Forum Jump :

Author Message

RickB  



Posts: 19
Rank:


Level: Member

Country: 00
Location:
Occupation: scientist
Age: 43
In-game name: RickB

 
#1 Posted at 2015-05-14 23:22        
     
v1.2


v1.2:
- new initialization function -> will work with all units now

v1.1:
- added a third module to customize loottables within the A3 Editor
- better functionality of "handycam live feed to smartphone"-function
- deploy cam / pick up deployed cam
- activate/deactivate smartphone picture with "custom key 3"
- disconnect and abandon cam with "custom key 4"
- added an rb_ to every classname to make it more compatible. handycam -> rb_handycam
- user instructions and list of items / functions and classnames included (text file)
- some minor bug fixes

download version 1.1 here..

version 1.0:

This Mod adds several new & usable inventory items that can be used just as they are with your own scripts, but also come with scripting that lets you combine or put them to use. f.e. drink soda, make fire, chop trees, place camera and broadcast picture to your smartphone (early stage but functional), fill fuelcan, fuel vehicles, and so on...

In addition this mod delivers 2 new Modules for use in the editor. Place a3Items_Module (found in menu "misc") and select from its menu wether you want survival simulation (hunger/thirst/sickness/simple Jump on custom key 2) for all playableunits in your mission (MP compatible).
Place the optional Lootspawn_Module wherever you want loot to spawn within buildings.. customize it in the editor: spawn distance, kind of loot, probability of loot, and so on..

List of Items:
Handycam (double click and activate while smartphone in your inventory by hitting custom key 3)
Smartphone (needed to receive cam broadcast)
MobilePhone (no function yet)
Canteen (double click to drink or refill with water at water sources and sea water)
PlasticBottle (same as above)
Waterpurificationtablets (double click to purify dirty water in canteen or plasticbottle)
Franta Soda (doubleclick to drink = results in empty can)
Spirit Soda (same as above)
RedGull energydrink(same as above -> reduces thirst and fatigue)
empty Can (double click while close to fire in order to boil dirty or salt water in plasticbottle or canteen)
Wrench (needed to be able to put tire on vehicle)
Tire (can be used to repair vehicle: double click)
Laptop (no function yet)
Knife (double click to gut goats, sheep, dogs -> raw meat)
Box of Rice, Tactical Bacon, Meat, Cereal (double click to eat -> reduce damage (slightly) -> reduce hunger)
Axe (double click to chop down tree -> makes pile of wood)
Pile of Wood (no function yet)
Saw (no function yet)
Matches (double click to create fireplace with wood)
Wooden Pallet (no function yet)
Hammer (no function yet)
FuelCan (refuel vehicle or refill from vehicle or fuelstation)
Bloodbag (double click to build first aid kit - needed: 1 Bloodbag, 2 Bandages)
Bandage (double click to build first aid kit - needed: 1 Bloodbag, 2 Bandages)
DuctTape (no function yet)
Antibiotics (heal sickness from dirty water or raw meat)
Meat (you can eat this, and this is the only model, besides the knife, that is not from Bohemia. It looks pretty shitty without textures - but hey, it clearly shows why I stick to scripting instead of modeling)

I might have forgotten something cause I´m constantly working on this mod right now..
Basically it offers a very easy way to add a rather complete survival simulation for mission builders by only placing the a3items Module anywhere on the map (once). Optional add Loot with a Lootspawn Module for every Loot area. Lurking for feedback and further ideas..

I have tested this Mod on dedicated server. Seems to be fully MP and of course SP compatible. Also made a version (not included) that works with inidbi persistent database.

some of the future plans:
- optimize camera stream function
- add more crafting
- make car repair fully MP compatible
- better meat model :)
- and more...

combine with rickB_walkers Mod (coming up next) and set up a simple zombie survival mod sandbox with a few clicks in the editor or just add the survival functions to your missions.

Have Fun!

This post was edited by RickB (2015-09-01 23:41, ago)


Author Message


Posts: 20707
Rank:


Level: Super Admin

Country: nl
Location: The Netherlands
Occupation:
Age: 44
In-game name: Foxhound

 
#2 Posted at 2015-05-15 08:49        
     
Thanks for posting the release here on the forums :-)
News is up on the frontpage and you can find our mirror here:




Advertisement


Author Message


Posts: 7
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age: 47
In-game name:

 
#3 Posted at 2015-05-15 16:24        
     
very nice job i ve tried to do something similar few times ago... love survival ;)


just a question is it possible to pass an array of weapons cassnames somewhere? just to add long range carabine

thanks a lot it work great !


