Jump to content

thesnypr

Member
  • Content Count

    83
  • Joined

  • Last visited

  • Medals

Everything posted by thesnypr

  1. thesnypr

    SURVIVAL OPEN WORLD

    thanks for testing & feedback Arctrooper * yes there is a feature to remove the green dot loot markers, at the beging it was only a debug tool for me. (will be removed) * i think the lag is comming from some last weather fx recently added, i will check that for next update... updated! removed loot indicators :) now working on all ALTIS area added recruit script :) * reduce frame rate problem entering red zones due to calulate house position script called twice ( still a bit but less then before) (will change the spawning system for zombie, no need to spawn them inside because first thing tey are doing is going roaming out) * removing too much renegades spawning in red zones
  2. thesnypr

    SURVIVAL OPEN WORLD

    WIP VzR SP recruit script ( for mini task) * 3 functions 1 - check number of ia in player's group. 2 - found house to spawn new ia to recruit at determinate distance (spawn marker on it). 3 - spawning the ia at the position & adding an addaction (follow) on it.. * the script can get max numbers of team members in player group, ex if you want to have no more then 4 ia in your group the script will stop and restart when one of them is killed. * possible to add task on it ex: succes when certain number of recruitment is done. the goal was to give an second objective on my survival script pack, you can play alone but beter in group, managing your team & equip them ... it's still wip but working, your new team member is set to "setcaptive true" until he s joining your group to prevent him to be killed before...
  3. thesnypr

    SURVIVAL OPEN WORLD

    some test on URAL map i m not so happy about the result, poor fog & some bugs with cup cheranus conflict??
  4. thesnypr

    SURVIVAL OPEN WORLD

    small bug in this one i foget the remove weapon.... sorry, it s the correct version now
  5. thesnypr

    SURVIVAL OPEN WORLD

    WIP : PORTING SCENARIO TO http://withsix.com/p/Arma-3/mods/hAAhXYO69UCaC3eDtTmFiQ/URAL * adding snow script * accelerate time for night * renegade suply convoy script (mini tasks) * renegade airdrop map link: http://www.armaholic.com/page.php?id=29611 ABANDONED..
  6. thesnypr

    SURVIVAL OPEN WORLD

    updated version Altis : 7 /11 13h12 updated: * chopper gunners have now nvgs (more types of choppers) * a bit more action in villages (yelow zone!) * a bit more action in town zone (red zone) * more items * more weapons & attachements * more types of units (uniform , helmet...) in vilagers faction & renegades * now randomly spawn some "FAST" zombies * added more vehicles types * tweaked player gears
  7. thesnypr

    SURVIVAL OPEN WORLD

    yes thanks to all of those players 337 Visites uniques(Chiffre public) 133 Abonnés actuels(Chiffre public) 3 Favoris actuels(Chiffre public)
  8. thesnypr

