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haleks

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Everything posted by haleks

  1. haleks

    Ravage

    That's an interesting input - there is indeed a difference in their pathfinding between their "acquired visual target" and "heard a gunshot" states. In the former state, their pathfinding is regularly updated as long as they have visual contact; in the latter, it's generated only once per gunshot as long as zeds don't have a visual target... I reckon it's a good lead to eliminate the last "conga lines" - I'll certainly look at polishing the gunshot reaction part for the update. ๐Ÿ˜‰
  2. haleks

    Ravage

    That's impossible right now - they're using yet another global variable for that. However, I just made a little change in the code that will make it easy to override the visual detection range per zed with the legacy update : you'll just need to set a variable on them (this setVariable ["z_visual_coef", 10]), in the absence of an attached variable, zeds will use the global missionNameSpace one. That will work for visual detection, but audio is trickier to tweak, since the code is attached, not to zombies, but to regular units... One direct consequence being, if a mission maker decides to have a zombie with huge audio range, it may have a big impact on related functions performances. I will have to carefully consider if it's worth it, since the number of gunshots can go high pretty quickly in any environment.
  3. haleks

    Ravage

    Thanks for reporting buddy! This was tested locally in editor?
  4. haleks

    Ravage

    I will look into it, but iirc, magazines won't show up in the editor if they aren't linked to a weapon or an object (I guess "standalone" mags aren't supposed to exist from the engine point of vue). @Nemanjic if we're talking about the same issue, do you happen to have a link to the discussion?
  5. haleks

    Remnant

    Mod version : 0.2.8 (2022.05.29) Remnant (formerly known as the MyST project) is a new mod inspired by Death Stranding, and aims to offer a fun and sandbox experience, with sci-fi and paranormal twists to the survival genre. This is a work-in-progress endeavour, and both scope and releases will gradually evolve over time : very much like Ravage, it will start "small" and grow up... And hopefully provide fun and appealing ways to play Arma 3! Premise With this project, I want to take a slightly different route for the sandbox & survival style. Arma 3 is a great platform for survival & zombies scenarios, but its near sci-fi context is often at odds with our usual idea of what it will/should be like. The idea behind Remnant is to make the best of both worlds, and to propose an alternative take on the "end of the world", more grounded in science-fiction and technology (and a bit of paranormal too!). Release Plan Tools First : Remnant will be very similar to Ravage in design, providing ready-to-use modules for mission making. Those modules will include spawn systems, random objectives generators, light survival mechanics, but also less orthodox, immersion-based tools. The Endgame : The mod includes demo missions to showcase new features, but the ultimate goal is to assemble an interesting premise with room for both "classic" Arma gameplay and new ways to challenge the players. Remnant will offer sandbox and objectives-based scenarios for both SP and MP. Features *The Phantoms More Coming Soon... Changelog License Remnant Mod by Haleks is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available on request. Using Remnant Mod on monetized servers is strictly forbidden. You may not reupload this mod on Steam. Special Thanks This project would be stuck in a temporal loop if not for the help of my supporters on Patreon - thank you guys! And of course a big shout out to the broader modding community for sharing knowledge and tips. Download : Remnant v0.2.8 How can you support the Remnant Mod? If you want to support me, you can donate any amount you want, no matter how modest it may be, or support me on Patreon.
  6. haleks

    Remnant

    From today's update to main branch : Yay! Not really a big deal, but that's going to benefit Aradus and other missions using similar terrain edits.
  7. One thing I tend to do in my recent scenarios is to use fog to limit view distance : if you play a bit with fog parameters you can get something that doesn't look half bad while preserving your framerate.
  8. haleks

    Ravage

    @panzergrenadier3: the code for traders is bit old, and may need improvements; but there's one thing worth noting : items sold by traders have to be physically present in their backpack. If they don't have enough room, some items may be randomly skipped. One potential tweak I could make is to have them store their goods in defined containers or crates for "sedentary" traders; but that will most likely require some big changes (and maybe a dedicated module).
  9. haleks

    Ravage

    Well, it appears that vanilla actions don't have a 'condition' parameter in cfgActions. ๐Ÿ˜• Maybe the action condition is attached to the item directly, somehow - I'll check it out. Worst case scenario, the recent UI event handlers should provide an acceptable workaround (the action may appear in the action menu, but it will be locked). Also, one thing I spotted while testing FAKs, looks like something changed with one of the game updates : characters no longer scream like they used to when being hit by zeds. I'll have to script that feature back in. By the way, here's a quick view of the modifications I made to the vehicles & wrecks module : It's not a complete overhaul of the entire system; right now I only changed the function that handles object creation & placement, so the update should have minimal impact on mission design, while looking a lot better already. \o/
  10. haleks

