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damsous

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Everything posted by damsous

  1. I got a question about the headless client and CQB, if i choose in the module to distribute the AI on the server and connect a HC on the server the CQB unit will be handled by the HC ?
  2. Its an old vanilla mission i just load and save with the new version, its possible the module need to be deleted and added fresh one ?
  3. And also all the blufor group insert by helo are not virtualised, so after 30 min the map is filled by unvirtulised group here a screenshot. https://steamcommunity.com/sharedfiles/filedetails/?id=1733302708 The virtuliased distance is set to 1500, im out of the map and you can see the 35 blufor group everywhere. There something wrong with the heli logistic its completly broken, i tryed an older version of Alive didn't have this issue.
  4. Hello, it is possible to disable completly the heli reinforcement ? i set it to no in the mil logistic for each faction, but it not work the map is just spammed by heli everywhere, and its break completly the session cause i reach the AI group limit and the enemy faction didn't spawn + that cause serious performance issue. Its a vanilla set up on Altis NATO (Invade) vs AAF (occupation). Here a screenshot with marta module you can see that stupid heli spam that make the mod unplayable : (there is more than 15 heli group at the selakano airfield) https://steamcommunity.com/profiles/76561197996358033/screenshot/787478494828680663
  5. damsous

    GF Cleanup Script

    Ok i added the classname on the excluded list it work thx 😀
  6. damsous

    GF Cleanup Script

    yeah i will try
  7. damsous

    GF Cleanup Script

    Hello great script, got a question about the vehicle exclusion : I use this variable to protect spawned vehicle, _veh setVariable ["GF_Excude_from_cleanup",true]; So that work fine in editor (solo), but didn't work on dedicated server. There is something special to do for excluding the vehicle on dedicated server ?
  8. damsous

    [WIP] French Army Mod : ArmaModFrance

    https://steamcommunity.com/games/arma3/announcements/detail/1647664350669225158 Now the you have a very good reason to make the AMX-10p 😂
  9. damsous

    Ravage

    Thats a cool news, it will work with the alarm clock from the breaking point weapon mod ? Edit : Just thinking about something and share an idea, it can be cool to add a random player noise that aggro the infected if he's sick like sneeze or fart... 🤧 2nd Edit (i just talking shit 😛) : Add a chance to be sick from a stomach flu if a player eat raw meat or rusty can (that make him fart) and can infect other near player. 3rd edit (even more talking shit) : Add a chance to player fart after eating a can of bean.
  10. damsous

    [Co-25] Warzob (Altis Anihilation)

    Location are game logic. gamelogic1,gamelogic1_1,gamelogic1_2.... to gamelogic1_78. Edit : I use AI spawn script pack for the sector (randomSectors1.sqf).
  11. damsous

    [Co-25] Warzob (Altis Anihilation)

    UPDATE : Fixed task generator at the laptop in main base.
  12. damsous

    [Co-25] Warzob (Altis Anihilation)

    On the map only a marker will display an area occupied by the NATO (each side know where is the action), all friendly unit and spotted enemy are displayed for each side, so there is only basic information on the map. So a quick video will be better. Its possible play other faction without too much work if you keep the Opfor as main faction and Blufor as opposing force (just need to replace playable unit, and class name in script). Its also possible to port on an other map but that will require a lot of job and rework completly the dynamic AI support camp.
  13. damsous

    [Co-25] Warzob (Altis Anihilation)

    UPDATE : Vcom AI removed and few tweaks
  14. Hello its great script but i got an issue and i can't really use it (the script work fine) So i don't know if the issue has been already reported or fixed, but its like this script broke the vanilla rearm, repair... truck. So its impossible to rearm a ground vehicle with any vanilla support asset.
  15. Hello i just dowload the latest version of Vcom (script version) in the past i was using this line to init Vcom : [] execVM "Vcom\VcomInit.sqf"; Now i noticed a new sqf, VcomInitClient.sqf, so maybe its a stupid question but wich init need to be call in the init.sqf ?
  16. Be carefull if you equip modded weapon to the AI, same thing hapened to me it was the KA weapon pack that completly breack the AI aiming skill (headshot at 500m).
  17. damsous

