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ZamboniBambino

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  1. Like
    ZamboniBambino got a reaction from Linux in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    ZFM is currently the first part of the FairServer project. ZFM provides a dynamic experience within DayZ like no other, and provides a set of easy-to-use functions for creating missions.
     

     
    Translations
     
    In development! For latest progress please see: http://www.bitbucket.org/bergstadeu/fairmission
     
    What is it?
    ZFM, or "Zambino Fair Mission", is an open-source, community-nurtured Mission System project developed by ZambinoBamboni and a community of wonderful people. It is dynamic, and provides an experience in DayZ with missions that is aimed to reduce the amount of boredom by making missions dynamic. By dynamic, we mean dynamic -- names, places, vehicles, titles, times, as much as possible. And more importantly, extendable -- you can code for ZFM in a snap.
     
    Help support hard work -- donate :)
     
    I have produced this software to make the game better, and to make your lives more enjoyable. It's free software, and it's developed out of love for you and for the game. However, if you feel that you've benefited a lot from my hard work and want to say thanks, a minor donation wouldn't go amiss. It's not essential, just a nice gesture :wub:  Either way, I hope you enjoy my software!
     

    DONATE - SUPPORT ZFM
     
     
    Installing and testing pre-release-candidate debug version of ZFM
    // Add to server_monitor.sqf // Under this line.. // (OR your existing [] ExecVM) allowConnection = true; // Add these lines: // Zambino FairMission [] ExecVM "\z\addons\dayz_server\ZFM\ZFM_Initialize.sqf"; Latest version is currently under development -- all older versions are not supported. Unpack your dayz_server.pbo Paste/extract in the ZFM folder into the main part of the PBO. (i.e. So that you have the folder ZFM next to "init", "missions", etc. in the folder list) Repack PBO.  
    Current features
     
    Modular
    Developed so that new types of missions, or additions to existing missions can be done easily. Well-documented so that those looking at the code can understand its functions quickly. Open source, so you can get stuck in immediately. Detailed
    AI have multiple sub-classes Commando Heavy Rifleman Sniper AI and missions have difficulty settings: Deadmeat (for newbies) Easy Medium Hard War Machine (for insane people) Missions are tracked more precisely  Track a mission bandit kill by bandit kill, and even show the players who killed them. Missions only end once all bandits have been killed. Dynamic
    Crashes are fully-animated, and can occur in any location, including towns, roads, hilltops, etc. Any vehicle (at present, aircraft) can be used as a crash, and will be animated, explode, then be replaced by a wreck if there is one for that vehicle class. Missions can be either defined by a user in an array, or the RANDOM misisons can be generated in which: Most aspects of missions have been randomised to increase their uniqueness. This includes vehicles, units, unit difficulties, unit bases, unit groups, unit equipment and my personal favourite, dynamic mission titles to keep you less bored. A CH-47 en-route to Balota went off the radar and is presumed destroyed. It is suspected that well-trained mercenaries have secured the site. Fragments of the mission titles can be added so you can effectively have even more variation in your titles. I've included some fun names but commented them out so that those who want different titles to "well-trained mercenaries" or "opportunistic locals" can go for gangs with titles like "Balota Bastards Crew." Loot is being revamped -- originally it was used as "probability" or "fixed", however, newer commits will feature variable loot. This will be basic at first, but will basically consist of guaranteed items but randomised, with the added chance of finding rare weapons in the loot.  (In progress) Grid-Based base generation - can be generated by 1 array in code, and be as large as you like. At present, this is only used to generate crash sites, however, it can be used to generate any level of layouts you want with great detail. (In Progress) And many more!
  2. Like
  3. Like
    ZamboniBambino got a reaction from AG.Ndogg97 in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Still working on paid work at the moment, sadly. Not long to go, but keep an eye out for some extra goodies. I have some scripts I have developed for a friend a while ago, which require zero modifications outside init.sqf:
     
    Self-bloodbag Build restriction system (Prevent building near high-value loot spawns, in specific cities, in specific co-ordinates) Clothing-retrieval (Requires no unnecessary modification of which clothes can be retrieved, just uses Cfg files to find and generate appropriate clothing) This is what "ZFS Clientside" will contain -- everything like this and more; copy one folder, insert one line into init.sqf and you're done. They're already made, so not taking time away from ZFM before you ask  :-P
     
