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ViktorReznov

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  1. Thanks
    ViktorReznov got a reaction from Voltan in [RELEASE] DZAI [Updated for 1.0.7]   
    Posting this here because following the guide for an older version will drive you in circles and being here will hopefully eliminate too many questions about it. Maybe even put in a pull to have it in the repository to start with?
    To get coins in ai wallet, you need to edit 2 files
    dzai\init\dzai_config.sqf
    and dzai\compile\ai_death.sqf
    When you check the ai wallet youll get a random 10 to 30000 cash!
  2. Like
    ViktorReznov got a reaction from Sandbird in [Release] Dayz.Epoch.1062.3d.Editor.Live.Mission.With.Database.Interaction   
    I have been waiting for so long for this!
  3. Thanks
    ViktorReznov got a reaction from TheodoreCHill in [WIP][REVIVAL]SargeAI Genesys   
    So here I am going to post what I have been working on for quite a while now, well started some 4 months ago, and have nearly completely working. I am hoping that posting this here will inspire the community to assist in bringing back this absolute badass ai script to life.
    This is the stock 1.5.2 SargeAI Framework that you can still download. Right out of the box it does "function" in Epoch 1.0.6.1 but with an extreme amount of errors. I have already modified this version to eliminate most errors, however, most of the Urban Patrol Script is broken. Here is where we begin to demolish the myth that Sarge is dead!
    https://github.com/Arstan13/SargeAI-Genesys
    for install...
    this is nearly fully working. Ive had very limited number of errors to include
     
  4. Like
    ViktorReznov got a reaction from totis in [Relese] Plot Boundaries v1.0 [BugHuntin]   
    So here I am going to release this beta code I've been using/testing for making a more dynamic plot boundary. This was built in mind of building real bases, full size air strips etc, Idea is reclaiming the apocalypse and taking back over the world!
    Here is the download here : https://github.com/Arstan13/PlotBoundaries
    What does this do exactly? On its absolute own, Probably nothing, this adds a check on plots that will look for these "Amplifier" structures and change the range of your plot boundary. It multiplies exponentially, but the structures have some cost to them as well. Strongly recommend one of the advanced crafting/ deploy mods out there to go along with this. 
    A lone plot pole will have default DZE_PlotPole settings [30,45]. That is stage 1
    A plot with stage 1 amplifier within the default range will then your new plot boundary will become [60,90]
    Stage 2 amp will be [90,135] and so on and so forth
    Some screenshots below
    Install instructions are on github, Dont include the install folder in your installation. add the compiles and change the fn_selfAction call, the rest are a drag and drop install
  5. Like
    ViktorReznov got a reaction from DieTanx in [WIP][REVIVAL]SargeAI Genesys   
    So here I am going to post what I have been working on for quite a while now, well started some 4 months ago, and have nearly completely working. I am hoping that posting this here will inspire the community to assist in bringing back this absolute badass ai script to life.
    This is the stock 1.5.2 SargeAI Framework that you can still download. Right out of the box it does "function" in Epoch 1.0.6.1 but with an extreme amount of errors. I have already modified this version to eliminate most errors, however, most of the Urban Patrol Script is broken. Here is where we begin to demolish the myth that Sarge is dead!
    https://github.com/Arstan13/SargeAI-Genesys
    for install...
    this is nearly fully working. Ive had very limited number of errors to include
     
  6. Like
    ViktorReznov reacted to Relentless in looking for a scripter for [NPC   
    What about trying to learn it then?  I know, such an awesome idea!
  7. Like
    ViktorReznov got a reaction from Schalldampfer in LOGISTIC - TOW / LIFT   
    I wont lie, I dont use this lift because its so deprecated. Are you building a 1.0.5.1 server or are you on 1.0.6? There are alternatives (and in my opinion better) to this script you may be interested in looking into. If im not mistaken, this is a snipped R3F script. Tow alt I would use MF-Tow, Lift alt I would use BTC Logistic Lift and transport alt I Use Pack/Lock/Move script. If you need help at anytime, feel free to pm me. I have the former 3 scripts working on my server and would happily help you get those 3 or this 1 working.
  8. Like
    ViktorReznov got a reaction from Schalldampfer in LOGISTIC - TOW / LIFT   
    I believe this post may answer your questions
     
