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whiteface73

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About whiteface73

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  1. whiteface73

    Ravage

    If using a tents-as-saving-points system,... - a player should have an option to load his personal data (addAction, removed after use) manually. So he could continue his game or (without loading) start over again. - a player should have an option to save his game at fixed ingame locations, so he could at least save his loadout, even if he has no tent. - a player‘s personal data should (at respawn location with respawn loadout) be automatically saved when being killed to avoid cheating. - a tent should save (manually) its own inventory and location and the specific player‘s personal data to avoid cheating (doubling items.) These were the points I was thinking about, when pondering about a player + vehicle saving system.
  2. whiteface73

    Ravage

    That...would...be...great! This in something I considered too, but realized that I am not able to do this kind of stuff.
  3. whiteface73

    Ravage

    That‘s why I changed to a system where I can control when the data is saved or loaded. The next thing I want to try is adding a vehicle data save / load function to a number of randomly placed vehicles, a player data save / load function to every church or chapel and and automatic player data save when killed. Dunno if these things are possible for me, but there wouldn‘t be that much traffic to and from profileNamespace.
  4. whiteface73

    Ravage

    I had severe performance issues at first, so I did remove some addons, which always seemed to help...for a while. The biggest improvement happened, when I disabled the saving system and especially GRAD saving system. Even reducing the number of saved objects to „only editor placed objects“ wasn‘t enough. Removing GRAD did the trick.
  5. whiteface73

    Ravage

    Actually I thought that‘s how the custom weapon / custom vehicle list work...
  6. whiteface73

    Ravage

    I guess the items from the equip module are additionally to A3 stuff and gear from compatible mods (CUP, Massi etc.). Stuff from other mods does not seem to be included. Wishlist #2: I‘d like to have two additional fields in the equip module. One for adding gear (not firearms) to the loot list and one to exclude (i.e. remove) stuff from the loot list, like A3 weaponry.
  7. whiteface73

    Ravage

    Your Apocalypse mod has been on my watchlist for some time. Many features sound very interesting. Zombie virus ftw! 😄 I do like scripts, but will they work for MP on a dedi server?
  8. whiteface73

    Ravage

    Hmm, post from yesterday evening went missing. Yesterday I had the first Ravage game with my co-player since I built my savegame system. Everything appeared ok, each player‘s variables were saved on the server under his UID. Later I‘ll restart the server to see if the data is really persistent (testing for one player on dedicated did work, so I‘m expecting no problems). On a side note, we noticed that there seemed to be way less loot than before. I hadn‘t changed anything in the loot probabilities. Wishlist: I‘d really like to see solitary zombies or bandits in (maybe every 30th house) buildings. A rare event, just enough to keep a player on his toes. Thank you! Oliver / Whiteface
  9. whiteface73

    Ravage

    I fear the AI won‘t think twice about firing a gun...
  10. whiteface73

    Ravage

    I used the actionMenu of an ingame laptop (addAction, Eventhandler) to save some data: position and direction of player player loadout time and date position and direction of (2) vehicles and (1) crate inventory of those objects (Better not leaving mags inside guns in cargo and I'd probably not leave stuff in backpacks in cargo...) fuel of those objects and (5) custom variables for Ravage: Thirst, Hunger, Radiation, Status, and Rad_Status (I didn't have enough time to include player and vehicle damage.) Then I restarted the dedicated server and the mission. I went to the ingame laptop and used the actionMenu to reload everthing. It's a rather crude script, but it does work. Here are some snippets from my script. It's the part where the custom variables for Ravage are saved or retrieved: The _caller is the unit using the addAction, i.e. the player. _ravData is an array containing the custom variables from Ravage...and some more. _nameDB2 is a variable containing a string: prefix+UID, something like "wf_DB2_1234567890". This is the adress in profileNamespace where _ravData is stored. Looking on my script I'd change your player getvariable ["VABB_Wood",0]; into something like player getVariable "VABB_Wood"; after having it saved with player setVariable ["VABB_Wood",0]; the 0 being the value you want to save / load.
  11. whiteface73

    Ravage

    I‘ve used the Ravage MP Save and GRAD...in combination and both alone. Nothing was really satisfying and GRAD comes with a lot of baggage I don‘t need. When I had to restart the server this week (Ravage update) almost everything was gone. Even loading the player inventory didn‘t seem very reliable. So I came to the conclusion that I have to create my own scripts. I did some tests on Wednesday, so I guess saving the player loadout to the profile namespace using the BIS function was the easy part. Tomorrow I‘ll have to take a look at setVariable and getVariable - and that really didn‘t work on Wednesday (but it wasn‘t all incompetence, I did make some stupid mistakes too). Anyway, tomorrow I‘ll take a look at the variables again...
  12. whiteface73

    Ravage

    Interesting topic, I’ve finally manage to create my own persistent player inventory (very minimalistic, but working) today and was planning to take a look at thirst, hunger etc. tomorrow. Where is the problem: getting the values (from player), saving them, loading them or getting them back to the players?
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