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redarmy

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About redarmy

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  1. Actually this mod is extremely broken in many ways,should be avoided entirely. For one the inbuilt code in GAIA which is included in MCC (And effects are in play even if GAIA not actively on unit) will totally break editor WP's. For anyone reading this,GAIA functions but has features broken as well. Theres better alternatives. The code is extremely old.
  2. Thanks man.Yeah i did just test a moment ago. combat fatigues(SFIA) and Tura garments. Neither are equipable on a blufor guy from looting a dead body. Spetnaz from contact works ok. If i kill a sfia and remove his uniform(fatigues SFIA) and access those fatigues on the ground,they change from the SFIA fatigues to whatever uniform my character is currently wearing. Also odd behaviour,maybe you can make more sense of it than me. is there a script version for your wire cutting fence module? if possible id like to change the item from toolkit to the Ravage custom (limited use) toolkit.
  3. Hey pierremgi would it be ok if i added parts of this mod into my scenario on the workshop? Just add it as a dependency. Will credit you ofcourse. https://steamcommunity.com/sharedfiles/filedetails/?id=3050920861 Mainly interested in the surrender script for players to have another option to deal with hostile survivors. Or even if you had a script version i could add it into the mission. Also, "wear what you want", moodule,has it been updated to be compatible with Western sahara? Current mod i use that takes care of that is Real engine mod,but anytime i try to wear opfor clothing from WS assets it wont work. Also if thats ok, is there a way to stop the script being applied to civ side? or better yet allow the prisoner script to only work on opfor and independant?
  4. redarmy

