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na_palm

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Everything posted by na_palm

  1. Hello and welcome to the Lootspawner system! I'am not great at writing long text so to make it short... The LS system here at hand evolved from the loot spawn system used in 404's and GOT's older Wasteland versions. This version however is completly rewriten and evolves around the idea to spawn the loot as near as possible to the player position and therefore gain speed and reduce lag. It is compatible with every island/map that uses buildings that have buildingpositions. It is configurable to a great degree and almost, NOT completly ofcourse, Lag and FPS neutral. The last part, about Lag and FPS for high player counts, has to be tested as i have only a few friends that play ArmA, but here you all can help me! For small playercounts on Altis, with my PC running client and server simultan on an Phenom X4 965, it is almost unnoticeable even with a bit edited A3Wasteland dev. build i use. DOWNLOADS MultiPlayer example maps for Altis and AiA/Chernarus are available at: Testmission for Altis and Testmission for AiA/Chernarus SinglePlayer example maps for Altis and AiA/Chernarus are available at: Testmission for Altis(SP) and Testmission for AiA/Chernarus(SP) Fix for flying loot as of ArmA 3 v1.12 REUPLOADED LSUpdf112.zip (replace existing file with this new version) The download is replacing following files: - fn_LSgetBuildingstospawnLoot.sqf - Lootspawner.sqf - Lootspawner_SP.sqf Script as Zip: LootSpawner_v101.zip old Version's: Lootspawner as ZIP HOWTO: MultiPlayer: create a init.sqf file in your mission folder and paste this code inside: if (isServer) then { fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf"; execVM "Lootspawner.sqf"; }; SinglePlayer: create a init.sqf file in your mission folder and paste this code inside: fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf"; execVM "Lootspawner_SP.sqf"; to configure the system, open: 1. 'Lootspawner.sqf' to change the available variables as needed. (ex. spawninterval, chance of loot, categories of loot...) 2. 'LSlootLists.sqf' to customize the items inside the categories 3. 'LSlootBuildings.sqf' to change the lootcategory of a building or add/remove buildings credits go to: Ed! (404Forums) and [GoT] JoSchaap (GoT2DayZ.nl) for the initial spawnsystem for Wasteland greetings Na_Palm
  2. I revisited the simpleCache script included in AISSP from spunFIN. This new version don't requires to execute any controlled militarize and fillHouse script before. So the mission is a lot quicker accessible, not instant but under one minute from start. It works fully for SP and MP and now needs only 3 parameters. Meatballs reminder to not despawn "hijacked" vehicles is also integrated, works in SP and MP, too. Download v2.1: http://na-palmplace.net/downloads/simpleCachev2.1.zip from the head: ARMA3 function LV_fnc_simpleCachev2 v0.2 - by Na_Palm initial version by SPUn / lostvar This script caches fillHouse & militarize scripts. nul = [[script parameter list], distance, keep count] execVM "LV\LV_functions\LV_fnc_simpleCache.sqf"; script parameter list = array of [scriptID, [parameter]] scriptID = 1: militarize, 2: fillHouse parameter = array of required parameters for the script the same as you would use for them direcly distance = distance between player(s) and militarize/fillHouse on where scripts will be activated keep count = true = script will count & save AI amounts, false = AI amount will be reseted on each time it activates again For server admins, the loop can be switched off with command on server: {swAI_Run = false;} example 1 (for use in GameLogic): nul = [[[1, [<parameter for 1>]], [2, [<parameter for 2>]]], 500, true] execVM "LV\LV_functions\LV_fnc_simpleCachev2.sqf"; example 2 (for use in init.sqf or initServer.sqf): LV_fnc_simpleCachev2 = compileFinal preProcessFileLineNumbers "LV\LV_functions\LV_fnc_simpleCachev2.sqf"; [[[1, [<parameter for 1>]], [2, [<parameter for 2>]]], 500, true] spawn LV_fnc_simpleCachev2; example 3 (for use in init.sqf or initServer.sqf): LV_fnc_simpleCachev2 = compileFinal preProcessFileLineNumbers "LV\LV_functions\LV_fnc_simpleCachev2.sqf"; _sCscript_list =[ [1, [<parameter for 1>]], [2, [<parameter for 2>]] ]; [_sCscript_list, 500, true] spawn LV_fnc_simpleCachev2; greetings Na_Palm PS: thought an extra thread for it would be a good idea to not get lost in the other
  3. na_palm

    Ravage

    From my experience it seems to be simply meant as an timeline. So if you are running a Windows version thats newer than Win 2008 (server), including Windows 7, you are fine. Remote Desktop is an non issue as you can use other remote access software for that. The "real" advantage/gain of the server versions (for ArmA needs) is that it can handle more simultanous network connections, supports more CPU cores and more RAM as the client versions of the OS. However that becomes only important if you want to host missions with more than 64 or 128 players. In this case you will also need an really fast AND wide internet upload rate to handle that amount of players. edit: typo
  4. na_palm