    Ravage

    Nice base
  18. damsous

    [WIP] French Army Mod : ArmaModFrance

    Hello did you plan to add the AMX10P and the AMX30 ? I ask that cause with that addition its possible to do different mission and use the french army from 1980 to 2020.
  19. damsous

    Ravage

    #1 For the AI path the player must place many working gate all around the base and keep enough space between each structure, if not the IA will move trough the wall, but you can't really deal with that. #2 Yeah i think a flag system with few trigger can be a good idea for the defensive vallue, the most simple thing to do its to add an auto turret in the crafting list and add a chance of spawning a small group of AI if there many cargo crate or tent (detected with a trigger), after that the defensive vallue will be like ''auto'' no need to lost a huge amount of time with that. For exemple if you spawn 5 raider for every 5 cargo crate the defensive vallue will be the ratio ''number of crate/number of auto turret'', so if you got 20 cargo crate and 1 turret the defensive vallue will be 5%, after that depend how the player manage the turret and where the AI come from, so if the turret is well placed and the player got a lot of chance the whole squad of AI will be wiped. Edit : If the AI raider are able to go trough the defensive line and stay alive inside the base more than 10 minutes you can add an explosive satchel randomly inside the base area (random number around the flag) and boom!!!
  20. MISSION FILE : https://drive.google.com/open?id=1q-h9wo0mYO5LX3HfxFViDXcOhDDZYZvr https://steamcommunity.com/sharedfiles/filedetails/?id=1708142468 Purpose of the mission : An AAF camp needs an urgent supply of fuel, but the road that separates the tanker truck from the camp is infested with enemies. Your mission is to secure the main road between Camp Zeus and your F.O.B. Information on the mission : -Large CQB mission for 12 people that combines action and high performance, there is about 3km of road has secured, we must eliminate the enemies and blow up the I.E.D. -Truck is controlled by an AI, once the route is secure give it the order to advance via the radio menu (0-0). Once the tanker truck arrives at the end of the mission. If the tanker explodes mission failure. -The truck is locked for gameplay reasons, if the IA driver is killed, the AAF faction loses 35 Respawn tickets and the truck will unlock. -The AAF have a total of 50 respawn tickets. -There are 3 secondary spots where you have to destroy mortars, you have to find them (drone), each destroyed mortar brings back 15 tickets from Respawn. Attention mortars are not just for decorating, if you are located and no insurge is located within 200m of your position you will be bombarded. -The group leader can use the support module (limit with a cooldown) Ammunition box release is a virtual arsenal. -There are several vehicles available at the FOB, quads that Respawn, a Strider and a Gorgon. The Gorgon is a precious vehicle that serves as mobile Respawn. -There are 2 playable enemy units, beware these are reserve slots for fair-play players or the goal is to slow down the progression of AAF players and not rush the tank truck, because for performance reasons these 2 enemy units do not activate AI. They have several points of Respawn that are synchronized with the progression of the AAF, so as the AAF progress the enemy playable units lose points of Respawn. These two units are ideal for an admin, clan leader or someone who has already done the mission. -Recruitment of up to 10 AI for solo or understaffed games is possible, AI may be revive or revive an injured player. -The arsenal is completely unrestricted, so you can load the fashion list you want and equip as you like, so ultimately you can embody the faction of your choice. !!! Warning 95% of AIs are optimized, coded, and all have special actions to offer the best possible experience while keeping performance really good, so it strongly discourages to use a mods for AIs enhancement !!!
  21. MISSION FILE : https://drive.google.com/open?id=1rfREN-Q6eimKlN_LvLi8HVJr12a9mO7W STEAMWORKSHOP LINK : https://steamcommunity.com/sharedfiles/filedetails/?id=1593390487 What is it ? Its a persistent cooperative scenario for dedicated server, the player start on a little island near the main island of Napf. The players must gear up and recruit an army to be able to defeat a mysterious faction called LFDA. To be able to recruit an army the player must build a colony in predefined area, if there enough structure the recruitable friendly survivor will join your colony. The basic item and the structure (house) are buidable at the workbench in your colony, the main ressource are the junk pile, they can be find every where but you can build only junk house. The other component must be find and refined, for exemple to be able to build better house or better defense wall the player must find a stack of cinder block and transform it into concrete wall at the concrete factory. The crafting component are heavy, so they cannot be transported in a bacpack, the lighter item can be carryed and loaded in vehicle, a truck is required to transport the biggest item. The house can be loaded in the vehicle and unloaded, once placed they cannot be carry, the player must repeat the process if he want to move an house (load/unload in vehicle). For more information read the description below. Its a persistent scenario, cargo content (mag, food...) and static object (building) are saved between each server restart, more explanation at the bottom of the description. Situation The main threat are the LFDA they must be pushed out of the island, the