  9. Like
    ViktorReznov got a reaction from Schalldampfer in [WIP][REVIVAL]SargeAI Genesys   
    So here I am going to post what I have been working on for quite a while now, well started some 4 months ago, and have nearly completely working. I am hoping that posting this here will inspire the community to assist in bringing back this absolute badass ai script to life.
    This is the stock 1.5.2 SargeAI Framework that you can still download. Right out of the box it does "function" in Epoch 1.0.6.1 but with an extreme amount of errors. I have already modified this version to eliminate most errors, however, most of the Urban Patrol Script is broken. Here is where we begin to demolish the myth that Sarge is dead!
    https://github.com/Arstan13/SargeAI-Genesys
    for install...
    this is nearly fully working. Ive had very limited number of errors to include
     
  10. Like
    ViktorReznov got a reaction from Ghostis in Advanced Crafting (without the alchemy)   
    Check this post for updates!!
    Fixed typo on script exec!!
    Fixed some "alchemical" recipes
    Added currency function price = number of tools * (number of materials * 1000)
    Added objects for PlotBoundaries Mod
    Fixed install instructions (calling wrong vars for fn selfActions)
    Added PlotBoundary objects and way to remove them
  11. Like
    ViktorReznov got a reaction from Ghostis in Advanced Crafting (without the alchemy)   
    This is my version of advanced alchemy with a touch less alchemy involved in it. It has removed the need for gems completely and solely relies on real materials to get the craft completed. Some of the parts you will need to code a way for them to be obtainable (one method is to download and install scrapper).
    NEW!~ You can now build road/runways/bridges and their related structures!! 
    NEW!~ You can now dismantle all these objects and have a chance to return the components used to construct them! Including roads!
    DOWNLOAD https://github.com/Arstan13/Advanced-Gem-crafting/tree/master
    CREDITS! @Raymiz and @Hogscraper for the Original code!
                      @theduke for updating Advanced Alchemical Crafting to 1.0.6.1
                      @Zupa for coding the zCraft menu itself
                      @Ghostis for bringing us the zCraft menu to advanced alchemical crafting
    NOTE!~ Removal of roads/runways can be a bit tricky, you need to be within 5m of the CENTER of the MODEL. On runways that can be a bit hard to discern. Haven't come up with a way to fix this yet. You could change the search distance for a road but then you run the risk of being less precise in which road you actually remove.
    NOTE!~ Road removal script is currently attached to right click pick axe. If this becomes bothersome due to the model center being hard to find, i recommend changing script execution from right click to key press. Doing so will change nothing about how the script executes, just makes it easier!.
  12. Like
    ViktorReznov got a reaction from juandayz in [Relese] Plot Boundaries v1.0 [BugHuntin]   
    So here I am going to release this beta code I've been using/testing for making a more dynamic plot boundary. This was built in mind of building real bases, full size air strips etc, Idea is reclaiming the apocalypse and taking back over the world!
    Here is the download here : https://github.com/Arstan13/PlotBoundaries
    What does this do exactly? On its absolute own, Probably nothing, this adds a check on plots that will look for these "Amplifier" structures and change the range of your plot boundary. It multiplies exponentially, but the structures have some cost to them as well. Strongly recommend one of the advanced crafting/ deploy mods out there to go along with this. 
    A lone plot pole will have default DZE_PlotPole settings [30,45]. That is stage 1
    A plot with stage 1 amplifier within the default range will then your new plot boundary will become [60,90]
    Stage 2 amp will be [90,135] and so on and so forth
    Some screenshots below
    Install instructions are on github, Dont include the install folder in your installation. add the compiles and change the fn_selfAction call, the rest are a drag and drop install
  13. Like
    ViktorReznov got a reaction from theduke in Advanced Crafting (without the alchemy)   
    This is my version of advanced alchemy with a touch less alchemy involved in it. It has removed the need for gems completely and solely relies on real materials to get the craft completed. Some of the parts you will need to code a way for them to be obtainable (one method is to download and install scrapper).
    NEW!~ You can now build road/runways/bridges and their related structures!! 
    NEW!~ You can now dismantle all these objects and have a chance to return the components used to construct them! Including roads!
    DOWNLOAD https://github.com/Arstan13/Advanced-Gem-crafting/tree/master
    CREDITS! @Raymiz and @Hogscraper for the Original code!
                      @theduke for updating Advanced Alchemical Crafting to 1.0.6.1
                      @Zupa for coding the zCraft menu itself
                      @Ghostis for bringing us the zCraft menu to advanced alchemical crafting
    NOTE!~ Removal of roads/runways can be a bit tricky, you need to be within 5m of the CENTER of the MODEL. On runways that can be a bit hard to discern. Haven't come up with a way to fix this yet. You could change the search distance for a road but then you run the risk of being less precise in which road you actually remove.
    NOTE!~ Road removal script is currently attached to right click pick axe. If this becomes bothersome due to the model center being hard to find, i recommend changing script execution from right click to key press. Doing so will change nothing about how the script executes, just makes it easier!.
  14. Like
    ViktorReznov got a reaction from Snake72 in Advanced Crafting (without the alchemy)   
    This is my version of advanced alchemy with a touch less alchemy involved in it. It has removed the need for gems completely and solely relies on real materials to get the craft completed. Some of the parts you will need to code a way for them to be obtainable (one method is to download and install scrapper).
    NEW!~ You can now build road/runways/bridges and their related structures!! 
    NEW!~ You can now dismantle all these objects and have a chance to return the components used to construct them! Including roads!
    DOWNLOAD https://github.com/Arstan13/Advanced-Gem-crafting/tree/master
    CREDITS! @Raymiz and @Hogscraper for the Original code!
                      @theduke for updating Advanced Alchemical Crafting to 1.0.6.1
                      @Zupa for coding the zCraft menu itself