    SURVIVAL OPEN WORLD

    renegades chopper gunners script - spawning helo at random far position in determinate altitude. - add gunners with gears (CUP mg3, pkm,rpk ...) only tracers mags. - making helo random patrol 900 m around player. - random time patroling. - helo leaving zone. - checking damage helo and distance position helo player. - making script can be run only one time and paused before can be use again. - only one chopper at once. - if player is too near of a spawned destroyed chopper it will not be deleted until some distance. - gunners have relative aimingAccuracy 0.12 (best chance to survive) - chopper crew have relative aimingAccuracy 0.12 (best chance to survive) for the case of armed chopper spawned! i think it can give a litle more fun :D :D :D (sorry poor video taken with phone) // spawnChopper by VinZ73 fo VzR script pack // Hi all! // i m not a script hacker, i just found litle parts of mine on wikki, Dayz forums ... // all credit and thanks to those guys who spent times to scripting BI and community players // but if you like it feel free to use or modify as you wich // just credit VinZ73 for spawnChopper ;) // null= [] execVM "VZ_SRCIPT_PackSP\SP_spawnChopper.sqf"; //_chancechoper = 0.3; //if((random 1) < _chancechoper))exitwith{}; if(isNil "chopGunner_script")then{ chopGunner_script = false; }; // debug message if(chopGunner_script)exitwith{ //cutText [format["chopGunner_script allready running!"], "PLAIN DOWN"]; }; //check if runnung chopGunner_script = true; // selection of chopper type _typechopper = ["CUP_I_UH1H_TK_GUE","CUP_I_UH60L_RACS","CUP_I_UH1H_TK_GUE","CUP_I_MH6J_RACS"] call BIS_fnc_selectRandom; // position to spawn //_spawnPoschop = markerPos "helo1_spawn_marker"; // old vesrion with markers _spawnPoschop= [getpos player, 800, 1000, 0, 0, 0, 0] call BIS_fnc_findSafePos; //debug marker spawn pos spawnPoschop = createmarker ["spawnPoschop",_spawnPoschop]; spawnPoschop setMarkerType "o_art"; spawnPoschop setMarkerColor "ColorRed"; spawnPoschop setMarkerText "spawnPoschop"; spawnPoschop setMarkerSizeLocal [0.6, 0.6]; // create chopper in air _creation = [_spawnPoschop, -90,_typechopper, independent] call bis_fnc_spawnvehicle; heloGroup = _creation select 2; helo = _creation select 0; {_x setskill ["spotDistance",0.88]}forEach crew helo; _groupairchopper = createGroup independent; _unit1airchopper = _groupairchopper createUnit ["CUP_I_GUE_Soldier_Scout",_spawnPoschop, [], 2, "FORM"] ; _unit2airchopper = _groupairchopper createUnit ["CUP_I_GUE_Soldier_Scout",_spawnPoschop, [], 2, "FORM"] ; _unit1airchopper moveInCargo helo; _unit2airchopper moveInCargo helo; removeAllWeapons _unit1airchopper; removeBackpack _unit1airchopper; removeAllAssignedItems _unit1airchopper; removeAllWeapons _unit2airchopper; removeBackpack _unit2airchopper; removeAllAssignedItems _unit2airchopper; _unit1airchopper addItem "Item_NVGoggles_INDEP"; _unit1airchopper assignItem "Item_NVGoggles_INDEP"; _unit2airchopper addItem "Item_NVGoggles_INDEP"; _unit2airchopper assignItem "Item_NVGoggles_INDEP"; // create unit 1 _unit1airchopper addBackpackGlobal "B_AssaultPack_blk"; _typegunsairchopper= ["CUP_arifle_FNFAL_ANPVS4","CUP_lmg_PKM","CUP_lmg_Pecheneg","CUP_arifle_RPK74"] call BIS_fnc_selectRandom; _unit1airchopperweapon = [_unit1airchopper, _typegunsairchopper, 10, 1] call BIS_fnc_addWeapon; _unit1airchopper setskill ["aimingAccuracy",0.12]; _unit1airchopper setskill ["spotDistance",0.88]; // create unit 2 _unit2airchopper addBackpackGlobal "B_AssaultPack_blk"; _typegunsairchopper2= ["CUP_arifle_FNFAL_ANPVS4","CUP_lmg_PKM","CUP_lmg_Pecheneg","CUP_arifle_RPK74"] call BIS_fnc_selectRandom; _unit1airchopperweapon = [_unit2airchopper, _typegunsairchopper2, 10, 1] call BIS_fnc_addWeapon; _unit2airchopper setskill ["aimingAccuracy",0.12]; _unit2airchopper setskill ["spotDistance",0.88]; // combat mod gunners _unit1airchopper setBehaviour "combat";// AWARE,combat, safe _unit2airchopper setBehaviour "combat";// AWARE,combat, safe // combat mod crew heloGroup setBehaviour "AWARE";// AWARE,combat, safe, etc.. heloGroup setCombatMode "RED";//blue, yellow, green // combat height helo flyInHeight 120; // unlimited ammos for the chopper helo addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; // sending to player zone [heloGroup,getpos player,600] call bis_fnc_taskPatrol; // 800 = radius // patrol timming sleep 480; _DEspawnPoschop= [getpos player, 1500, 2000, 0, 0, 0, 0] call BIS_fnc_findSafePos; //debug marker despawn pos DEspawnPoschop = createmarker ["DEspawnPoschop",_DEspawnPoschop]; DEspawnPoschop setMarkerType "o_art"; DEspawnPoschop setMarkerColor "ColorRed"; DEspawnPoschop setMarkerText "dspwnchpr"; DEspawnPoschop setMarkerSizeLocal [0.6, 0.6]; // creation destination final _waypoint1 = heloGroup addWaypoint [ (markerPos "DEspawnPoschop"), 100]; _waypoint1 setWayPointBehaviour "CARELESS"; _waypoint1 setWayPointSpeed "full"; _waypoint1 setWayPointType "MOVE"; _waypoint1 setWayPointCombatMode "WHITE"; _waypoint1 setWaypointStatements ["true", ""]; //_wp setWaypointStatements ["true", "(your script here)"]; sleep 50; // first condition if(getpos player distance getpos helo > 1000 or (getDammage helo > 0.7))exitwith {deleteMarker "spawnPoschop";deleteMarker "DEspawnPoschop"; chopGunner_script = false;}; // second condition waitUntil { (getpos player distance getpos helo > 1000)or (getDammage helo > 0.7) }; sleep 5; {deleteVehicle _x;}forEach crew helo; deleteVehicle _unit1airchopper; deleteVehicle _unit2airchopper; deleteVehicle helo; sleep 10; deleteMarker "spawnPoschop"; deleteMarker "DEspawnPoschop"; sleep 20; chopGunner_script = false;
  9. thesnypr