    DayZ Ravage

    Scenario has recieved many updates adding new mechanics and feautures,map edits and clean up. Nearly 600 hundred subscribers in a few days with alot of good feedback. Plan to move onto Livonia and Tanoa next. Last major update today,its a total and complete DAYZ experience. Latest change log/features: DAYZ RAVAGE FEATURES:: *6,100 objects added to the map(performant) *Currency and trade system *Gear and equipment damage system like DAYZ standalone. Items and gear can becme ruined from damage and unusable. *Breath fog and dynamic weather system *Bandit patrols talkin ♥♥♥♥ to each other when player nearby *Various Points of interest that are hand made,and serve a functional purpose to survival(updates will add more with inspiration taken from Chernarus plus) *A persistent SP survival experience *Roaming bandit patrols(hostile to you and each other) *Bandit camps at night *Bandits that can hunt the player(anywhere) *Friendly survivors(whom if you aquire a radio,and get a signal from/atop radio tower(radio menu),you can contact to join you,or ask them face to face) *Hand picked selection of vehicles randomly spawned and damaged,needing fuel and repairs *Syphon fuel system. Syphon hose and gerry can. All map gas stations empty of fuel *Enemy vehicle and air patrols *A loot list of weapons closely resembling the current DayZ standalone weapon list(around 21 in total) *Randomly spawned Heli crash sites with military loot *Animals roaming off the beaten path for hunting and eating *A hypothermia system . Warm up at fires or get indoors.(credits MuRaZorWitchKING, and JhonO) *Traders( trader base located somewhere on Chernarus offering safety,a doctor,supplies) *Custom soundtrack( Think Frankie on PC Dayz) Very non intrusive and only plays periodically(disable music if you dont like) *Brighter nights to avoid total pitch darkness *Further tweaked fatigue system native to ravage mod(be careful what you carry) *Radiaion zones around military locations in a wide radius(gasmasks help reduce intake) *Food that can be contaminated(anti rad pills help) *Mines in and around Military sites(consider finding a mine detector before venturing in) *Boats and Heli's(small chance to find one or both of either) *All buildings enterable(livonian classnames) *Furniture system for all houses(credits tinter) *50 plus uniforms and alot of accessories(Credits to EO for his amazing Gorka pack) *21 plus weapons and many many attatchments to find rarely,including supressors,optics,flash hiders etc) *40 different zombie clothing types *50 facewear types *30+ weapon attatchments *40 different types of backpack *30+ types of headgear *28 variety of vests *All included gear and weapons randomly worn by/used by all AI groups
  5. I see and can understand what you mean. It exits the code under conditions and starts again. Pretty neat way to do this. I took what you have above and tweaked a few things and tested. Everythings great with it: player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if (["pelvis","hit_pelvis","body"] findIf {_x in _hitLoc} > -1) then { call { if (_chance < 2) exitWith { removeUniform _unit; ["GEAR RUINED", "<t color='#FF0000'>Your uniform and items inside were ruined.</t>"] spawn BIS_fnc_showSubtitle; }; if (_chance < 8 && backpack _unit != "") exitWith { removeBackpack _unit; ["GEAR RUINED", "<t color='#FF0000'>Your backpack and items inside were ruined.</t>"] spawn BIS_fnc_showSubtitle; }; if (_chance < 10 && vest _unit != "") exitWith { removeVest _unit; ["GEAR RUINED", "<t color='#FF0000'>Your vest and items inside were ruined.</t>"] spawn BIS_fnc_showSubtitle; }; if (_chance < 12 && headgear _unit != "") exitWith { removeHeadgear _unit; ["GEAR RUINED", "<t color='#FF0000'>Your headgear was ruined.</t>"] spawn BIS_fnc_showSubtitle; }; }; }; }];
  6. OK after testing a few times iv finally got it to where it needs to be, testing with 3 triggers set to true: trig1 player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( vest _unit !="" && {10 > _chance}) then { removeVest _unit; systemChat "Your Vest and items inside were ruined"; }; }; }]; trig2 player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( Headgear _unit !="" && {10 > _chance}) then { removeHeadgear _unit; systemChat "Your headgear ruined"; }; }; }]; trig 3 player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( Backpack _unit !="" && {10 > _chance}) then { removeBackpack _unit; systemChat "Your Backpack and items inside were ruined"; }; }; }]; I should have actually been more clear. "Pelvis" is the only viable body location that the player can be hit in in this scenario/situation,so each needed a pelvis hit,but not to remove all items at once,but instead with a random chance. So 3 individual triggers for testing,fired in different way at a 10% chance for contact on pelvis,and results show me that im loosing one of three pieces of gear randomly(not altogether) Huge thanks for helping me crack this. / full code in init.sqf player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( vest _unit !="" && {10 > _chance}) then { removeVest _unit; systemChat "Your Vest and items inside were ruined"; }; }; }]; player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( Headgear _unit !="" && {10 > _chance}) then { removeHeadgear _unit; systemChat "Your Headgear was ruined"; }; }; }]; player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( Backpack _unit !="" && {10 > _chance}) then { removeBackpack _unit; systemChat "Your Backpack and items inside were ruined"; }; }; }];
  7. ok let me try this,is this the correct way to assign a hit part to the item?: player addEventHandler ["HitPart",{ private _chance = random 100; _this #0 params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ("pelvis" in _hitLoc) then { if ( vest _unit !="" && {10 > _chance}) then { removeVest _unit; systemChat "Your Vest and items inside were ruined"; }; if ("leg r" in _hitLoc) then { if ((backpack _unit) != "" && {10 > _chance}) then { removeBackpack _unit; systemChat "Your Backpack and items inside were ruined"; }; if ("body" in _hitLoc) then { if ((headgear _unit) != "" && {10 > _chance}) then { removeHeadgear _unit; systemChat "Your headgear were ruined"; }; }; }]; Is this the correct way to assign a different body part for a different piece of gear? Im getting errors trying to use that syntax so obviously incorrect,but you can see what im trying to do right?