                      @Ghostis for bringing us the zCraft menu to advanced alchemical crafting
    NOTE!~ Removal of roads/runways can be a bit tricky, you need to be within 5m of the CENTER of the MODEL. On runways that can be a bit hard to discern. Haven't come up with a way to fix this yet. You could change the search distance for a road but then you run the risk of being less precise in which road you actually remove.
    NOTE!~ Road removal script is currently attached to right click pick axe. If this becomes bothersome due to the model center being hard to find, i recommend changing script execution from right click to key press. Doing so will change nothing about how the script executes, just makes it easier!.
  15. Like
    ViktorReznov got a reaction from Schalldampfer in Advanced Crafting (without the alchemy)   
    This is my version of advanced alchemy with a touch less alchemy involved in it. It has removed the need for gems completely and solely relies on real materials to get the craft completed. Some of the parts you will need to code a way for them to be obtainable (one method is to download and install scrapper).
    NEW!~ You can now build road/runways/bridges and their related structures!! 
    NEW!~ You can now dismantle all these objects and have a chance to return the components used to construct them! Including roads!
    DOWNLOAD https://github.com/Arstan13/Advanced-Gem-crafting/tree/master
    CREDITS! @Raymiz and @Hogscraper for the Original code!
                      @theduke for updating Advanced Alchemical Crafting to 1.0.6.1
                      @Zupa for coding the zCraft menu itself
                      @Ghostis for bringing us the zCraft menu to advanced alchemical crafting
    NOTE!~ Removal of roads/runways can be a bit tricky, you need to be within 5m of the CENTER of the MODEL. On runways that can be a bit hard to discern. Haven't come up with a way to fix this yet. You could change the search distance for a road but then you run the risk of being less precise in which road you actually remove.
    NOTE!~ Road removal script is currently attached to right click pick axe. If this becomes bothersome due to the model center being hard to find, i recommend changing script execution from right click to key press. Doing so will change nothing about how the script executes, just makes it easier!.
  16. Like
    ViktorReznov got a reaction from juandayz in How to delete a road   
    The road deletion script is now complete. It will in fact only detect player spawned roads, not map spawned roads so this is good. Waiting on a response from some friends and will be released soon, one way or another. Road/runway/bridge construction is here. Also comes with ownership access so no random ppl removing your roads or vice versa
  17. Like
    ViktorReznov got a reaction from theduke in How to delete a road   
    Pavers mod? Neg not tracking that. A custom version of alchemy to improve and enhance it
  18. Like
    ViktorReznov got a reaction from juandayz in How to delete a road   
    I DID IT!!! I thank you @Juandayz for all the help you have always been! I have successfully been able to detect/select/transform/draw config/ select if Map road or user created road and then delete it!
  19. Like
    ViktorReznov got a reaction from Runewulv in [Release] Scrapper v3.2 [WEAPONS!]   
    Always look here for updated info!!!
    old content post 1:
    Updated! Weapons can now be returned with parts, right now it is with every successful scrapping, not all veh weapons are converted into player weapons and for the ones that weren't but had a static weapon version, I went ahead and used those, I personally will be setting it up so players can deploy static mgs with the returned packed backpack versions but for now, if its a m240 or PKT on the vehicle, you will recieve a 240 or pkm. any other detected weapons not a mk19 will then be turned into scrap while the mk19 will return as packed static weapon. 
    Old Content to above block
    Fixed some more stuff, v3.1 is available on github
  20. Like
    ViktorReznov got a reaction from Airwaves Man in [Release] Scrapper v3.2 [WEAPONS!]   
    Old thread is cluttered with my asking a lot of questions so here Ill repost the new script
    This script is a redo of the epoch salvage system which, in my opinion, was good for tires and glass, nothing more. This changes that. Now you can completely dissassmble a vehicle into the components you need to fix any other vehicle (plus many other components as well!) and will then remove them from the database. This is not magic, you will have to put in the work, take the risk and pray you dont get eaten along the way!
    What does this do exactly? Glad you asked! You can now reduce a vehicle into parts! All of them (and I mean ALL). Never again will you run across your favorite vehicle and not be able to drive off because you forgot your engine parts at home. That skoda 100m back can be your life saver (and I dont mean by means of driving off), just get to your nearest chop shop, get your toolbox and crowbar handy, and get rid of that ugly POS! You will be left with one less eye sore and a score of parts to drive your baby home! All parts are acquirable through scrapping. This means: Tires, Glass, FuelTank, Engine, Scrap Metal plus some cool new stuff: 1 & 2 inch pipes, metal sheets, scrap electronics, floppy wire (and many more to be added!). Maybe you are down on your luck and need a weapon, well that DshKM could be yours after a scrapping(still to be implemented)!
    Things to do:
    Fix breaking the dissambly chain leading to broken action(thanks @Runewulv)
    Add weapon salvage with chance Needs configuring of conversion options
    Possibly change from loot in crate to loot on ground
    add some trolling possibilities
    Add a config file for the many options to come!
    Install:
    go to my github and download the repository
    my github link https://github.com/Arstan13/EpochScrapper
    Now it is assumed you have already installed one of the many better written, better made, more useful scripts out there so we are going to skip the custom compiles/variables/self-actions
    add my snippets for fn_selfActions and Variables to your (more than likely) custom ones
    drag and drop the scrapper folder into your scripts folder in your mission file!
    and thats it! Too easy right!? If you still have trouble at this point, let me know. Got an idea? LET ME KNOW!
    Im definitely in the need of information on what vehicles have what weapons on them, I need this info to make it so you could scrap it! Your helping me only leads to more awesome function for you so please consider it!
  21. Thanks
    ViktorReznov reacted to juandayz in [Release] Scrapper v3.2 [WEAPONS!]   
    Very Beauty code dear soldier, well done.