    SURVIVAL OPEN WORLD

    let me know what you re thinking if you try it .... :ph34r:
  10. thesnypr

    SURVIVAL OPEN WORLD

    haa ok haleks thanks, i just use the (civilian sefriend to west 0) in place of (player addrating - 20000) and now it's seems to be ok... with the trigger like that: _townMKR_AS01 setTriggerStatements["(Player in thislist or Vehicle Player in thislist)", "ZombieSpawn = execVM 'VZR_SRCIPT_PackSP\marker_town_script.sqf';", ""]; :D
  11. hum just a question , i spent 1 hour to hunderstand why some trigers (create by script) dont work when i use player addrating -2000; this create the trigger for populating village: _TRIG_AS012=createTrigger["EmptyDetector",_pos2]; _TRIG_AS012 setTriggerArea[300,300,0,false]; _TRIG_AS012 setTriggerActivation["WEST","PRESENT",TRUE]; _TRIG_AS012 setTriggerStatements["(Player in thislist or Vehicle Player in thislist)", "ZombieSpawn = execVM 'VZ_SRCIPT_PackSP\marker_village_script.sqf';", ""]; _TRIG_AS012 setTriggerTimeout [3, 5, 10, TRUE]; it work perfectly when no negative rating to the player??? https://forums.bistudio.com/topic/196652-survival-open-world/
  12. thesnypr

    SURVIVAL OPEN WORLD

    Hum can someone tell me why triggers do not switch when player have negative ratting? 1 hour to found where the problem comming from.....
  13. thesnypr

    SURVIVAL OPEN WORLD

    CHANGE log: * reworked intro ( now working well). * reworked looting script: - added more containers types. - removed cloths & items & packpacks spawn on ground (useless). - now only can found rifles , magasines, or loot boxes on ground.(in & out of houses) * reworked village script: - now spawn cadavers (dead bodies) inside houses. - now villagers have multible habilities ( stay in house, patroling around) random. - changing the disable "move" to disable "Path" for garisson units * reduce Fog * reduce rain * reworked gearing script for renegades (didn't get any hunger & thirst items on backpack) * adding negative rating to the player due to villagers wont attack him. * tweaked a bit more sombies in small villages * tweaked a bit more villagers in small villages * add a random runner zombie in the spawning script (there were just slow sombies!) * add a random sniper in the spawning script
  14. thesnypr