    Ravage

    Unfortunately, the horde function is pretty much useless in its current form, since it doesn't return anything - that makes it difficult to keep track of zeds spawned by it. I would suggest replacing your 'On Activation' code by this : thisTrigger spawn { if (!alive s1) exitWith {}; _horde = missionNamespace getVariable ["s1_horde",[]]; for "_i" from 1 to 10 do { _zed = createAgent [selectRandom ["zombie_walker","zombie_bolter"], getpos _this, [], 40, "NONE"]; _zed setPosATL [getPosATL _zed # 0, getPosATL _zed # 1, 0.2]; _zed setDir random 359; _zed setVariable ["_zPersistent", true]; _horde pushBack _zed; }; missionNamespace setVariable ["s1_horde", _horde]; } And, to kill them all once s1 is destroyed, put this code in its init block : this spawn { waitUntil {sleep 1; !alive _this}; {_x setDamage 1} forEach (missionNamespace getVariable "s1_horde") }; Since your trigger is set to repeat, feel free to remove the _zed setVariable ["_zPersistent", true] line, as it prevents zombies from being auto-deleted when players are too far away. Untested, but gimme a shout if it doesn't work. ๐Ÿ˜‰
  11. haleks

    Ravage

    At this point in Ravage's lifetime, I probably won't be making any radical change to the modules. The mod is 7 years old; technically it's possible to overhaul the modules without breaking compatibility with old content, but I reckon that a lot of mission makers are used to the current framework : modules ร  la Remnant mean getting rid of global variables, which are most likely used by other frameworks that expend on Ravage systems - I'm not sure that content creator would be willing to revise their own work to adapt to this. At the moment, I can see 2 possible solutions : a new "advanced" modules section, or a series of script templates that one could use & adapt to work around the current limitations. The latter requires less work, and could be a good way to test the idea before actually making new, additional modules. I know the feeling, haha. ^^ It happens to all of us, especially on ambitious projects. Cheers buddy!
  12. haleks

    Ravage

    I've been looking into this one, but whatever causes this behavior remains a complete mystery to me... I know it's something going on with the dynamic simulation; I'll keep digging, but I might have to disable it entirely (I'm not seeing a huge difference framerate-wise anyway). Thanks for the suggestions! I'll get back to you on Discord buddy. ๐Ÿ˜‰
  13. haleks

    Ravage

    I'll look into this next week; I'm going to port the wrecks generation system I wrote for the Aradus demo from the Remnant mod : it is much more detailed and precise than the old Ravage script, and can place objects on the correct side of roads (rather than in the middle). I've also been looking into porting the enhanced AI driving system from Aradus, but I'm sorta giving up on that one : while it does work well on a "cleaned-up" terrain (Aradus removes a lot of terrain objects from Altis), making it work in heavily cluttered environments is absolute hell... If I try to have the AI avoid walls, trees or fences, it becomes clueless and refuses to move; if I don't, it will happily knock down everything in its path, which is equally immersion breaking (and bad since it will inevitably increase the size of save files until the system crashes, unless m3mory is loaded). ๐Ÿ˜• AI driving is truly cursed. If you have any suggestion for bug fixing or improvements, now would be a good time chaps.
  14. haleks

    Ravage

    Happy new year guys! "setSkill" is your friend buddy : addMissionEventHandler ["EntityCreated", { params ["_entity"]; if (_entity isKindOf "UAV_AI_base_F") then { _entity setSkill ["aimingAccuracy", 0.33]; }; }]; That should work for UAV & UGV units; iirc "UAV_AI_base_F" is the base class for all drone crews. Take a look at the other skills, and make sure "super AI" is OFF in difficulty options. In case you want to use friendly drones, you may want to add a side check to that condition. Have fun. ๐Ÿ˜‰
  15. Same feeling here... I reckon I'm going to slow down a bit on Reforger, and focus on my older Arma 3 projects until the basics are in a more stable state.
  16. haleks

