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L3G0

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  1. Haha
    L3G0 got a reaction from Schalldampfer in SQF Maze Generator   
    lool cool, i never would have though someone would find this here again. :D
    Thank you for sharing your changes! :)
     
    I thought i would have to add this to DesolationREDUX to revive it myself, but i am glad to see there is still use for it in ArmA 2. <3
  2. Like
    L3G0 got a reaction from Schalldampfer in SQF Maze Generator   
    Since i am going to take an outtime from SQF and ArmA i want to share the last Version of my Maze Spawner which uses the Generator. If you use it and change anything of the code, share it in this thread! I want to see how you use it! :)
     
    You will need the latest Version of WAI to use the Vehicle and Bot Spawn.
    Maybe you will want to change these two lines in WAI/compile/custom_publish_vehicle.sqf:
    _unit = _ailist select (floor(random(count _ailist))); _unit addWeapon _carkey; to:
    if (count _ailist > 0) then { _unit = _ailist select (floor(random(count _ailist))); _unit addWeapon _carkey; } else { diag_log "could not find a unit to add key to"; }; This will prevent the error Messages when spawning an vehicle without attached bots while wai_lock_vehicles == true.
     
    If you want to use it on a productive system you should convert it to createVehicleLocal, it is not wise to use this script as it is on fully populated Epoch Servers.
     
    Now the script, have fun :)



  3. Like
    L3G0 got a reaction from Schalldampfer in SQF Maze Generator   
    On 23th December one on my Admins told me about the Idea to create an Event, where we create a Maze with bots and a safe.
     
    After i answered great Idea he wanted to start mapping, but i said no, why do it by hand if the can automatize it?
    This is how it look like In game: 1 2 3 4 5
     
    Yesterday i wrote the first working Version of this Event and now i want to share the core, the Maze Generator with you.
     
    These are two example outputs of this Maze Generator:
    [[1,0],[6,8],[9,0,9,1,1,1,1,1,1,11,8,1,9,0,9,1,1,1,0,10,9,8,0,9,8,9,9,1,1,2,8,1,1,8,0,8,8,1,1,10,8,9,1,8,1,8,0,9,1,2,8,8,8,1,0,9,1,0,9,2,8,8,1,9,1,0,9,1,8,3,8,9,0,8,9,1,0,1,1,10,8,8,1,8,8,1,9,1,8,2,12,5,4,4,13,4,5,4,5,7]] [[0,6],[0,9],[9,1,1,9,1,9,1,1,9,3,9,0,8,0,8,1,8,8,0,10,8,9,1,1,1,0,8,9,1,2,8,8,9,1,9,1,1,0,9,10,8,8,0,8,8,9,0,9,0,2,8,1,1,8,1,0,9,0,9,3,1,9,0,9,1,1,8,9,0,10,8,0,9,8,1,8,8,1,1,10,9,1,0,9,0,8,1,1,8,2,12,12,5,4,5,12,5,5,5,6]] The first Number in the Array is a Random Startpoint somewhere at the outer wall, the second is the end of the longest path where you could place the Vault and the third array describes how each chamber is configured using binary interpretation.
     
    The Walls are Interpreted like the following schema:
    1 --- 8 | | 2 --- 4 This should be enough explanation if you want to write the ingame parser and wall spawner yourself. I don't public my event script at the moment because i don't want to let the noob admins, that are not able to code one line, take this work for their pay to win servers...
     
    My Maze Generator is based on the Depth-first search algorithm and implemented as recursive backtracker like descripted here:
    http://www.astrolog.org/labyrnth/algrithm.htm or http://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
     
    My first Idea was to write the prototype as callExtension but then i decided to instantly rewrite it in sqf, just for the fun :)
    Here is my test code in C (don't complain about some strange design decisions, i wanted it to be easy convertible to sqf)




    Now the SQF Version of this Generator:




    The following benchmark Numbers got created with the following Code:
    mazeGlobalVisitArray = []; mazeGlobalChamberArray = []; mazeGlobalDistance = 0; mazeGlobalMaxDistance = 0; mazeGlobalMaxEndPoint = []; _mazeWidth = 20; _mazeHeight = 20; _t1 = diag_tickTime; _maze = [_mazeWidth,_mazeHeight] call generateMaze; diag_log format["creating Maze of size %1 x %2 took %3 seconds", _mazeWidth, _mazeHeight, (diag_tickTime - _t1)]; _mazeStart = _maze select 0; _mazeEnd = _maze select 1; _mazeWalls = _maze select 2; diag_log format["%1", _maze]; The tests where run in the ArmA 2 Editor without any other concurrent scripts:
    10 x 10 took 0.186523 seconds 20 x 20 took 1.2207 seconds 30 x 30 took 4.67871 seconds 40 x 40 took 15.7334 seconds 50 x 50 took 25.251 seconds 60 x 60 took 58.6504 seconds 60 x 100 took 217.323 seconds 60 x 200 took 654.614 seconds As comparison, the 60x200 Maze took 0.01 seconds with the c implementation (including all printf). If you want to test it with 60 x 200 in the c code, comment out the "serialize_maze();".
     
    Well Now the Task lets start a Tiny Competition:
    My code can be improved a lot, its just a solution hacked down in one Day. Maybe you want write this or another Algorithm and compete to my Solution :)
  4. Like
    L3G0 reacted to raymix in SQF Maze Generator   
    Oh, man, this is beautiful, thank you for sharing the SQF algorithm, L3G0.
     
    One solution to this would be prefabs - a bunch of precalculated SQF files saved server side, then all you'd need to do is spawn them. Maybe give a random rotation to non essential walls if you want dynamics. It's obviously not what you are after, but it's certainly one way of doing it.
     
    Good job, sir.
  5. Like
    L3G0 got a reaction from bFe in SQF Maze Generator   
    On 23th December one on my Admins told me about the Idea to create an Event, where we create a Maze with bots and a safe.
     
    After i answered great Idea he wanted to start mapping, but i said no, why do it by hand if the can automatize it?
    This is how it look like In game: 1 2 3 4 5
     
    Yesterday i wrote the first working Version of this Event and now i want to share the core, the Maze Generator with you.
     
    These are two example outputs of this Maze Generator:
    [[1,0],[6,8],[9,0,9,1,1,1,1,1,1,11,8,1,9,0,9,1,1,1,0,10,9,8,0,9,8,9,9,1,1,2,8,1,1,8,0,8,8,1,1,10,8,9,1,8,1,8,0,9,1,2,8,8,8,1,0,9,1,0,9,2,8,8,1,9,1,0,9,1,8,3,8,9,0,8,9,1,0,1,1,10,8,8,1,8,8,1,9,1,8,2,12,5,4,4,13,4,5,4,5,7]] [[0,6],[0,9],[9,1,1,9,1,9,1,1,9,3,9,0,8,0,8,1,8,8,0,10,8,9,1,1,1,0,8,9,1,2,8,8,9,1,9,1,1,0,9,10,8,8,0,8,8,9,0,9,0,2,8,1,1,8,1,0,9,0,9,3,1,9,0,9,1,1,8,9,0,10,8,0,9,8,1,8,8,1,1,10,9,1,0,9,0,8,1,1,8,2,12,12,5,4,5,12,5,5,5,6]] The first Number in the Array is a Random Startpoint somewhere at the outer wall, the second is the end of the longest path where you could place the Vault and the third array describes how each chamber is configured using binary interpretation.
     
    The Walls are Interpreted like the following schema:
    1 --- 8 | | 2 --- 4 This should be enough explanation if you want to write the ingame parser and wall spawner yourself. I don't public my event script at the moment because i don't want to let the noob admins, that are not able to code one line, take this work for their pay to win servers...
     