    Thanks for your patience, you know I love y'all <3
  4. Like
    ZamboniBambino got a reaction from AG.Ndogg97 in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Thanks :) I appreciate the kind comments, keep your eyes out for the release. It's my wife's birthday today, so I won't be doing any ZFM work for a few days or so. But fear not, keep looking on this forum, and I'll make a new topic called "ZFM Alpha Testing Release", and you can all go nuts :D Or donate $9999 and maybe my wife will let me code for ZFM on her birthday weekend ;)
  5. Like
    ZamboniBambino got a reaction from Nakama Mind in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Thanks :) I appreciate the kind comments, keep your eyes out for the release. It's my wife's birthday today, so I won't be doing any ZFM work for a few days or so. But fear not, keep looking on this forum, and I'll make a new topic called "ZFM Alpha Testing Release", and you can all go nuts :D Or donate $9999 and maybe my wife will let me code for ZFM on her birthday weekend ;)
  6. Like
    ZamboniBambino got a reaction from jj808 in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    ZFM is currently the first part of the FairServer project. ZFM provides a dynamic experience within DayZ like no other, and provides a set of easy-to-use functions for creating missions.
     

     
    Translations
     
    In development! For latest progress please see: http://www.bitbucket.org/bergstadeu/fairmission
     
    What is it?
    ZFM, or "Zambino Fair Mission", is an open-source, community-nurtured Mission System project developed by ZambinoBamboni and a community of wonderful people. It is dynamic, and provides an experience in DayZ with missions that is aimed to reduce the amount of boredom by making missions dynamic. By dynamic, we mean dynamic -- names, places, vehicles, titles, times, as much as possible. And more importantly, extendable -- you can code for ZFM in a snap.
     
    Help support hard work -- donate :)
     
    I have produced this software to make the game better, and to make your lives more enjoyable. It's free software, and it's developed out of love for you and for the game. However, if you feel that you've benefited a lot from my hard work and want to say thanks, a minor donation wouldn't go amiss. It's not essential, just a nice gesture :wub:  Either way, I hope you enjoy my software!
     

    DONATE - SUPPORT ZFM
     
     
    Installing and testing pre-release-candidate debug version of ZFM
    // Add to server_monitor.sqf // Under this line.. // (OR your existing [] ExecVM) allowConnection = true; // Add these lines: // Zambino FairMission [] ExecVM "\z\addons\dayz_server\ZFM\ZFM_Initialize.sqf"; Latest version is currently under development -- all older versions are not supported. Unpack your dayz_server.pbo Paste/extract in the ZFM folder into the main part of the PBO. (i.e. So that you have the folder ZFM next to "init", "missions", etc. in the folder list) Repack PBO.  
    Current features
     
    Modular
    Developed so that new types of missions, or additions to existing missions can be done easily. Well-documented so that those looking at the code can understand its functions quickly. Open source, so you can get stuck in immediately. Detailed
    AI have multiple sub-classes Commando Heavy Rifleman Sniper AI and missions have difficulty settings: Deadmeat (for newbies) Easy Medium Hard War Machine (for insane people) Missions are tracked more precisely  Track a mission bandit kill by bandit kill, and even show the players who killed them. Missions only end once all bandits have been killed. Dynamic
    Crashes are fully-animated, and can occur in any location, including towns, roads, hilltops, etc. Any vehicle (at present, aircraft) can be used as a crash, and will be animated, explode, then be replaced by a wreck if there is one for that vehicle class. Missions can be either defined by a user in an array, or the RANDOM misisons can be generated in which: Most aspects of missions have been randomised to increase their uniqueness. This includes vehicles, units, unit difficulties, unit bases, unit groups, unit equipment and my personal favourite, dynamic mission titles to keep you less bored. A CH-47 en-route to Balota went off the radar and is presumed destroyed. It is suspected that well-trained mercenaries have secured the site. Fragments of the mission titles can be added so you can effectively have even more variation in your titles. I've included some fun names but commented them out so that those who want different titles to "well-trained mercenaries" or "opportunistic locals" can go for gangs with titles like "Balota Bastards Crew." Loot is being revamped -- originally it was used as "probability" or "fixed", however, newer commits will feature variable loot. This will be basic at first, but will basically consist of guaranteed items but randomised, with the added chance of finding rare weapons in the loot.  (In progress) Grid-Based base generation - can be generated by 1 array in code, and be as large as you like. At present, this is only used to generate crash sites, however, it can be used to generate any level of layouts you want with great detail. (In Progress) And many more!
  7. Like
    ZamboniBambino reacted to Nakama Mind in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Been loving the new system, players are telling me it much more dynamic in comparison to others in use. I am getting reports though that the loots crates will only fill up with 4 or 5 items, cans of pop and bandages. I also noticed when I log out and log back in mission markers are gone!

