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lsd

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Everything posted by lsd

  1. ZEI Spawn furniture and populate areas via in-game modules. This is a stand-alone add-on, when used in Eden it creates no dependencies - Players will NOT require this add-on when playing your missions. DOWNLOAD: Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1251859358 Armaholic: http://www.armaholic.com/page.php?id=33620 Direct: <TBA> SOURCE: https://github.com/LISTINGS09/ZEI NOTES: This is not a global script that populates all buildings, the modules only populate single or small areas. The menu (found under Modules in Eden/Zeus): ZEI Interiors Modules Garrison Building Fills a building with your choice of faction and number (should support any units Addon). Attempts to find the best direction for the units to face. Avoids spawning pilots/crew etc. Interior Fill Fills a building with either a military or civilian template. Choose either an area or single building and if the interior should be editable in Zeus. Supports CUP buildings. Pressing 'LookAround' (Default: ALT) will skip the GUI and immediately try and fill the nearest building with a military template. Object Fill Fills a table or shelf with objects. Choose how many objects to spawn on the table and if they should be editable in Zeus. Pressing 'LookAround' (Default: ALT) will skip the GUI and immediately try and fill an object a random selection of items. Object Switch Converts objects of one region to another region (e.g. Green Sandbags to Brown Sandbags) Supports CUP objects but positioning may be affected due to model sizes. When any building is populated with a module, the buildings damage should be disabled automatically to prevent floating objects (not working in Eden!). A variable is set on buildings to prevent them from being re-decorated. WANT TO HELP? ZEI supports vanilla and CUP buildings. More templates are always appreciated! Templates should always be created in the VR map and the building should not be rotated. ZEI Development Modules The following modules are designed to make it easier for you to help with the development of this addon, they are not available in Zeus. List Buildings Use it to quickly find which buildings have few or no ZEI templates. Creates rows of buildings having the chosen number of templates or less. Coloured arrows in front of the buildings will indicate the templates count (Red = Mil, Pink = Civ). Mark Positions Highlights all building positions in a building. Don't block these when creating a template! Save Building Scheme Saves a building in the ZEI template format, no need to run any code through the debug menu now. Pressing 'LookAround' (Default: ALT) will 'force save' the highlighted object so you can save objects that aren't buildings (some CUP buildings have no building positions so this will allow them to be saved!). It doesn't do much, but you can enable debug mode in the addon by running the following code: ZEI_DEBUG = TRUE
  2. Thank you! To answer your questions; 1. Yes, I could put it in the CUP templates (they're separate) but generally I'd substitute it for a vanilla item so most people can benefit from the template. If an addon item somehow slipped through it should skip over it but will complain. This isn't ideal as if you put vanilla items on a CUP table and the person tried to use that template they'd end up with floating items. 2. Common sense always applies. If you put items outside you'll risk them colliding with adjacent buildings. If you put too many items it will impact performance (assuming the clipboard can export it, as it has a limit afaik). When you try to export the template it will warn you if there are likely to be issues with the number of items (iirc it's around 100 or 150). I review all the templates that go in and will trim or edit them as required.
  3. Always looking for more! People are often asking for the civilian versions of DLC buildings - I don't have the time to flesh that side of the mod out for something I won't ever really use. This has just been updated to v1.13 to support the excellent S.O.G. Prairie Fire CDLC with military templates. Apparently the garrison module wasn't working in Zeus too - I'm not a big zeus user so I hope they're all working now after a rewrite.
  4. Placed down a few template buildings/locations for others to make missions or get some mission ideas, I don't mind what you do with the map. Uses all vanilla objects - No-addons required. Each location is quite basic - I decorate each location with units and more items from ZEC/ZEI so they will be very adaptable if you wish to switch factions etc. You can download the grouped map and hide/unhide each location in 3den, or I have exported each location to their own mission files in the 'separate' folder. Download: https://github.com/LISTINGS09/WorldTemplates Objects Map Some example areas If you have any areas you have made that you think would make a good addition to the map, I would love to include them in ZEC so others can use them. New and creative objectives or any other ideas are always appreciated.
  5. Those are awesome! I know just how long it takes to decorate houses - Appreciate all your help.
  6. Nice! The mission file would be best, just upload it anywhere and PM me the link. Mod updated to V1.8 now - Contact Military Interiors and other smaller bits and pieces.
  7. I use the following to pick up a players clan/squad tag from the squad xml, it's written to work locally but could easily be worked a server check if you can identify the unit calling the chat command. if (count (squadParams player) > 0) then { if (toUpper ((squadParams player) # 0 # 0) == "YourSquadNameHereInUppercase") then { *** DO STUFF *** }; };
  8. Please fix the typo in BIS_fnc_setDate, thank you. https://feedback.bistudio.com/T82819
  9. Yes. If you're using ZEI on a dedicated server as Zeus, you might have to remote control and release a unit before the modules are shown. For some reason Custom Addons (like ZEI) aren't loaded immediately with the Zeus Interface so it's a bit of a hack to get them showing.
  10. v1.4 * 3den Module Usage Fix (thx Shukari). * UI Parameters remembered for next use. * Zeus AI Placement Fixed. * Increased wait time for Zeus Interface for ZEI Modules.
  11. Yes - When it gets to the point where buildings have a large number of possible templates this will be needed. Currently it cycles the templates so if you don't like the one you've placed down, you can erase all the items and re-run the module.
