrow morning :p )
  16. I have this issue as well, but all of them are joined and ticked for arma. But the hierarchy still shows that they are not joined, and ends up with one mesh showing instead of the rest on O2?!?
  17. To make things sound clearer, My dialog and its items are in a ".pbo". But I want to add more items, but from a mission. The problem is that the ctrlAddEventHandler takes too long for it to detect a control e.g. being clicked . What I am trying to achieve is to create a mission where users can add their own stuff into the dialog without having to go into my ".pbo" file.
  18. Ranwer135

    DSS: The Mod

    Sure! ;) I'll set up a video today and post it here tomorrow. :) (The mod deserves a little sneak peak anyway. :p ) ---------- Post added at 11:20 ---------- Previous post was at 11:10 ---------- Absolutely, in fact the real weather script would make it feel more realistic. :) (will see his latest version and then add it to the game.) Also, with the modules. I have made humanity (UI and hunger/thirst functions) and the init seperate modules in the category "DSS". Reason being is that users may want to add and test their own items without worrying about eating or drinking to avoid death.
  19. Ranwer135

    DSS: The Mod

    @tyl3r99 Yep, will do! ;) UPDATE: - Made code user-friendly, for those who want to add their own items in. :) (More details below) - Replaced health icon with a better one. (Cross-shaped) - Added module that initializes the functions and dialogs. (Zombies are not included in the module, only because the spawn function is used by "Civilian Occupation System") - Created Survival engine to handle thirst and hunger. - UI improved and now syncs with the survival engine. - Added more water source classnames for the fill function. New items added: - Fabric (Used with Hammer to craft tent) - Hammer (Used with fabric to craft tent. It has unlimited uses) - Wood (Used with matches to craft fireplace) - Matches (Used with Wood to craft fireplace. It has unlimited uses for the time being) Onto the user-friendly feature. What this means is that users will be able to add their own items in the survival menu and the craft menu. Documentation and examples will be provided in a mission folder. Reading the documentation will be important as it will require you to set up your item through different ".sqf" files. (Don't worry though, I have made it as simple as possible. The reason for this is that one .sqf file may handle the item being selected, and the other being clicked) Honestly from my perspective, the looks of this mod may get closer to a release. ;) Cheers! Rawner135
  20. Ranwer135

    DSS: The Mod

    Hmmm. I suppose he has made good animations for the zeds. :confused: I will check out his mod and decide whether we could work together. (Both mods could benefit from my zed pathfinding and his animations, its just the time that concerns me, as I am nearing high school graduation and also on a career plan to work for Bohemia Interactive) Again, will try it out tonight. ;)
  21. Ranwer135