    My Maze Generator is based on the Depth-first search algorithm and implemented as recursive backtracker like descripted here:
    http://www.astrolog.org/labyrnth/algrithm.htm or http://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
     
    My first Idea was to write the prototype as callExtension but then i decided to instantly rewrite it in sqf, just for the fun :)
    Here is my test code in C (don't complain about some strange design decisions, i wanted it to be easy convertible to sqf)




    Now the SQF Version of this Generator:




    The following benchmark Numbers got created with the following Code:
    mazeGlobalVisitArray = []; mazeGlobalChamberArray = []; mazeGlobalDistance = 0; mazeGlobalMaxDistance = 0; mazeGlobalMaxEndPoint = []; _mazeWidth = 20; _mazeHeight = 20; _t1 = diag_tickTime; _maze = [_mazeWidth,_mazeHeight] call generateMaze; diag_log format["creating Maze of size %1 x %2 took %3 seconds", _mazeWidth, _mazeHeight, (diag_tickTime - _t1)]; _mazeStart = _maze select 0; _mazeEnd = _maze select 1; _mazeWalls = _maze select 2; diag_log format["%1", _maze]; The tests where run in the ArmA 2 Editor without any other concurrent scripts:
    10 x 10 took 0.186523 seconds 20 x 20 took 1.2207 seconds 30 x 30 took 4.67871 seconds 40 x 40 took 15.7334 seconds 50 x 50 took 25.251 seconds 60 x 60 took 58.6504 seconds 60 x 100 took 217.323 seconds 60 x 200 took 654.614 seconds As comparison, the 60x200 Maze took 0.01 seconds with the c implementation (including all printf). If you want to test it with 60 x 200 in the c code, comment out the "serialize_maze();".
     
    Well Now the Task lets start a Tiny Competition:
    My code can be improved a lot, its just a solution hacked down in one Day. Maybe you want write this or another Algorithm and compete to my Solution :)
  6. Like
    L3G0 got a reaction from Richie in SQF Maze Generator   
    On 23th December one on my Admins told me about the Idea to create an Event, where we create a Maze with bots and a safe.
     
    After i answered great Idea he wanted to start mapping, but i said no, why do it by hand if the can automatize it?
    This is how it look like In game: 1 2 3 4 5
     
    Yesterday i wrote the first working Version of this Event and now i want to share the core, the Maze Generator with you.
     
    These are two example outputs of this Maze Generator:
    [[1,0],[6,8],[9,0,9,1,1,1,1,1,1,11,8,1,9,0,9,1,1,1,0,10,9,8,0,9,8,9,9,1,1,2,8,1,1,8,0,8,8,1,1,10,8,9,1,8,1,8,0,9,1,2,8,8,8,1,0,9,1,0,9,2,8,8,1,9,1,0,9,1,8,3,8,9,0,8,9,1,0,1,1,10,8,8,1,8,8,1,9,1,8,2,12,5,4,4,13,4,5,4,5,7]] [[0,6],[0,9],[9,1,1,9,1,9,1,1,9,3,9,0,8,0,8,1,8,8,0,10,8,9,1,1,1,0,8,9,1,2,8,8,9,1,9,1,1,0,9,10,8,8,0,8,8,9,0,9,0,2,8,1,1,8,1,0,9,0,9,3,1,9,0,9,1,1,8,9,0,10,8,0,9,8,1,8,8,1,1,10,9,1,0,9,0,8,1,1,8,2,12,12,5,4,5,12,5,5,5,6]] The first Number in the Array is a Random Startpoint somewhere at the outer wall, the second is the end of the longest path where you could place the Vault and the third array describes how each chamber is configured using binary interpretation.
     
    The Walls are Interpreted like the following schema:
    1 --- 8 | | 2 --- 4 This should be enough explanation if you want to write the ingame parser and wall spawner yourself. I don't public my event script at the moment because i don't want to let the noob admins, that are not able to code one line, take this work for their pay to win servers...
     
    My Maze Generator is based on the Depth-first search algorithm and implemented as recursive backtracker like descripted here:
    http://www.astrolog.org/labyrnth/algrithm.htm or http://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
     
    My first Idea was to write the prototype as callExtension but then i decided to instantly rewrite it in sqf, just for the fun :)
    Here is my test code in C (don't complain about some strange design decisions, i wanted it to be easy convertible to sqf)




    Now the SQF Version of this Generator:




    The following benchmark Numbers got created with the following Code:
    mazeGlobalVisitArray = []; mazeGlobalChamberArray = []; mazeGlobalDistance = 0; mazeGlobalMaxDistance = 0; mazeGlobalMaxEndPoint = []; _mazeWidth = 20; _mazeHeight = 20; _t1 = diag_tickTime; _maze = [_mazeWidth,_mazeHeight] call generateMaze; diag_log format["creating Maze of size %1 x %2 took %3 seconds", _mazeWidth, _mazeHeight, (diag_tickTime - _t1)]; _mazeStart = _maze select 0; _mazeEnd = _maze select 1; _mazeWalls = _maze select 2; diag_log format["%1", _maze]; The tests where run in the ArmA 2 Editor without any other concurrent scripts:
    10 x 10 took 0.186523 seconds 20 x 20 took 1.2207 seconds 30 x 30 took 4.67871 seconds 40 x 40 took 15.7334 seconds 50 x 50 took 25.251 seconds 60 x 60 took 58.6504 seconds 60 x 100 took 217.323 seconds 60 x 200 took 654.614 seconds As comparison, the 60x200 Maze took 0.01 seconds with the c implementation (including all printf). If you want to test it with 60 x 200 in the c code, comment out the "serialize_maze();".
     
    Well Now the Task lets start a Tiny Competition:
    My code can be improved a lot, its just a solution hacked down in one Day. Maybe you want write this or another Algorithm and compete to my Solution :)
  7. Like
    L3G0 got a reaction from raymix in SQF Maze Generator   
    On 23th December one on my Admins told me about the Idea to create an Event, where we create a Maze with bots and a safe.
     
    After i answered great Idea he wanted to start mapping, but i said no, why do it by hand if the can automatize it?
    This is how it look like In game: 1 2 3 4 5
     
    Yesterday i wrote the first working Version of this Event and now i want to share the core, the Maze Generator with you.
     
    These are two example outputs of this Maze Generator:
    [[1,0],[6,8],[9,0,9,1,1,1,1,1,1,11,8,1,9,0,9,1,1,1,0,10,9,8,0,9,8,9,9,1,1,2,8,1,1,8,0,8,8,1,1,10,8,9,1,8,1,8,0,9,1,2,8,8,8,1,0,9,1,0,9,2,8,8,1,9,1,0,9,1,8,3,8,9,0,8,9,1,0,1,1,10,8,8,1,8,8,1,9,1,8,2,12,5,4,4,13,4,5,4,5,7]] [[0,6],[0,9],[9,1,1,9,1,9,1,1,9,3,9,0,8,0,8,1,8,8,0,10,8,9,1,1,1,0,8,9,1,2,8,8,9,1,9,1,1,0,9,10,8,8,0,8,8,9,0,9,0,2,8,1,1,8,1,0,9,0,9,3,1,9,0,9,1,1,8,9,0,10,8,0,9,8,1,8,8,1,1,10,9,1,0,9,0,8,1,1,8,2,12,12,5,4,5,12,5,5,5,6]] The first Number in the Array is a Random Startpoint somewhere at the outer wall, the second is the end of the longest path where you could place the Vault and the third array describes how each chamber is configured using binary interpretation.
     
    The Walls are Interpreted like the following schema:
    1 --- 8 | | 2 --- 4 This should be enough explanation if you want to write the ingame parser and wall spawner yourself. I don't public my event script at the moment because i don't want to let the noob admins, that are not able to code one line, take this work for their pay to win servers...
     
    My Maze Generator is based on the Depth-first search algorithm and implemented as recursive backtracker like descripted here:
    http://www.astrolog.org/labyrnth/algrithm.htm or http://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
     
    My first Idea was to write the prototype as callExtension but then i decided to instantly rewrite it in sqf, just for the fun :)
    Here is my test code in C (don't complain about some strange design decisions, i wanted it to be easy convertible to sqf)




    Now the SQF Version of this Generator:




    The following benchmark Numbers got created with the following Code:
    mazeGlobalVisitArray = []; mazeGlobalChamberArray = []; mazeGlobalDistance = 0; mazeGlobalMaxDistance = 0; mazeGlobalMaxEndPoint = []; _mazeWidth = 20; _mazeHeight = 20; _t1 = diag_tickTime; _maze = [_mazeWidth,_mazeHeight] call generateMaze; diag_log format["creating Maze of size %1 x %2 took %3 seconds", _mazeWidth, _mazeHeight, (diag_tickTime - _t1)]; _mazeStart = _maze select 0; _mazeEnd = _maze select 1; _mazeWalls = _maze select 2; diag_log format["%1", _maze]; The tests where run in the ArmA 2 Editor without any other concurrent scripts:
    10 x 10 took 0.186523 seconds 20 x 20 took 1.2207 seconds 30 x 30 took 4.67871 seconds 40 x 40 took 15.7334 seconds 50 x 50 took 25.251 seconds 60 x 60 took 58.6504 seconds 60 x 100 took 217.323 seconds 60 x 200 took 654.614 seconds As comparison, the 60x200 Maze took 0.01 seconds with the c implementation (including all printf). If you want to test it with 60 x 200 in the c code, comment out the "serialize_maze();".
     
    Well Now the Task lets start a Tiny Competition:
    My code can be improved a lot, its just a solution hacked down in one Day. Maybe you want write this or another Algorithm and compete to my Solution :)
  8. Like
    L3G0 got a reaction from KamikazeXeX in [Suggestion/Prototype] Planting System   
    Following my Plans, sure why not? One has to build walls to protect the plants :D
     
    Edit: How about Plants vs. Zombies 2.0? :blink:
  9. Like
    L3G0 got a reaction from Gargarello in [Suggestion/Prototype] Planting System   
    The Greenhouses are also i nice Idea for other Vegetables, specialy because they can be placed on roofs without an logical error :D
     
    But huge fields of Hemp or Pumpkins would look much better then twenty Greenhouses ^^
  10. Like
    L3G0 got a reaction from Gargarello in [Suggestion/Prototype] Planting System   
    Dear Forum Members,
     
    as we all know, there is not any sort of Planting System mission in Epoch. Because of this i designed a Suggestion how to Implement such a System and wrote a tiny prototype. The following post ist split into two parts,  in the first part i explain the idea and in the second i show my Question.
     
    News
    expanted Harvesting Script (see Screenshots) Explanation
    The planting system bases on the Idea, that the plant needs an server restart to grow.
    To grow the plant you need an ItemWaterbottle. Watering the Plant adds an Variable isWatered = True and changes the classname in the database to the next Stage.
    After Server restart the grown Plant will Spawn and can be watered or harvested.
    First you find a Seed, Fertilizer and ItemWaterbottle. With this you Craft a Plant, which you can plant. When you plant the plant it has the Variable isWatered = True and connot be watered Server Restart -> isWatered = Nil, Plant can be Watered If the last Stage is reached, you can harvest the Plant, if DZE_PlantingreUsePlant = true the plan will become first stage, else it will be deleted. Question
    My first prototype showed, that using an attached action via "addAction" works for large plants like the Hemp (fiberplant) but not for Pumpkin (MAP_pumpkin). Any Idea how to Resolve this? - I could you use action menu of the item, but i wanted to water a plant via action menu. Screenshots
    Current planting stages of Hemp, Pumpkins and Poppy.
    Harvesting Messages Harvesting Success and Harvesting Failed.
     
    Working Features
    Craft the Plant using an Fertilizer from Seed Build the Plant Grow up the Plant (works again but you can water a plant directy after you planted it) Harvesting of multiple Plants with multiple OutputItems Deleting/Downgrading an harvested Plant added two Plant classes (Poppy and Wheat) including the new Items
  11. Like
    L3G0 got a reaction from Slaughterfast in [WIP] DayZBattleRoyale patched to Epoch 1.0.5.1   
    Since DayZBattleRoyale does not work with ArmA 2 OA 1.63 i started to Patch the Serverfiles to get them working with an unpatched Epoch.
     
    Notice
    The migration is quick and dirty, but actual it is playable and works well.
    I think i will not do a total rewriter in the near future, because i have to finish other work first, but i will remove the remaining bugs to improve the playability.
     
