I changed some values in the mission file, init.sqf of a mission I had Real Survive Pack enabled on, and ...
at least the food/hunger ICON started working!!!!
ASP_Food_Delay = 1; / / minutes
ASP_Water_Delay = 1; / / minutes
ASP_Animal_Delay = 30; / / seconds
ASP_Garbage_Delay = 60; / / seconds
ASP_Debug = true; / / On | Off Debug mode
ASP_Enabled = Enable; / / Disable | Enable Survive pack
The Icon changes from light green, to dark green, to orange/brown , then flashes ... after it flashes if you don't eat, you will pass out for a while ... lol.
So far, I have not noticed the "water/drink ICON make any changes ... but , at least one is working and gives some indication you need to eat , and a smart person would also drink to keep them about equal just in case.
Running full speed a lot , in the daytime "drains" the food faster, than say walking in the day , or sitting still, .. night time seems to "drain" a tad slower ... I assume it's trying to simulate exertion/energy use by that.
But while this is not big "news" ... I thought it was at least some improvement ... half the icons visibly doing something, and of course long term effects actually effecting the character being played.
You mean upload the mod/addon with changes? ------ I didn't change anything inside the Mod, all my changes were in the mission scripts.
I might be able to upload a grab and drop in init.sqf file ... but all anyone has to do is make a init.sqf file in the mission files , copy paste what I posted to use, save it and it will work.
I couldn't upload to Armaholic a changed mod , I did however leave info on the mod download comments , and forum pages for it on Armaholic how to use the init.sqf script properly.
I can't add or upload to armaholic, because I don't have the Authors permission , and he doesn't answer ( lost to time it seems.)
I am thinking on a working, ready to use example mission showing how it all works , and what's possible I know how to do so far.
All someone would have to do is copy/paste that Init.sqf and put it in thier mission before packing into PBO too.
If anyone is curious ... when you open the editor to make a "mission" , the mission.sqf, or .sqm file will just be what units/vehicles/objects , ect that you placed.
It will copy any code/script placed in any unit/object "initField" of that object ... but those only "run" for that specific object.
( That sounds complex, but isn't really.)
Missions need more files before being packed into .pbo ( PBO ) usually. Init.sqf is a file that starts up many scripts and varibles , when it loads in. It's global ( unless you specify it not to be in the scripts. )
This way, you don't have to keep putting one script in the Init field of every unit , the mission init.sqf will work for all units off one script .
I simplified that , but thats the basics of it.
Breifing.sqf file ... Breifing file does some other things, it is the starting type of game, allows for notes, hints, and things you'd read ( like mission briefings) on the map screen.
I think breifing.sqf also is what loads up any custom settings, and custom loading screens for the mission as well. I'm not a breifing sqf expert.
Description.sqf file ... sets the type of game mode, handles respawn for multi-player/JIP modes , and other extras like setting terrain settings, custom color filters, and starts any dynamic weather o rstarting time/weather you put in the mission. More important for multiplayer , so everything syncs together when someone joins , than it is for single player missions.
Any script files from there ... what I call "external" , like if you for instance scripted your own random loot generation ...
Then either in the init.sqf you'd call the "external script" , something like :
execVM "myrandomsawnscript.sqf"; ... or in the init field of a player, or trigger, or object. ( again I greatly simplified the example just to get a point across. )
"external scripts" have to be called ... they can be Organized into folders , which just like any directory needs to be called properly by where they are located.
The above example , let's say we put "myrandomspawnscript.sqf" in a folder called "MyScripts" ...
Then you' d call the script to run, by saying -
execVM "MyScripts/myrandomspawnscript.sqf" ; in what ever init applies.
It'd probably be better, to watch some youtube tutorials on all the above, lol rather than read my typing and try to get it. That show I started learning how to make missions from scratch myself. I'm no expert, just kinda know some basics and bare minimal knowledge there.
Making a init.sqf , and adding to one/editing is probably the most important script to add to your mission.