    Other than that I love how the ai respond. I had 3 of them push almost 300m out to where I was prone and try to flank me!!!
  8. Like
  9. Like
    ZamboniBambino reacted to jambojr in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    I refresh this page so much, my finger is almost broken. Come on ZamboniBambino, get this fucker rolling so everyone can bow to you as a god among men!  <_<  <_<  <_<  <_<  <_<  <_<  <_<
  10. Like
  11. Like
    ZamboniBambino got a reaction from Nakama Mind in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Patience ^_^  When I get paid work in, unfortunately, ZFM development stops. At the moment I am working with a client until tomorrow, and then ZFM development resumes. A pre-release testing-release is due soon, the wait will be worth it ^_^
  12. Like
    ZamboniBambino got a reaction from rhughes945 in ZFM FAQ   
    When will this motherfucker be released? I'm checking these forums all the time and I am an impatient person!
    I'm glad you're so enthusiastic about this release! At the moment, I have to split development for ZFM between my personal life, and when my personal life gets busy, ZFM grinds to a halt due to other obligations. However, I will post when I'm developing again, and post updates where appropriate. I have given estimates before, but it's hard to judge when I will be busy and when I get paid work. Sometimes it looks like I have a free weekend, and then I don't! But, I love DayZ and developing ZFM, so I'm not going anywhere.
     
    Aargh! The AI on ZFM aren't solid snake! Why aren't they making rockets out of debris, rapelling down buildings and hotwiring cars?
    Yeah, there is no "AI" on ZFM yet, as such, like you would see from things like SARGE or WAI. At the moment, ZFM sets the skill level of the AI in ARMA based on difficulty, so at times you will see that AI will hide behind objects and seek out cover, or command others, but that's it. As of ZFM pre-alpha and alpha, there are no AI additions which you see in WAI, because ZFM is a mission system, and not an AI system and does not have any additions for controlling AI on ARMA above what ARMA does. What you see is what ARMA provides, not what ZFM provides -- there aren't any changes to the Finite-State Machine for AI or manual overrides which improve their reactiveness or proactiveness.
     
    There is planned support for DZAI and WAI in ZFM Beta, so if you want your AI to be more proactive, then wait for that.  When ZFM has been developed for a while, I do plan to create AI to accompany ZFM, called ZAI, which is primarily aimed at ARMA3. But, that's in the far future at present. I have to release ZFM first.. :lol:
     
    I have downloaded from master on GitHub but there is <x> not working, or <y> doesn't work, but on the forums, I can see it working!
    Bear in mind that the master release only contains full releases. The current release, as of 25/07/2014 is Pre-Alpha as Alpha is still in production. Once Alpha has been released, "master" will contain Alpha. During development, testing builds will be made available in the "testing" repository on GitHub, and bleeding-edge features will be made available in the "devel" repository.
     
    I downloaded the devel repository but <x> isn't working!
    Please bear in mind the devel repository is used by me (Zamboni) for hosting code on GitHub between computers, and is also provided for those who have experience of SQF scripting and who will modify code themselves to test functions made available in these releases. However, it is not recommended for those who don't know how to develop SQF scripts; Devel does not contain workable releases of ZFM, it contains pieces of code being tested in isolation.
     
    I noticed "ZAT" in the Devel Repository! How do I use your admin tools?
    Very perceptive of you! Yes, there is a lot of junk I forget to tidy from my development folder, and some of it gives a bit of a sneak preview as to what I'm doing. Yes, ZAT is a tool I developed for myself called "Zamboni Admin Tools" which is part of a proof of concept I created for having defined "commands" for administration which were configurable on the server, and required token authentication from the server, eventually based on SQL information stored by the hive. It's kinda complete, but just works enough to prove it works. I may release the source at some time, but once ZFM is released.
     
    For now, stick with the tools to which you are accustomed.
     
    Does this support maps other than chernarus?
    The way ZFM is coded it doesn't require map-specific configuration, so yeah, it works on any map. And on ARMA3 maps, too. Nifty!
     
    Why does ZFM come with multiple languages? If English was good enough for Jesus, it's good enough for me, you heathen English bastard!
    I love other languages, so I like to support them. When I played on Epoch servers, I could understand mostly what German players were saying, and they were usually quite inclusive of English players. Sadly, English players tended to have disparaging remarks about the Germans, who actually used to say nice things about them, and act in a more adult manor. Perhaps it's an isolated example, but I want to emphasise that your language is important! And DayZ needs multi-lingualism; I mean, it's based in a non-English country (Chernarus), and English people tend not to be multi-lingual, whereas, non-English people tend to be.
     