    DSS: The Mod

    Thanks for the link, Evil Organ. :) (will try it out once I untangle a few scripts within the craft and survival menu) Currently, here is the progress of the Trixie Weapon: - Rechamber animation added after each fire. - Custom reload animation added. - Rechamber sound added. Currently in WIP: - Optimising craft and survival code. - Weapon: Replace standard Lee Enfield sounds with realistic reload, fire and rechamber sounds. ;) - Fixing prone issue with new "Creeper" zombie. Will post a short video sometime on the customized weapon. :) (Even though trixie's weapon is an open source, a separate ".pbo" was made to handle the replacement features ;) )
  22. Hey guys, I am working on so many Projects for ArmA 3 and they are looking great. However, the only thing that stands in the success of a mod or add-on is bugs or issues. :( The only problem left I am facing now is my custom uniform for my officer. The config appears to work smoothly but I can only see the default AAF skin in-game, not my new ".paa" skin. :confused: Here is my Uniform skin within "CfgWeapons": class CHN_officer_clothing: Uniform_Base { scope=2; displayName="Combat Fatigues [CHN] (Officer)"; picture = "\A3\characters_f\data\ui\icon_U_IR_Officer_spc_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; author="Rawner135"; nameSound = ""; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Rnw_Chn_Officer"; containerClass = "Supply20"; mass = 80; }; }; Here is my full config.cpp: class CfgPatches { class China_Rising { author="Rawner135"; units[]={"Rnw_Chn_Soldier", "Rnw_Chn_Engineer"}; weapons[]={"Rnw_CHN_vest", "Rnw_CHN_Helmet", "CHN_soldier_clothing"}; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_beta"}; requiredVersion=0.1; }; }; class CfgFactionClasses { class CHN_rawner { icon="CHN_Faction/ui/china_faction_co.paa"; displayName="CHN"; priority=10; side=2; primaryLanguage = "EN"; }; }; class CfgVehicleClasses { class CHN_Soldiers { displayName="Men"; }; }; class cfgVehicles { class I_soldier_F; class I_officer_F; class Rnw_Chn_Soldier: I_soldier_F { scope=2; faction="CHN_rawner"; vehicleClass="CHN_Soldiers"; identityTypes[] = {"NoGlasses", "LanguageGRE_F", "Head_Asian", "G_HAF_default"}; nakedUniform = "U_BasicBody"; faceType="Man_A3"; genericNames = "AsianMen"; displayName="Rifleman"; icon="iconMan"; author="Rawner135"; backpack=""; uniformClass = "CHN_soldier_clothing"; hiddenSelections[]={"camo"}; hiddenSelectionsTextures[]={"CHN_Faction\textures\clothing_chn_co.paa"}; weapons[]= { "arifle_Katiba_C_ACO_pointer_F", "hgun_ACPC2_F", "Throw", "Put" }; respawnweapons[]= { "arifle_Katiba_C_ACO_pointer_F", "hgun_ACPC2_F", "Throw", "Put" }; respawnmagazines[]= { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green" }; magazines[]= { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green" }; linkeditems[]= { "Rnw_CHN_Helmet", "Rnw_CHN_vest", "ItemMap", "ItemWatch", "ItemRadio", "NVGoggles_OPFOR" }; respawnLinkedItems[]= { "Rnw_CHN_Helmet", "Rnw_CHN_vest", "ItemMap", "ItemWatch", "ItemRadio", "NVGoggles_OPFOR" }; }; class Rnw_Chn_Engineer: I_soldier_F { scope=2; engineer = true; faction="CHN_rawner"; vehicleClass="CHN_Soldiers"; identityTypes[] = {"NoGlasses", "LanguageGRE_F", "Head_Asian", "G_HAF_default"}; nakedUniform = "U_BasicBody"; faceType="Man_A3"; genericNames = "AsianMen"; displayName="Repair Specialist"; icon = "iconManEngineer"; author="Rawner135"; backpack="B_AssaultPack_blk"; uniformClass = "CHN_soldier_clothing"; hiddenSelections[]={"camo"}; hiddenSelectionsTextures[]={"CHN_Faction\textures\clothing_chn_co.paa"}; weapons[]= { "arifle_Katiba_C_ACO_pointer_F", "hgun_ACPC2_F", "Throw", "Put" }; respawnweapons[]= { "arifle_Katiba_C_ACO_pointer_F", "hgun_ACPC2_F", "Throw", "Put" }; respawnmagazines[]= { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green" }; magazines[]= { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green" }; linkeditems[]= { "CHN_MilCap_dgt", "Rnw_CHN_vest", "ItemMap", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "CHN_MilCap_dgt", "Rnw_CHN_vest", "ItemMap", "ItemWatch", "ItemRadio" }; }; class Rnw_Chn_Officer: I_officer_F { scope=2; faction="CHN_rawner"; vehicleClass="CHN_Soldiers"; identityTypes[] = {"NoGlasses", "LanguageGRE_F", "Head_Asian", "G_HAF_default"}; nakedUniform = "U_BasicBody"; faceType="Man_A3"; genericNames = "AsianMen"; displayName="Officer (Unarmed)"; icon = "iconManOfficer"; author="Rawner135"; backpack=""; uniformClass = "CHN_officer_clothing"; hiddenSelections[]={"camo"}; hiddenSelectionsTextures[]={"CHN_Faction\textures\officer_chn_co.paa"}; weapons[]= { "Throw", "Put" }; respawnweapons[]= { "Throw", "Put" }; linkeditems[]= { "CHN_MilCap_dgt", "ItemMap", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "CHN_MilCap_dgt", "ItemMap", "ItemWatch", "ItemRadio" }; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class V_PlateCarrier1_blk; class H_HelmetIA; class H_MilCap_gry; class Rnw_CHN_vest: V_PlateCarrier1_blk { scope=2; author="Rawner135"; displayName="Carrier Lite [CHN]"; picture = "\A3\Characters_F\data\ui\icon_V_plate_carrier_2_blk_CA.paa"; nameSound = ""; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "CHN_Faction\textures\vests_chn_co.paa" }; }; class Rnw_CHN_Helmet: H_HelmetIA { scope=2; author="Rawner135"; displayName="MICH [CHN]"; nameSound = ""; picture = "\A3\characters_F_Beta\Data\UI\icon_H_I_Helmet_canvas_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "CHN_Faction\textures\headgear_helmet_chn_co.paa" }; }; class CHN_MilCap_dgt: H_MilCap_gry { scope = 2; author = "Rawner135"; displayName = "Military Cap (CHN)"; nameSound = ""; picture = "\A3\Characters_F_Bootcamp\Data\UI\icon_H_MilCap_blue_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "CHN_Faction\textures\cappatrol_chn_co.paa" }; }; class CHN_officer_clothing: Uniform_Base { scope=2; displayName="Combat Fatigues [CHN] (Officer)"; picture = "\A3\characters_f\data\ui\icon_U_IR_Officer_spc_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; author="Rawner135"; nameSound = ""; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Rnw_Chn_Officer"; containerClass = "Supply20"; mass = 80; }; }; class CHN_soldier_clothing: Uniform_Base { scope=2; displayName="Combat Fatigues [CHN]"; picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CrewUniform_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; author="Rawner135"; nameSound = ""; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Rnw_Chn_Soldier"; containerClass = "Supply20"; mass = 80; }; }; }; If anyone knows how to fix this, that would be great as I will learn from whatever mistake I have done in this config. Kind Regards, Rawner135 / Ranwer
  23. Ranwer135

    DSS: The Mod

    Thanks for the links, I have heard of the melee addon that was in WIP for MANW. (wish he won, LOL) Will try it out though. And in terms of the Lee enfield, it seems that HLC Core already has unused animations for it already, so I'll see how it turns out tonight with some new adjustments. ;)
  24. Ranwer135

    DSS: The Mod

    UPDATE: - Found that HLC Core allows addon/mod developers to apply those animations to their weapons, AWESOME! - Improved code for zombie pathfinding. - Tested trixies weapon pack, it seems the Lee Enfield has a nice taste, especially in the crafting department. NEW!!! - Zombie "Creeper" (Can only prone) In the mean time, I am currently outfitting my PC with a new modelling program, 3DS Max, which is also used by the ArmA devs. ;) (Should be a lot easier designing models) Once installed, new models will be planned: - Meat. - Crafted weapons. - Night zombie model. - Flashlight. Some ideas for the night zombie are planned: - Run animation much like of a dog. - Sounds similar to a lion with a zombie taste. - Model similar towards The Gorn in Star Trek: The Video Game. On a side note, I will also see if I can convert the current objects in ArmA (such as an "Axe") into a weapon, this may be tricky but it's worth a try. ;)
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