    createAgent - Zombie

    hi do you found a solution? for me im using _typezombiesR2= ["RyanZombieB_Soldier_02_f_1_1slowOpfor","RyanZombieC_man_1slowOpfor"] call BIS_fnc_selectRandom; _spawnPoszr2 = [getpos player, 100, 200, 0, 0, 0, 0] call BIS_fnc_findSafePos; _groupzombr2 = createGroup east;// create the group east can be independent,west _unitzombr2 = _groupzombr2 createUnit [_typezombiesR2,_spawnPoszr2, [], 0, "none"] ; createUnit is always what i m using but you need to impement some function module in editor like roaming option .... you may (i think) also take care to the side if you are east or west by adding this on init mission file or by adding addrating -20000; civilian setFriend [east, 0]; civilian setFriend [west, 0]; civilian setFriend [resistance, 0]; west setFriend [resistance, 0]; east setFriend [resistance, 0]; resistance setFriend [east, 0]; resistance setFriend [west, 0]; resistance setFriend [civilian, 0]; hope it help... https://forums.bistudio.com/topic/196652-survival-open-world/
  15. thesnypr

    SURVIVAL OPEN WORLD

    ho, i don't hunderstand why, yes sorry it was PLP only for the boxes & containers download link: http://www.armaholic.com/page.php?id=29294 their site with tons of beautifull things: http://poolpunksworkshop.tumblr.com/ i will check what s hapend with steam because the first time it crashed?? working version change log: * fixed small error file vzr_player in SP_gearing_v2 due to the change from MASSI to CUP gearing script http://steamcommunity.com/sharedfiles/filedetails/?id=789334554
  16. thesnypr

    SURVIVAL OPEN WORLD

    finally first version on Tanoa this one is relatively easy lot of loots, villagers have girlie hability but care to the others.... give back comments updated http://steamcommunity.com/sharedfiles/filedetails/?id=789334554 WIP for next: * add ability tu recruit or founding friends done! * add some task ex join a postion or found specific item done! * removing some gears spawn that are already in some boxes done! * add random voices to AI * add renegades chopper patrol spawning done! * add fast time script (night faster then day) * reworking inventory script done! * add Meelee weapon script (maybe?) * adapt the scenario to muliple other maps done! if you have some more ideas?
  17. thesnypr

    SURVIVAL OPEN WORLD

    smal test :P
  18. thesnypr

    SURVIVAL OPEN WORLD

    for now there is: 1- Villagers faction (looting & trying to survive around small village) 2- Renegades faction (kind of bandits groups atacking every body, often driving vehicle around the map) 3- Surivors ( alone guy like you) using them as friends is a good idea Mordacai 4- of course Zombies (spawning inside & outside buildings) i ve made a looting patrol script for 1,2,3 factions to mimic people searching for food & amos, you can found guys every where inside , outside , on the roof or searching inside abandoned vehicle ability to make fire need matches & wood (that create a timed zone making afraid zombies) but renegate will then see you! - jtd_flies - BloodlustLITE_Auto - EusaresFX_smoke are the addons i m using (can be played without) ,but giving a litle more fx to this mission the CUP version is ok less downlod = more fun
  19. thesnypr

    SURVIVAL OPEN WORLD

    hum.. R0adki1 yes of course i m trying to have less mod on it, i ve been working on it this afternoon and it s a good idea, it s only because at the begining of this i made it only for me and from a long time use those addons myself, it is easy to change some arrays in gearing scripts and looting, i will do my best to make it soft... i think two copy. one with full addons (even some gameplay adds like boodsplat and so ) and an other version (soft) with the same fun and less downloads... thanks for the idea ;)
  20. thesnypr

    SURVIVAL OPEN WORLD

    yes R0adki11 but i m using Massi chernarus units for it great style of uniform & gears near of survival aspect , but it s true that CUP weapons do the job!
  21. thesnypr

    SURVIVAL OPEN WORLD

    some work on loading sceens.... B)
  22. hum sorry for this long post i wanted just to show this script but i ve made a mistake, i use this one because only 30/100 for ex. of the spawned unit are gearing with specialised gear, if it can help
×