  22. Like
    ViktorReznov got a reaction from juandayz in [Release] Scrapper v3.2 [WEAPONS!]   
    Old thread is cluttered with my asking a lot of questions so here Ill repost the new script
    This script is a redo of the epoch salvage system which, in my opinion, was good for tires and glass, nothing more. This changes that. Now you can completely dissassmble a vehicle into the components you need to fix any other vehicle (plus many other components as well!) and will then remove them from the database. This is not magic, you will have to put in the work, take the risk and pray you dont get eaten along the way!
    What does this do exactly? Glad you asked! You can now reduce a vehicle into parts! All of them (and I mean ALL). Never again will you run across your favorite vehicle and not be able to drive off because you forgot your engine parts at home. That skoda 100m back can be your life saver (and I dont mean by means of driving off), just get to your nearest chop shop, get your toolbox and crowbar handy, and get rid of that ugly POS! You will be left with one less eye sore and a score of parts to drive your baby home! All parts are acquirable through scrapping. This means: Tires, Glass, FuelTank, Engine, Scrap Metal plus some cool new stuff: 1 & 2 inch pipes, metal sheets, scrap electronics, floppy wire (and many more to be added!). Maybe you are down on your luck and need a weapon, well that DshKM could be yours after a scrapping(still to be implemented)!
    Things to do:
    Fix breaking the dissambly chain leading to broken action(thanks @Runewulv)
    Add weapon salvage with chance Needs configuring of conversion options
    Possibly change from loot in crate to loot on ground
    add some trolling possibilities
    Add a config file for the many options to come!
    Install:
    go to my github and download the repository
    my github link https://github.com/Arstan13/EpochScrapper
    Now it is assumed you have already installed one of the many better written, better made, more useful scripts out there so we are going to skip the custom compiles/variables/self-actions
    add my snippets for fn_selfActions and Variables to your (more than likely) custom ones
    drag and drop the scrapper folder into your scripts folder in your mission file!
    and thats it! Too easy right!? If you still have trouble at this point, let me know. Got an idea? LET ME KNOW!
    Im definitely in the need of information on what vehicles have what weapons on them, I need this info to make it so you could scrap it! Your helping me only leads to more awesome function for you so please consider it!
  23. Like
    ViktorReznov got a reaction from axeman in [WIP] Scrapper v1 [OUTDATED]   
    Outdated! Pls see updated thread
    Start scrapping entire vehicles, tired of hunting warehouse to warehouse, construction complex to complex? Fear no more, you can salvage tires and windows but not fuel tank parts or engine parts? This changes that!
    THIS IS A WIP! I have brought it a long way, but Ive got a lot more I want to do with this. As of right now, you can walk up to a vehicle that is unlocked, unoccupied(i hope) and not already blown dafuq up and reduce it into parts. This will allow you to salvage scrap, tank parts, tires, glass and engine parts (eventually rotors with aircraft when I get there). Its instantaneous (for now) and drops all loot into a box. All loot has a chance to generate, with failures actually damaging the parts you were working on, too much bad luck and vehicle WILL BLOW UP! Once you hit success, the amount of loot in the box is not locked, it will spawn a configured random amount each time. (there is a very rare chance you can succeed and get an empty box, laughed my batoutie off when it happened, on the toDO list). If you are interested, the install is below.
    Install
    This basically assumes you have installed one of the other, various, better, more important, better written mods already and therefore already have a custom compiles/variables/fn_selfActions. So we are going to skip that part and move onto the other stuff.
    Pretty straightforward. Drag and drop the scrapper folder into your scripts folder (or change the filepaths if you migrate it elsewhere) apply the additional snippets in variables and selfActions to your files.
    Variables are configurable and this is easily expandable to cover so many more vehicles. My plan is to eventually cover all the vehicles in Epoch and Overwatch.