    So, yeah. Love your language, and speak it! DayZ in German and Japanese? Why not. :wub:
  13. Like
  14. Like
    ZamboniBambino got a reaction from Nakama Mind in ZFM Development - Help needed -Loot crates   
    Hi guys,
     
    The loot system has now been completed for alpha. I would like to ask at this point if there is anyone willing to suggest OverPoch weapons for each loot crate type and difficulty?
     
    Cheers,
  15. Like
    ZamboniBambino got a reaction from Thay-skill3d in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    ZFM is currently the first part of the FairServer project. ZFM provides a dynamic experience within DayZ like no other, and provides a set of easy-to-use functions for creating missions.
     

     
    Translations
     
    In development! For latest progress please see: http://www.bitbucket.org/bergstadeu/fairmission
     
    What is it?
    ZFM, or "Zambino Fair Mission", is an open-source, community-nurtured Mission System project developed by ZambinoBamboni and a community of wonderful people. It is dynamic, and provides an experience in DayZ with missions that is aimed to reduce the amount of boredom by making missions dynamic. By dynamic, we mean dynamic -- names, places, vehicles, titles, times, as much as possible. And more importantly, extendable -- you can code for ZFM in a snap.
     
    Help support hard work -- donate :)
     
    I have produced this software to make the game better, and to make your lives more enjoyable. It's free software, and it's developed out of love for you and for the game. However, if you feel that you've benefited a lot from my hard work and want to say thanks, a minor donation wouldn't go amiss. It's not essential, just a nice gesture :wub:  Either way, I hope you enjoy my software!
     

    DONATE - SUPPORT ZFM
     
     
    Installing and testing pre-release-candidate debug version of ZFM
    // Add to server_monitor.sqf // Under this line.. // (OR your existing [] ExecVM) allowConnection = true; // Add these lines: // Zambino FairMission [] ExecVM "\z\addons\dayz_server\ZFM\ZFM_Initialize.sqf"; Latest version is currently under development -- all older versions are not supported. Unpack your dayz_server.pbo Paste/extract in the ZFM folder into the main part of the PBO. (i.e. So that you have the folder ZFM next to "init", "missions", etc. in the folder list) Repack PBO.  
    Current features
     
    Modular
    Developed so that new types of missions, or additions to existing missions can be done easily. Well-documented so that those looking at the code can understand its functions quickly. Open source, so you can get stuck in immediately. Detailed
    AI have multiple sub-classes Commando Heavy Rifleman Sniper AI and missions have difficulty settings: Deadmeat (for newbies) Easy Medium Hard War Machine (for insane people) Missions are tracked more precisely  Track a mission bandit kill by bandit kill, and even show the players who killed them. Missions only end once all bandits have been killed. Dynamic
    Crashes are fully-animated, and can occur in any location, including towns, roads, hilltops, etc. Any vehicle (at present, aircraft) can be used as a crash, and will be animated, explode, then be replaced by a wreck if there is one for that vehicle class. Missions can be either defined by a user in an array, or the RANDOM misisons can be generated in which: Most aspects of missions have been randomised to increase their uniqueness. This includes vehicles, units, unit difficulties, unit bases, unit groups, unit equipment and my personal favourite, dynamic mission titles to keep you less bored. A CH-47 en-route to Balota went off the radar and is presumed destroyed. It is suspected that well-trained mercenaries have secured the site. Fragments of the mission titles can be added so you can effectively have even more variation in your titles. I've included some fun names but commented them out so that those who want different titles to "well-trained mercenaries" or "opportunistic locals" can go for gangs with titles like "Balota Bastards Crew." Loot is being revamped -- originally it was used as "probability" or "fixed", however, newer commits will feature variable loot. This will be basic at first, but will basically consist of guaranteed items but randomised, with the added chance of finding rare weapons in the loot.  (In progress) Grid-Based base generation - can be generated by 1 array in code, and be as large as you like. At present, this is only used to generate crash sites, however, it can be used to generate any level of layouts you want with great detail. (In Progress) And many more!
  16. Like
    ZamboniBambino got a reaction from macdog in ZFM Donations - Your kindness is amazing!   
    Hi everyone,
     
    I just wanted to say thank you to those who have donated. You have shown kindness and support, and I can't thank you enough! I didn't think that I would get any, as I just put it up there for the hell of it, but several of you have donated already, even before release (which is so soon, I assure you), and I just wanted to publicly say thank you. Donations aren't essential, in fact, you don't have to even read this if you don't want to. However, they dont go unnoticed, and they help support a great deal of work -- I've worked on ZFM for about 2 months now, and love it, and I guess you do too!
     