Author Message


Posts: 1
Rank:


Level: Member

Country: tw
Location:
Occupation:
Age:
In-game name:

 
#4 Posted at 2015-05-15 17:27        
     
I am so exciting to try using your mod, but I don't really know how to make it work. I tried placing a3Items_Module in the map, got the matches from rickB A3 Item ammobox, and double click the Matches in my Inventory, unfortunately nothing happened. Please, please give me some light how to exactly setup the module so that I can make it work. Great thanks!


Author Message


Posts: 1
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age:
In-game name:

 
#5 Posted at 2015-05-16 13:31        
     
Hello,

do you think you could create an animation for cutting wood with the axe ?
And same thing with a pickaxe ?
It would be so great


Author Message


Posts: 2
Rank:


Level: Member

Country: ca
Location:
Occupation:
Age:
In-game name:

 
#6 Posted at 2015-05-17 18:47        
     
hello rickb , i have both module in my mission , but for some reason i cannot eat beans / cut woods , double click doesn t seems to work, can you please post more details on how we are suppose to make it work, and how do we know if our player is thirsty or hungry ?? thx and keep up the good work


Author Message


Posts: 15
Rank:


Level: Member

Country: es
Location:
Occupation:
Age:
In-game name:

 
#7 Posted at 2015-05-25 19:03        
     
same problem, i put the two modules, loot spawn correctly, i can catch the items, but i cant interact, eat or know about thirst or Hungry... please can u explain the functionally? thanks and congratulations, awesome work :)

War has Changed...


Author Message

RickB  



Posts: 19
Rank:


Level: Member

Country: 00
Location:
Occupation: scientist
Age: 43
In-game name: RickB

 
#8 Posted at 2015-06-07 15:47        
     
# Logan83 : same problem, i put the two modules, loot spawn correctly, i can catch the items, but i cant interact, eat or know about thirst or Hungry... please can u explain the functionally? thanks and congratulations, awesome work :)

to meester and logan...
sorry for not replying. i moved to a new house and don´t have proper internet here yet..and a lot to do scripting real life stuff ;) There is a problem I know about with certain units and the modules functionality. It by now doesn´t work with the following units:

CIVILIAN - BLUFOR FIA. Thats due the standard random clothes scripts all civilian and most rebel units run. Have been trying around a lot. But by now, only independent, blufor and redfor units work with the items modules. sorry. but getting back to work. so i might find a solution soon

INSTRUCTIONS: place the a3items module ONCE anywhere on the map to activate all interactions and stuff. open the module and select hunger and thirst yes/no, simple jump yes/no, and thirst and hunger rates from scroll down menu.
for each Lootcenter, place one module where you want loot to spawn and configure it the same way

next version includes some more functions, like a better working handycam to smartphone picture transmission and another module enable you to use custom loottables..

Added 1 minute later:

# charles1109 : I am so exciting to try using your mod, but I don't really know how to make it work. I tried placing a3Items_Module in the map, got the matches from rickB A3 Item ammobox, and double click the Matches in my Inventory, unfortunately nothing happened. Please, please give me some light how to exactly setup the module so that I can make it work. Great thanks!

u need a woodpile in your inventory.. then click the matches

This post was edited by RickB (2015-06-07 15:57, ago)


Author Message

DL++  



Posts: 183
Rank:


Level: Member

Country: uk
Location: England
Occupation: Studying C++/C#/Python
Age:
In-game name:

 
#9 Posted at 2015-06-16 16:47        
     
Hi i am trying to add to this for my own missions but im having trouble - what i want to do it add an add action to eat and drink (my own hunger script)if the relevant item is in the players inventory. But i cannot get the below code to recognize you're items

player addAction ["drink", "drink.sqf", [], 1, false, true, "", " ""Itemtacticalbacon"" in (items _this)"];

If i use a default item like a radio or map the addaction works but i cannot get it to recognize you're items is in the inventory.
Any ideas?

player addAction ["drink", "drink.sqf", [], 1, false, true, "", " ""ItemtRadio"" in (items _this)"]; works fine

player addAction ["drink", "drink.sqf", [], 1, false, true, "", " ""Itemtacticalbacon"" in (items _this)"]; Does not work.