    my github link https://github.com/Arstan13/EpochScrapper
     
    toDo:
    Add More vehicles partial, ive added files and variables to support more vehicles, i havent filled them in yet Will no longer be necessary!
    fix empty box on success Will no longer be possible
    cleanup the code (im learning here)
    limit where you can totally salvage a vehicle  configurable but required to be close to certain buildings
    fixed fail chance was set to to perma fail for testing, updated
    chance for tools to break complete, one in 10 scrappings will break a tool. (in theory)
    time and animation like epoch deconstructing
    fix vehicle damage permanency planes still semi-broken though
    change to generate scrap based on vehicle's parts availability dynamic crate partially complete
    chance to return vehicle mounted weapons on scrap (for those we can)
    still thinking
     
    update: This script is now moving in a more dynamic direction. Will no longer require to define vehicles in order to work with them, script will instead return a list of parts and their damages, then roll chance for them to spawn on scrapping. A couple of exclusions to this would be for planes (they only show Hull and I think missles (if applicable) for damages when there is indeed far more parts), bicycles (tires from a bike, etc)
  24. Like
    ViktorReznov got a reaction from juandayz in [WIP] Scrapper v1 [OUTDATED]   
    What exactly are the ids for those? I did a search on the epoch git and found no electronics...? Was attempting to begin doing this.
     
    EDIT: NVM found them, doing a search for electronics on the epoch git didnt turn then up. crafting.hpp
    The below content not currently public. In progress and nearly complete.
    UPDATE: Dynamic code is improving very nicely. Reading all possible available parts on a vehicle, reading their damages, using that to turn into a chance percentage, rolling the chance and spawning the parts accordingly. 
    Remapping of null/useless/generic parts for other components I.E. HitHRotor into scrap metal no more, produces rotor assembly. HitMissiles into scrap no more, using this for scrap electronics
    This rewrite will lead to a total of 3 files for this script and basically no new variables. Hope everyone is interested. Iron out a few more kinks in the dynamic code and then will move onto the conditional weapon code + spicing up salvages with acquiring some additional stuff....
  25. Like
    ViktorReznov got a reaction from juandayz in [WIP] Scrapper v1 [OUTDATED]   
    Hey @juandayz. Im actually creating the lists to be dynamic and base the potential scrap off of the current vehicles available parts and compare it to the damage of those parts to roll the chances you will get the part back. Im mid write of that code and for the most part it is working as id hope. So all that bloated code i wrote will be unnecessary real soon.
    Thanks for the question and input m8! You have always been helpful and its much appreciated!
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