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Re: ALPHA: FACTIONS Chernarus Wasteland1987 v3.7 (17.01.2015)

Posted by Oliv82 on Nov 30, 2017; 12:41pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/ALPHA-FACTIONS-Chernarus-Wasteland1987-v4-v8-16d-05-10-2018-tp18275p18957.html

Hi benevolentdevil

Ive spend long time to read yours posts, Iam not sure to 100% understanding (I dont speak english well) all but Ive a vision you want/wish to do/set etc etc :)

I dont know by witch way begining...
Well.., I started to play Dayz Online when I watched a video on youtube long time ago...
My first feeling was this mod had an exellent "realism" about survival part

Thats the reason I played a lot this game, the survival part of this mod.

Iam not a fan of Pvp, for multiple reasons etc etc... always I played alone Online with a hatchet as main weapon, kill zeds, avoid players, and collect food/drinks, etc etc.. you see the kind of player...

This game was perfect for me but others players was the problem :p
So I tried to find a mod what was for SP only so I found Kodabar forum and downloaded my first SP mod created by Halek, played it and at this moment I began to learn scripting

I think all mod created by modders are build to be pleasant to play, at least for the modder himself
As you know, theres a lot of mods you can download found on google etc etc...
Some of them are useless, awesome, all you want
But the problem seems to be all mods are never perfect, it need this it need that...
And all players are differents, and I dont think a modder/or team of modders is/are the possibility to do "THE" perfect mod for all players of the world and its always like that even on others games

Arma is a good engine to build your own mod, your own sets, and more, just the creativity is the key...

I can understand your frustration about lot of things :) I had the same feeling of you
As I said, my scripting level isnt perfect, I learn by my errors and lot of things are still strange/obscur
But if you want to mod your own mod, you need first the right tools:

- Notepad++ (for .sqf .hpp files)
- PBO Manager

benevolentdevil wrote
 Did you port the traders from another mission file, or did you set those up?
if I remember, Ive begin to learn how to place a NPC and a colored marker on the map
then I adjusted the code for mine from Wasteland for the custom GUI system
very tricky work it take a lot of time and patience ! If you start scripting I dont recommand to work on it first you will become crasy !

Instead of this, working on a money script is easy to do.

Ah, another important thing to have is the Arma2 commands webpage
https://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2

benevolentdevil wrote
 Also, do you know how to make/set up a custom GUI that works?  I need a health indicator like a + sign, with say 100 points, go to Zero or negative is dead?
 Also I need a similar one for radiation count.
I didnt work so much on this but I know how it work approximativly...
When I worked on Namalk mod I had the same idea to add stalker mod and radiation icon... but I forgot this feature to work on priorities (critical bugs, script errors, logics...)

benevolentdevil wrote
 Also, I'd like to know how you set up the air-drops with the laptops ... I tried something similar , but never got it to work.  I have one place I'd like to put one of those, that drops med supplies ( medkits and anti-rads, and some random great weapon + ammo. ), but instead of bandits/army AI ... Have DUTY ( Opfor) show up to nab it first, lol.
This feature was one of my first try to mod/script something working :p
But the aircraft behaviour is harder to code
Mm there is 2 way to do that
- by addAction command + check item classname near player
- by map Editor
I prefer the first but its the second way in my Wasteland mod

It work like this:
-when player is near the laptop object, an action is displayed for the player
-when action (and conditions are ok) is activated, the action call the "dropspawn2.sqf" script
Arguments are called too to run this script (select 0, select 1, etc...)
But this script call others scripts (to spawn bandits group)
And bandits groups call 3 or 4 others scripts too :p....

This is typicly the working of arma2 script system on this case

I can help you on money script to understand basics (or the plane who drop supplies script)
first of this you must find a "loop" script already in mission file

but first, you need to decompress the .pbo file (of wasteland mission) with "PBO manager" in "missions" folder (if its already done)
the goal is to have access to .sqf files in "missions" folder (and open them with Notepad++)