  8. So if i understand it correctly, say backpack chance =2 . Vest chance = 10 .Headger chance = 12. Then if the number chance selected is say "9", then BOTH headgear and vest are removed. In testing this it seems if the vest was lost,the headgear was also lost,and if backpack was lost,all items were lost. Am i understanding this correctly? Initially i had though it was randomly selecting a chance for each item to be removed,so even a backpack a =2% chance,could be removed while vest and headgear maybe werent. so if i were to say, change body parts hitfor each item,t could produce an effect were i may loose backpack(at 2% chance) but still keep headgear that had a higher number chance? i had used "pelvis" as the hit is being done by Ravage zombies,they seem to hit an "area" of player and pelvis seemed like a more reliable choice(i cant see how swinging zeds can hit your leg for example) If i add more hit parts: if ("pelvis","body","leg r" in _hitLoc) then { would this be correct?
  9. Sorry guys,im still not following. Could you show me a working example edited version of my script above and maybe break that down in simpler terms?
  10. For a few weeks now iv tried like hell to create a good system that when the player takes any damage(zombies,shots etc) that it will randomly choose a single item in the players inventory(not looking to create an array as there could be so many items) and delete it(to simulate it being damaged beyond repair) Best solution i came up with was an event handler to remove a piece of gear(vest/backpack etc) player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((vest _unit) != "") then { { if (_x == "pelvis" && 15 > random 100) then { removeVest _unit; hint "Your Vest and items inside were ruined"; }; } forEach _hitLoc; }; }]; }]; Above example works mostly ok. So i tried to expand it with this: player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((vest _unit) != "") then { { if (_x == "pelvis" && 15 > random 100) then { removeVest _unit; hint "Your Vest and items inside were ruined"; }; } forEach _hitLoc; }; }]; player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((backpack _unit) != "") then { { if (_x == "pelvis" && 6 > random 100) then { removeBackpack _unit; hint "Your Backpack and items inside were ruined"; }; } forEach _hitLoc; }; }]; player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((Headgear _unit) != "") then { { if (_x == "pelvis" && 15 > random 100) then { removeHeadgear _unit; hint "Your Headgear was ruined"; }; } forEach _hitLoc; }; }]; player addEventHandler ["HitPart", { (_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"]; if ((Uniform _unit) != "") then { { if (_x == "pelvis" && 6 > random 100) then { removeUniform _unit; hint "Your Uniform was ruined"; }; } forEach _hitLoc; }; }]; In theory ,with a random chance of x/100,either backpack,uniform,vest or headgear is removed and all items inside gone. The issue is,this 2nd syntax produces odd results. Often times,only one or two pieces of equipment gets removed,then the eventhandler never fires again. OR After re equipping a piece of equipment that was removed from a hit,its INSTANTLY removed again when im hit next time. Im struggling to understand the concept of on hit/ hit part or even event handlers for that matter as its supposed to handle an event,multiple time and is easy of cpu so i cant understand why this isnt working correctly. I tried using hit instead of hit part,and tried changing"pelvis" to other body parts and giving "headgear" one body part,uniform another body part and so on.. Nothings working. Could someone more knowledgable break it down for me or help me script a better solution to my need?
  11. fair enough makes sense. iv not alot of experience but i recall nearest objects before causing a near complete system lock up on me.In the manner i was using it it should be fine but il stick to your method. 'findif" id never seen before. Pretty cool thanks
  12. By end of array,which array are you referring to? you mean the end of an array of all units,or objects or both? The scenario spawns in a set max of groups and vehicles periodically,so at any one time i shouldnt exced 5-8 groups max. But objects placed in scenario is counting near 6000 so thats why i ask. sort of on the same subject,im in another means deleting all sides units from the map at intervals {deletevehicle _x} foreach (units blufor); but for blufor is there anyway i can make it not include blufor units already in the players group?
  13. redarmy

    Sky coloured screen

    Sorry for late reply but i figured out the issue. It was actually a script running a dynamic weather system. What was happening was fog density and height if i recall settings were going all over the place and suddenly,creating a setting that would cause the fog to be "in your face" so to speak.
  14. Ok iv figured out the best way on demand would be simply to detect vehicles around player,side isnt an issue { if ({alive _x} count crew _x > 1) then { { deleteVehicle _x } count (crew _x); deleteVehicle _x } } forEach (nearestObjects [player,["landvehicle"],9000]) just detects if crew still has someone alive and deletes both crew and vehicles if so.
  15. I am attempting to perform a "cleanup" of the map periodically in a presistant scenario. Essentially what im try to do is cover the map in a trigger and detect any enemy vehicle thats crewed(important) to be deleted on demand say with radio trigger Alpha. Enemy sides in this are IND and OPF. I tried this to get me started, know its wrong i was experimenting {{deleteVehicle _x} forEach crew _x + [vehicle _x]} forEach thisList; As the only BLU vehicle on the map would be player if any. Is there a way i can do this on demand? perhaps a better way than using a trigger to cover entire map?
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