raiders are just interesting by stealing the LFDA vehicle and gear. The scavenger have decided to kill the LFDA officer, he is hiding in the LFDA main base, but to do that they must build an army. FACTION -Raiders They are really bad guys, there main activity its to raid the scavenger camp. Over the time they managed to gather good equipement and today they are able to oppose resistance to the LFDA. -Scavenger (players faction) They are peacefull people, the good guys, unlike the Raiders many of them got enough knowledge to build a lot of thing with scrap or raw material. -LFDA Its a mysterious military force who have invaded the island of Napf and they kill every infected or survivor on their path. The rumors say they are here to eradicate the infection by killing every infected and survior who are living in the infected area. Main Objective Kill the LFDA officer in the LFDA base. Dynamic event There is 40 dynamic event that pop up randomly over the time for exemple rescue, raid a camp, dynamic LFDA checkpoint.... How to recruit an army You must gather ressource, and build houses in the settlement area. More house builded = more settler. All the friendly unit are recruitable. The raider own few armored vehicle and aircraft that can be helpfull to attack the LFDA. Crafting Description There different place to craft different item, in each place there a visible area to place your item, for exemple if you want to build a bathmobile (Wreck vehicle Builder) just place 5 pile of junk + 1 pressure washer + 1 car battery on the concrete block and that will take few second to build the vehicle, the component will be deleted and the vehicle will spawn few meter away. Material Wreck and pile of junk can be found everywhere, near road or urban area. Concrete, brick, battery, motor (pressure washer) can be found in industrial area or harbor. Military wreck can be found in military area or airfield. Wood log can be found in the forest, (find icon tree on your map) ///// Recipe for the Settlement - Workbench ///// ///worbench/// *pile of junk = tine fence, tine pole, plank, pallet *1 tine fence + 1 plank = 2 medium tin fence *5 tin pole = ladder *1 tin fence + 1 tin pole = storage crate //Junk House// (at workbench) Low attraction, less survivor will join your colony. *5 stack of pallet + 3 tin fence = slum house small *1 red cargo contenair + 1 tin fence = slum house contenair *10 tin fence = metal shed *10 wood plank = wood watchtower ///// Recipe for the Settlement - Yellow Scaffolding ///// This building will attract more survivor to your colony *5 stack of brick + 1 stack of pallet = small house abandonned *10 stack of brick + 5 cinder block + 5 planck + 20 concrete pillar = large unfinished building *2 cinder block + 6 medium tin fence = grey metal shed 3 stack of plank + 10 medium tin fence + 1 wood pile = Grey shack medium ///// Recipe for the Concrete Factory ///// *2 cinder block + 1 plank = concrete wall *1 cinder block + 1 tine pole = concrete shelter. *1 cinder block + 1 stack of pallet = concrete stairs *1 concrete wall + 1 plank = 5 concrete pillar. *4 concrete wall + 10 tine pole = small canal wall *3 small canal wall = 1 big canal wall *1 big canal wall + 1 concrete stairs + 6 tin pole = canal wall with stairs ///// Recipe for the Lumber Mill ///// *2 wood pile = 1 stack of plank *1 stack of plank = 5 shoot house wall long *1 shoot house wall long = 2 shoot house tunnel (pour le toit) ///// Recipe for the Wreck Vehicle Builder ///// *5 pile of junk + 1 pressure washer + 1 car battery = bathmobile *3 pile of junk + 1 pressure washer + 1 car battery + 1 UAZ wreck + 1 offroadwreck = Scavenger Offroad *3 pile of junk + 1 pressure washer + 1 car battery + 1 UAZ wreck + 1 Hatchback wreck = Scavenger Hatchback *3 pile of junk + 1 pressure washer + 1 car battery + 1 URAL wreck + 1 Truck wreck = Scavenger Bus ///// Recipe for the Military Vehicle Builder ///// *1 slammer wreck + 1 slammer wreckturret + 1 tank tracks + 1 tank engine + 1 ammobox = slammer *1 hunter wreck 1+ 1 hunter wreck 2 + 1 car battery = 1 hunter (that need 2 different type of hunter wreck) *1 hunter + static (gmg or hmg) = hunter armed ///// Recipe for the Vehicle Upgrade ///// *1 offroad + 1 static hmg = offroad hmg *1 offroad + 1 static gmg = offroad at *1 slammer + 1 slammer wreck + 1 static hmg = slammer up ///// How to craft Ammo ///// You need to put a tin pole and create a fire camp near the green camping table at the settlement and an ammo crate will pop up on the table, just choose the ammo you want craft with the action menu. You can craft only basic ammo for hunting rifle, old rifle and barrel handgun. Persistence To save your progression the server admin need to be logged and copy this line in the chat box : #gradpersistenceSave. Or use radio menu (0-0-Save) So every vehicle, vehicle cargo, tent content, crate content and static object will be saved, at the settlement (blue circle). The crafting component (car battery or stack of brick) are considered as static object and will be saved, but they must be unloaded from the vehicle before saving, if they are not unloaded they will be lost. More Info and script used Vehicle towing Sling Loading Mag repack AIS first aid R3F Logistic Strigoi and Farty (Alias anomaly) Bangapop loot script Zbe cache system AI spawn script pack GF Crash site Its an inbuild crafting system so if you have question or you are not able to craft something just ask. Its a hard sandbox mission, that will take many hour to be able to kill the LFDA officer but the player is free to choose his own strategy. Special thanks to @pierre MGI anf @killzone_kid for their help.
  22. damsous