    Ravage

    https://community.bistudio.com/wiki/Arma_3_Dedicated_Server Thats the offical Arma 3 Dedi Server HowTo. It covers all steps needed to setup a server, even on another PC without Steam preinstalled. Worked fine on my Laptop, that i now use to host the server.
  5. na_palm

    Ravage

    Hi Haleks, would it be possible to add a few more objects as waterscource, namely: "Barrel_water","BarrelWater_F","BarrelWater_grey_F","Misc_Well_C_EP1","Misc_Well_L_EP1" and for Fuescource: "Land_Ind_TankSmall2","Land_Ind_TankSmall2_EP1" + the CUPs A2 fuelfeeds havn't the ids at hand now or maybe even easier to maintain, change the functions slightly to use global Vars too, so they are adaptable for other maps. Thanks for your time
  6. na_palm

    Ravage

    HA, i haven't thought that someone would really google for this phrase.... :) The savest would be to wait till the last array from the loot lists is filled. Personally i use in serverinit.sqf: waitUntil {!(isNil "lootworldObject_list")}; execVM "scripts\additions\lootList.sqf"; the lootList.sqf: _civ = 0; _mil = 1; _ind = 2; _res = 3; //Vital Items {(lootVital_list select _civ) select 1 pushBackUnique _x; } forEach []; {(lootVital_list select _mil) select 1 pushBackUnique _x; } forEach []; {(lootVital_list select _ind) select 1 pushBackUnique _x; } forEach []; {(lootVital_list select _res) select 1 pushBackUnique _x; } forEach []; . . . the array names for weapons, mags and so on should now be easy to change ;)
  7. na_palm

    Ravage

    here at the bottom of haleks introduction post: the picture is a link so you can learn more about the given license. With that given,you then know that modifiing the given addon file/s is out of quotation for anything you want to build up on and release. As that would mean to release a fork of the Addon, too. If you follow with the way, i descriped above, you only change data values without touching the addon, and you a free to release your mission/addon if wished. As there are way too much "if then else" in this licensing thema, and iam no lawyer, you will have to ask specifics if unclear to the licensor.
  8. na_palm

    Ravage

    As the license for Ravage states: no derivatives. You won't change them directly. However in your mission initserver.sqf you can place an "waitUntil" and when the desired list is not Nil, you can then edit the arrays in that file. Or call/spawn another file with the desired changes.
  9. na_palm

    Enhanced Movement

    could you provide the unit type from that mission? To harden or denine my assumtion that it's correlated to CUPs. thanks EDIT: ahm sry, i can't reproduce the message now. If i place the unit now in the editor and preview,its gone. Don't know maybe the autopatching through steam....
  10. na_palm

    Enhanced Movement

    @inepthapid & BB: I can reproduce this error message. On my end it seems to be bound to using CUPs units for the player. As soon as i switch to A3 units (vanilla & custom) it's gone. Maybe i have an log file for you too.... Edit: sry older logs with this error are deleted. If you need one i can reproduce one tommorow
  11. You need to load the "FRED_fnc_infoText.sqf" first. Either with: #include "FRED_fnc_infoText.sqf"; or call compileFinal preprocessFile "FRED_fnc_infoText.sqf"; personally i tend for the second. then you can spawn it with [["TEXT", "text", "TexT"], 10] spawn FRED_fnc_infoText;
  12. na_palm

    Ravage

    @cosmic10r Thanks, and nice to know you can use it. If you are really going to "whitelist" every map for the buildings, you could then automate the building determination by the mapname in the config. But i don't know if that is a good aproach as there are many maps and only a few diverent packages for buildings (A3, CUP, SMD and a few other...)
  13. na_palm

    Ravage

    Hi Haleks, How do you want bug reports handled? Posting in this thread or as PM or at the Wiki? and another question... Could you set a Variable on clients to indicate that a player gets loaded from missionnamespace? That would greatly help at determining what to do with JiP Players. As of let the load function handle the player unit or to kit it out with startgear and change the position. Thanks for determining PS: the Bug... The vehicle repair don't shows all damaged parts by div vehicles. In one case it responded with "Vehicle doesn't need to be repaired" also the Heli, in this case, had red damaged Mainrotor and other parts where damaged, too. My first guess would be the if condition in line 5
  14. na_palm