Break it, study it, rebuild it.

Author Message


Posts: 5
Rank:


Level: Member

Country: us
Location: Utah
Occupation: Frmr USN
Age:
In-game name: BadLucky1776

 
#10 Posted at 2015-06-19 19:14        
     
The only problem I seem to have is that the custom key 2 doesn't work with any button I assign.

I set simulation to on and jump to on, assign custom key and nothing happens?

How do you check your thirst and hunger amounts...I see the pop up at the bottom of the screen on an interval, but how do I check when I want to.

All items that you've coded seem to work.

B


Author Message

RickB  



Posts: 19
Rank:


Level: Member

Country: 00
Location:
Occupation: scientist
Age: 43
In-game name: RickB

 
#11 Posted at 2015-06-25 18:33        
     
# BadLucky1776 : The only problem I seem to have is that the custom key 2 doesn't work with any button I assign.

I set simulation to on and jump to on, assign custom key and nothing happens?

How do you check your thirst and hunger amounts...I see the pop up at the bottom of the screen on an interval, but how do I check when I want to.

All items that you've coded seem to work.

B

sorry guys for not answering..just moved to a new place and it´s taking ages for the internet company to get me a usable connection ...
to answer YOUR question about checking manually.. right now: you can´t... it´s shown regularly at the bottom. I didn´t know how to program keys back then, but i will add an option for a custom key in the module in case you still want to be able to switch that thing on and off.. I hope I can do this very soon.. :D

Added 5 minutes later:

# Danleigh : Hi i am trying to add to this for my own missions but im having trouble - what i want to do it add an add action to eat and drink (my own hunger script)if the relevant item is in the players inventory. But i cannot get the below code to recognize you're items

player addAction ["drink", "drink.sqf", [], 1, false, true, "", " ""Itemtacticalbacon"" in (items _this)"];

If i use a default item like a radio or map the addaction works but i cannot get it to recognize you're items is in the inventory.
Any ideas?

player addAction ["drink", "drink.sqf", [], 1, false, true, "", " ""ItemtRadio"" in (items _this)"]; works fine

player addAction ["drink", "drink.sqf", [], 1, false, true, "", " ""Itemtacticalbacon"" in (items _this)"]; Does not work.

ok, i really have to upload the new version, cause i changed all the names to have an rb_*** in the beginning.. the item names in v1.0 (which you can download here) don´t have "item" in the beginning.. tactical bacon should be : tacticalbacon and so on.. there are only very few exceptions to that.. i will put up the new version soon..tonight hopefully. => DONE

This post was edited by RickB (2015-06-28 17:12, ago)


Author Message

RickB  



Posts: 19
Rank:


Level: Member

Country: 00
Location:
Occupation: scientist
Age: 43
In-game name: RickB

 
#12 Posted at 2015-06-28 17:11        
     
# Foxhound : Thanks for posting the release here on the forums :-)
News is up on the frontpage and you can find our mirror here:



posted version 1.1


Author Message


Posts: 20707
Rank:


Level: Super Admin

Country: nl
Location: The Netherlands
Occupation:
Age: 44
In-game name: Foxhound

 
#13 Posted at 2015-06-29 08:08        
     
Thanks for the updated version :-)
News is up on the frontpage and you can find our mirror here:




Author Message


Posts: 4
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#14 Posted at 2015-07-02 03:06        
     
I'm having a few issues with this mod. The biggest issue is that military and industrial loot do not work whatsoever. The second issue I ran across was that, when adding a classname to the custom loot spawn module, it would then only spawn the items in that custom list, rather than adding them to the default items (which is what I thought it would do). I don't know if it's supposed to work that way. I wanted to add weapons and ammo from different mods to the spawn lists, but when adding them to the military spawn list, nothing would happen. I even tested this mod by itself, and still military and industrial loot would not spawn. The only way I could get custom things to spawn was to add them to the civilian spawn list, since you cannot edit the civilian guns spawn list. So now I really only have one list to edit so I can't have the separate loot areas. I can really only define where loot spawns and which items will spawn.


Author Message

RickB  



Posts: 19
Rank:


Level: Member

Country: 00
Location:
Occupation: scientist
Age: 43
In-game name: RickB

 
#15 Posted at 2015-09-01 23:42        
     
Update V1.2

http://we.tl/u2oo0cKgBX