    The Scavenger (survival coop 10)

    Yeah its possible but i think there will be performance issue cause its a huge mission and some script used will stop working on a SP save like the settler or other script (its the main feature of this mission). You can use TADST to create a dedicated server and play on the same machine, its easy to use. http://www.armaholic.com/page.php?id=11655 Just create a profile for this mission in TADST, activate the mod and the mission (think to put the mp mission pbo in your MP mission folder) After that allow 1 core for the server and 3 core for the client (if you got a 4 core cpu) Add this in extra parameter in TADST : -loadMissionToMemory -malloc=system -cpuCount=1 -bandwidthAlg=2 -noLogs In your A3 launcher select only 3 cpu, then think to set the affinity cpu core in task manager (Ctrl+alt+delete)
  23. damsous

    The Scavenger (survival coop 10)

    Hi, You can check it on that mission im unable to do a working script, i just use a combination of trigger to detect any object then spawn something when the trig condition matches . an exemple for build a storage crate trigdetector1 condition : {_x inArea thisTrigger} count (getPos thisTrigger nearObjects ["Land_Wall_Tin_Pole", 200]) == 1 trigdetector2 condition : {_x inArea thisTrigger} count (getPos thisTrigger nearObjects ["Land_Wall_Tin_4", 200]) == 1 trigbuild condition : triggerActivated trigdetector1 AND triggerActivated trigdetector2 activation : _crate = "Land_MetalCase_01_large_F" createVehicle getMarkerPos "workbench_1"; _builded = nearestObjects [workbench, ["Land_Wall_Tin_Pole","Land_Wall_Tin_4"], 15]; {deleteVehicle _x} forEach _builded; hint "Storage crate builded"; workbench_1 : its the marker where the object builded spawn workbench : Its the item where the build component must be placed trigdetector1 & trigdetector2 are 2 trigger (10x10x10) placed on the workbench, like this the player must place the object near the workbench to be able to build something, and can't exploit cause the building component are deleted when the new object spawn. Note : I use R3F log script to be able to move and transport the object. I do it like this cause i didn't have enough knowledge in scripting to do something usable for any mission.
  24. I tryed it only client side but it slower than tbb4 or system and it crash the game sometimes. Somebody has already test the JE_malloc server side ? its good to use or not ?
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