    Here's to a good relationship between me, the ZFM team and you, the great community. I'll pop the donate button here just in case you're crazy, but donations or no donations, I value everyone's input, support, guidance, honesty, and enthusiasm!
     
     

    DONATE - SUPPORT ZFM
     
    In addition, I would also like to ask that if you do feel generous, please also consider giving a donation to charity. Right now, people in Gaza are really in a desperate situation, and they need all the help they can get.
     
     
    Donate - help out Gaza
     
    Peace, love & solidarity
    Jordan/ Zamboni / ZamboniBambino
  17. Like
    ZamboniBambino got a reaction from Nakama Mind in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Aren't they pretty? They are now filled up completely based on a minimum-quota. In this example, I gave the function two types - pistols and machineguns.
    ZFM_Loot_To_Add = ["EASY",["MACHINEGUNS","PISTOLS"]] call ZFM_Loot_Get_Contents; ["USVehicleBox_EP1",[4600,10160,0],ZFM_Loot_To_Add] call ZFM_Loot_Create_Loot_Object;
    This is what happens if the container doesn't have enough room..
     

     
    Official development song ;-)
  18. Like
    ZamboniBambino got a reaction from freakystyle in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Haha, some of the more astute folks have found my development server. Cheeky devils. You'll be disappointed -- I restart it very frequently to test builds.
     

  19. Like
    ZamboniBambino got a reaction from Darihon in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Haha, some of the more astute folks have found my development server. Cheeky devils. You'll be disappointed -- I restart it very frequently to test builds.
     

  20. Like
    ZamboniBambino got a reaction from Darihon in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Will work on any. It doesn't use any mod-specific variables or files. I'm fun like that.
     
    Oh, and I will be resuming development for a few days, then going back to doing the final bits of paid work :)
  21. Like
    ZamboniBambino got a reaction from freakystyle in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Hiya freakystyle,
     
    1) and 2) will be fixed in the upcoming test release. 3) I will check out as I've not had issues with it. :)
  22. Like
    ZamboniBambino reacted to AG.Ndogg97 in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Ok makes total sense man just figured it wouldn't hurt asking (and it didn't lol) again thanks for your time and help to me and the community. I think for the most part we all understand work and life before projects. Again thanks a million for the support your showing the community and it definatly doesn't go unnoticed. Keep up the great work mate!
  23. Like
    ZamboniBambino reacted to insertcoins in Asking for help, trying to add Weapons to Trader Cities   
    http://epochmod.com/forum/index.php?/topic/12487-tutorial-overpoch-custom-traders-all-weaponsammovehicles-in-menus/page-5?hl=overpoch#entry104204
  24. Like
    ZamboniBambino got a reaction from AG.Ndogg97 in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Yeah, I may bring that forward to Beta if enough people think it's a concern. The reason why it's laggy is because I'm assuming it's the ZFM classes which conflict with DZAI/WAI, as they do various actions when units are created, and ZFM keeps tight control of units, so there's probably some conflict there. Or, it may be as simple as ZFM setting the skills, etc for AI. Either way, after Release 1, I am going to start working on ZAI which will then replace the need for using WAI, and will bring additional fun to the missions as ZAI will be designed specifically for ZFM.
     
    For now though, your other question -- which has least issues. The testing release is still worth using as those are functions which haven't been touched. I know everyone's eager to get ZFM, and I am too, but I just have to find the time for it. My work on paid projects is drawing to a close, so if I can get it done by Friday, I will get cracking with development on Saturday. I hit the ground running on Friday and finished the loot system, Saturday I was busy, then paid work came in on Sunday ;)
     
    Hang in there, when the release is out, I'll be sure to make everyone happy :P
  25. Like
    ZamboniBambino reacted to freakystyle in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    So i test the Mission Mr ZamboniBambino
     
    Bugs.
    1. I cleared the Mission and the Mission not despawn.
    2. if you can see it when Ai is killed (I dont see the Work or False).
    3. Every Ai have 7 or 13 Magz in the Body i edit this to 1 Magz (not work)
     
    And can add you the Send Top Right message to users , requires Remote message script i like this!
     
     
    Have a nice day.
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