    Ravage

    Correct! (0-3 instead of names) Don't want do derail this thread much more, so a short version... :) Make the whole "construct" an array by giving it a local variable name: _bList = <CONTENT OF THE FILE> ; underneath that, put: { _idx = Building_list pushBackUnique _x; if !(_idx==-1) then { Building_registr pushBack ((_bList select 1) select _forEachIndex); }; } forEach (_bList select 0); In your init.sqf of initServer.sqf put the following at last waitUntil {!(isNil "Building_registr")}; execVM "buildingList.sqf"; In MP, if you use the older init.sqf method make sure to only exec this on the server!!! That's all. Or wait till Haleks puts it into his Mod ;)
  15. na_palm

    Ravage

    Thats exactly the inner workings of my lootspawner. The update for the sahrani map is because of edited buildings by the map authors. Every map with standard buildings (A2 +A3) is covered from the get go in Ravage. Pandora Map also if i remember correctly. Think that Haleks put a few buildings back in also, that where missing in 0.134. https://drive.google.com/file/d/0B6M3I6nO2TAgYTBtNm9KVmpnMlU/view?usp=sharing Here is the ZIP archive with the required scripts. ;) - simply open a map with new buildings in the editor, place an player char and save it. - Then extract this archive in the mission dir, reload the mission and play in preview. - In the action menu (mousewheel) you then have a command for starting the script. - To follow the process you will get hint texts and you can also open the map and see it working. - After the finishing hint "Map processed" you can STRG+V the output in a new .sqf file and edit it. It's a few edits to expand the categories to a greater number (ex: for Shops or medical buildings) if desired for Ravage... Feel free to use the script above. It will ease your workload. Filtering of roof positions is a good idea. Will have to incorporate that in the next version for the above script. (the one you have in Ravage seems fine to me therefor) ;) Will get in touch with you later...
  16. na_palm

    Ravage

    for sure, I'am fine with it. If you have need for it, i post a link to my script thats responsible for the island scanning and list generation. (should work for every map and custom buildings) That sounds like an awesome idea! For the mission template I will vote for an COOP version first. It's a bit more to script in case of the truck spawn in 0.135 but you can then easily split it for more teams...
  17. na_palm

    Ravage

    can you provide a link to the map. I will look into it then,too. @Haleks: my first port of ravage to the map "G.O.S. Al Rayak" seems to work properly so far. Nice work you have done for the MP update! :627: edit: https://drive.google.com/file/d/0B6M3I6nO2TAgbk51NFVVOG9QQVk/view?usp=sharing that's the buildinglist for SMD Sahrani. To use it you have to exchange the "xxx" with the desired Loottype in the file and then use it in your mission to fill the appropiate arrays at mission start. (Building_list and Building_registr)
  18. na_palm

    Ravage

    This time for sure?! :D
  19. hi lsd, your compositions looking really good and are working fine. At mission load and save however they are reporting errors in the log files about: Unknown enum value ERROR load: mission.sqm/Mission/Entities/Item32/Entities/Item30/Attributes.rank: Unknown enum value ERROR mission.sqm/Mission/Entities/Item32/Entities/Item31/Attributes.rank: Unknown enum value ERROR mission.sqm/Mission/Entities/Item32/Entities/Item32/Attributes.rank: Unknown enum value ERROR save: 23:52:40 Saving undefined enum value -2147483648 / 8, context /Mission/Entities/Item10/Entities/Item5/Attributes.rank 23:52:40 Saving undefined enum value -2147483648 / 8, context /Mission/Entities/Item10/Entities/Item6/Attributes.rank 23:52:40 Saving undefined enum value -2147483648 / 8, context /Mission/Entities/Item10/Entities/Item7/Attributes.rank I can remove the coresponding entries in the mission.sqm but I wanted to know from you if they are required.
  20. na_palm

    Ravage

    Thats for sure,my hope would be to "balance" the diverent gameparts against each other to ensure a lone wanderer PvP behavior is hard but not impossible. Bahh, the same discusion can surely be found in the early dzed forum posts... :) @tyrone chicken fingers: while mission building or scripting for ravage you can use/place blacklist zones to prevent the zombies from spawning in certain areas.
  21. na_palm

    Ravage

    Could it be that there is an issue with the lootspawner in 1.34? It looks like it spawns 2 or 3 ammo crates in the same position as I noticed while going close to them for looting. If you look at the text on the side of the boxes I noticed that there are texts for "ammo " ,"explosives" and another one i couldn't read above another. It is a bit strange as you have only one type of ammobox to spawn. Haven't noticed this with the luggage and sack containers...
  22. na_palm

    Ravage

    As BB wrote. If something works in MP then it is most likely also working in SP. After an almost 3 years break with ArmA, I find it moved in a really nice way/position and Ravage seems to be my preferred gameplay mod for it now. Thanks to haleks and team! I can't wait to get my hands on the first MP update of this :)
  23. Hi Desai92, Remove the ending komma at line 16. greetings Na_Palm
  24. You could try to create him in editor, give him the highest rank and set probability of presence to 0. Then join players his group.
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