  12. Yeah - It's no quick task putting these together but the ones you've done are absolutely perfect. They'll be included in the next version. Am trying to work out a way to spawn objects correctly over the water, so we can have ability to decorate the Static Ships.
  13. In Zeus or Eden and in any specific building type? All units besides the leader should be locked since I wanted some form AI reaction on contact besides all sitting there. Couldn't implement a toggle now all units form the one group. If you're filling houses with single units then it may not appear to be working as intended - I will see if I can add a check so the leader will always stay put if they're alone in a group. More templates are always appreciated as it means more variety for everyone. Hangars and pretty much any of the military buildings to make bases look more alive would be much appreciated.
  14. Does it have to be ACE? ace_interact_menu_fnc_addActionToObject If not, I often use this in missions; BIS_fnc_holdActionAdd I'd put the code into the objects init field, but init.sqf will work.
  15. v1.2 * Garrisoned Units are now grouped per instance. * Garrisoned Units hold position when spawned. * ZEI Modules should now appear when Zeus on dedicated host. * Interior option added to switch building damage (to allow for breaking windows etc). * User templates added. * Non-Eden/Zeus GUI options are now hidden where not relevant.
  16. Thanks for this, more warehouses/hangars are always appreciated as they are often used! Unfortunately, the Arma clipboard only holds up to 8000 characters which only looks to be about 1/4 of your warehouse. You can do one of the following: 1. Upload the mission file containing the build. 2. Split your build roughly in half and give each half as a separate template, I will combine them. 3. Upload your Arma report log, as ZEI will output all saved objects there when using the tool.
  17. v1.0 - Massive update time, shukari has kindly re-factored the functions and I've been learning how to make GUIs. New Layout: Rewrote the interior modules and added features according to feedback. Zeus now has the option of spawning editable interior objects to move/remove. Garrison module added with unit direction algorithm. Object Switch module added to convert Green Tanoa sandbags to Vanilla sandbags etc Development Section added to make it easier for people to help out. List Buildings module added to show missing templates. Save Template module added so no need to paste code now. Rotation on XY now supported in templates. For details about each new module, please see the first post in this topic. And a massive thanks to bapedibupa for their rotation scripts, after a long week struggling with vectors and angles these finally did the job.
  18. Thanks for the layout! With the help of @shukari who is updating some of the ZEI template functions, we should have a way to make this process easier in future.
  19. Thanks, it looks good. Unfortunately, the addon currently doesn't support rotation of objects on the X/Y axis unfortunately, just their direction -- I couldn't stop objects from snapping back after they were rotated so I forgot that dimenson existed! Will have to look into implementing that into the addon at some point.
  20. Encountering this issue with increased frequency - Desync-issues for clients with the setUnconscious command. player setUnconcious false; will 'revive' the player but to other clients the ragdoll model will remain on the ground 'dead'. https://feedback.bistudio.com/T126837
  21. Thank you! Hangars/Barracks/Offices/Warehouses or any that people would often use for locations would be the top of my list, the Hangars I've done aren't great. I'd planned to split the buildings by side, but most ended up very generic - There are limited side-specific objects in vanilla, or maybe I'm just not creative enough lol. Maybe instead have a module to convert an area from one side to another by just replacing side specific objects with another sides type (e.g West Camo Nets > East Camo Nets, West Ammo > East Ammo etc)? I've plans for one that converts Vanilla > APEX as having to replace all nets/sandbags/H-Barriers is annoying. Regarding other mods this is aimed as a vanilla only mod to keep things accessible for everyone. If there is enough demand I could do a new version, I often play on CUP maps so this would be my next goal. This will be fixed in the next version; didn't realise allowDamage was local, sorry! There is a module that already highlights the building positions so to just replace that with AI would be trivial... The main problem for me is creating a GUI to prompt the player to do so. My last one didn't go so well which is why the Zeus side of ZEI is really basic! :D Maybe I'll give it another go.
  22. The latest update should include most military buildings now. Won't rule out a CUP version in the future. :) If you want to populate all of Kavala, scripting is the only way to go, but this addon is intended for much smaller scale missions with no overhead or dependency. I might make a 'lite' version of the Civilian area, specifically for cities with reduced objects. If you want to adapt this addon into a script, feel free.
  23. Just beat me to this - I've been working on a Eden/Zeus module-based implementation to use in making missions. You could assign the building a variable to identify it as processed, which would fix your overlapping trigger issue. Is there an easy way you check the pathways in the assets? Feel free to edit or use any of the layouts I've made for the Altis buildings, hopefully we use the same coordinate layouts. https://github.com/LISTINGS09/ZEI/blob/master/ZEI/functions/fn_interiorCiv.sqf I'm currently working on the Apex buildings but it's slow going.
  24. Could try the following (live feed, not single screenshot); http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ The config of the pod might mean a lot of changes are required, however.
  25. Are your triggers synchronised to each team leader (Right click Trigger > Connect > Set Trigger Owner) correctly? You shouldn't even have this issue... I'm assuming you're using BLUFOR PRESENT, or similar? If so the easiest approach would be one trigger that handles both possible outcomes for each team. In the 'Activation' field of the trigger; if (obj in thisList) then { <subtitles1> } else { <subtitles2> }; If you wanted to keep your 6 triggers, you can use Logical Operators in the triggers 'Condition' field by adding the following to all your triggers; this && (obj in thisList) With obj being the variable of the leader of Alpha or Bravo, depending on the trigger. None of the above should be required, if the trigger is correctly synced to an owner.
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