    Ravage

    Hello people, Following the latest game update, here comes another hotfix ! ๐Ÿ˜„ Ravage v1.0.4 : fixed infected audio using an obsolete 'amplitude' config fixed invalid keywords in the 'linger' BT This should fix any error caused by obsolete entries from the recent updates to Reforger; note that the infected audio needs some balancing to work with the new amplitude configs (they are a bit loud at the moment) - I will take time to fine-tune that next week. ๐Ÿ˜‰ Some advice if you have difficulties updating the mod (apparently it's a bit broken across the board) : delete Ravage, restart the game and download it again. Have fun fellas !
  17. haleks

    Ravage

    Ravage v1.0.3 is out ! infected audio tweaks improved melee handling infected BT overhaul This is a hotfix update; I'm not 100% satisfied with the new behavior trees yet, but since the game updates broke their movement I decided to push it as it is. There're still remnant errors to fix (variables that don't exist anymore, mostly), but all should work now.
  18. haleks

    Ravage

    Hello people, Just letting you know that a fix for the infected will be available this week-end - you may have noticed they've become quite reluctant to chase their target since the last update to Reforger. ๐Ÿ‘€ The fix will arrive with the new BT (finally!), which should solve a few minor issues; not sure if the new spawn system will be in though.
  19. That's what one comment said on the WS, but looking at the author's github, I can't see anything related to that. Actually, I can't even see where/how saving is disabled in that scenario, probably a MP thing I'm missing (that's definitely not my area of expertise) ?
  20. iirc, the module doesn't check if it's actually MP, so in theory, yes, it should work... To some extend : the module will save everything player-related, but AI & mission objectives won't save; so that's probably not very helpful for that kind of scenario. ๐Ÿ˜•
  21. Judging by the comments, the mission uses a custom save system, so vanilla saving is most likely completely disabled via script. Depending on how the custom saving works, it may be impossible to make it work for SP, at least not without some extensive re-work of the scripts. SP saving in vanilla is problematic for large scale scenarios - if a save file reaches a certain size, it will simply crash the game. And there isn't any easy solution to this, sadly...
  22. Look for a "BaseTimeAndWeatherManagerEntity" component with the script editor : most of the methods handling weather are located there (including the SetCurrentWetness and SetCurrentWaterAccumulation methods)... But sadly that part of the code isn't exposed to modders, meaning that we can't properly override vanilla behaviour from that component. And I don't see a parameter for this in the WeatherStates config either. ๐Ÿ˜ž Note that one of comments in the BaseTimeAndWeatherManagerEntity code states this : So hopefully, we'll be able to tweak those in the future.
  23. I'm taking a look out of curiosity, and I suspect that a few of the scripts & functions you use need to run where objects are local, with the help of remoteExec. For instance, using 'hideObjectGlobal' from the server on local only objects will only affect them on the server, and they remain visible on clients (the solution here would be to run 'hideObject' locally, on all clients). The problem with remoteExec is that it won't return the data you want to the server, so that would mean restructuring your code in order to have one "remote" function to handle everything client side (hiding, replacing, updating) when necessary. It's late here and I haven't tested any of this - so take it with a grain of salt. ๐Ÿ˜‰
  24. haleks

    Ravage

    Tiny SITREP fellas : I was planning on updating sometime this week, but it appears the spawn system needs more work... While somewhat functional, the first iteration was maybe too ambitious and revealed a couple performance problems that needed solving. Rather than trying to make "one tool for anything", I'm going to focus on "static" spawning first (spawning zombies in a defined location), and later on introduce "dynamic" spawning (zombies spawning around multiple players rather than around a fixed location). Things will be much clearer for mission makers, and also easier to test & develop. I've already eliminated several issues, like micro-freezes when spawning large groups of entities (that was one big pain in the ass in Arma 3, shouldn't be a problem anymore in Reforger), so things are looking a lot better for the dynamic method. I've also finalized the new BT structure; neatly organized, and much easier to monitor and debug. Overall, framerate seems to be more stable : redundancy and excessive parallelism in the BT nodes were causing framerate drops (maybe more noticeable on older computers). Those drops are pretty much gone in basic testing environments, including when all infected are entering the more demanding "rage mode" (when they are chasing and attacking). I've also added a safe-check for melee : it is very demanding, and zombies were using it too liberally, eventually tanking the framerate. I suspect most of the down-voting stems from that very issue, but since users can't comment on workshop items, I'm just guessing, really. ๐Ÿ˜• So right now, the plan is to finish static spawning, and update the demo mission to offer some modicum or replayability. After that, dynamic spawning should be a good occasion to showcase the mod with a new scenario. ๐Ÿ™‚
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