    Know Bugs
    in rare situation you spawn in ground -> just swim a bit to get teleported sometimes the Backbacks despawn if you touch them -> fixed locking the server does not work -> Workaround: every connecting player gets kicked by endMission, if the round already has started bug in spawning carepackage -> fixed bug in updateObject -> fixed bug with player_switchModel -> fixed wrong loottable -> epoch merged with battleroyal, currently under testing -> seems do be good :) improved vehicle spawning needed -> implemented -> supports complete random spawning inspired by Epoch, a position randomization of the static defined vehicles and the classic static spawn Untested Stuff
    enabling BattlEye -> used the rules of infiSTAR and added the following publicVariables to the whitelist 5 "cba" !="cba_network_joinN" !="CBA_display_ingame_warnings" !="cba_common_groups" !="cba_versioning_versions_serv" in publicvariableval.txt 5 "while" !"PLEASE WAIT WHILE WE UPDATE THE LEADERBOARD" adding infiSTAR.de AntiHack - should work, but needs more testing Screenshots
    1 2 3 4
  12. Like
    L3G0 reacted to Splin in How to kill a good beginning   
    They are already stolen, there is quite no point to keep it closed. If they've opened a bunch of new official servers at least, it would make some sense.
  13. Like
    L3G0 got a reaction from Havoc302 in [Suggestion/Prototype] Planting System   
    This is the effect i would like achieve when i finished my work, i realy like your philosophy :)
     
    Currently i am using to spawn the Objects. To craft the Items i use a modified Version of the original crafting script.

    In the current Version i introtudced some Variables, to keep the code flexible:
    DZE_PlantingreUsePlant = true; DZE_PlantingUpgradeWaterlevel = 5; DZE_PlantingUpgradeDistance = 5; DZE_PlantingFertilizer = "FoodCanUnlabeled"; DZE_PlantingPumpkinSeed = "ItemBook3"; DZE_PlantingPumpkinPlant = "ItemEmerald"; DZE_PlantingPumpkinObjects = ["Grave","MAP_pumpkin2","MAP_pumpkin"]; DZE_PlantingHempSeed = "ItemBook4"; DZE_PlantingHempPlant = "ItemAmethyst"; DZE_PlantingHempObjects = ["MAP_c_fern","MAP_p_heracleum","fiberplant"]; At the Moment it is possible to combine "DZE_PlantingPumpkinSeed" or "DZE_PlantingHempSeed" with "DZE_PlantingFertilizer" to gain a Plant.
    This Plant can be planted and is already watered. After the Serverrestart it can be watered and changes its class in Database. After the Restart it will grow and can be watered again...
     
    The Stages are configured in "DZE_PlantingPumpkinObjects" and "DZE_PlantingHempObjects" which need at least two objects and can be extended with other objects.
     
    What does not work is to harvest these Plants, but this Feature will be working during the next days.
     
    As this is the first prototype, the Code needs to get optimized and is far from being relased, but i will add it to my public server for testing. ... :)
  14. Like
    L3G0 got a reaction from Nakama Mind in [WIP] DayZBattleRoyale patched to Epoch 1.0.5.1   
    Since DayZBattleRoyale does not work with ArmA 2 OA 1.63 i started to Patch the Serverfiles to get them working with an unpatched Epoch.
     
    Notice
    The migration is quick and dirty, but actual it is playable and works well.
    I think i will not do a total rewriter in the near future, because i have to finish other work first, but i will remove the remaining bugs to improve the playability.
     
    Know Bugs
    in rare situation you spawn in ground -> just swim a bit to get teleported sometimes the Backbacks despawn if you touch them -> fixed locking the server does not work -> Workaround: every connecting player gets kicked by endMission, if the round already has started bug in spawning carepackage -> fixed bug in updateObject -> fixed bug with player_switchModel -> fixed wrong loottable -> epoch merged with battleroyal, currently under testing -> seems do be good :) improved vehicle spawning needed -> implemented -> supports complete random spawning inspired by Epoch, a position randomization of the static defined vehicles and the classic static spawn Untested Stuff
    enabling BattlEye -> used the rules of infiSTAR and added the following publicVariables to the whitelist 5 "cba" !="cba_network_joinN" !="CBA_display_ingame_warnings" !="cba_common_groups" !="cba_versioning_versions_serv" in publicvariableval.txt 5 "while" !"PLEASE WAIT WHILE WE UPDATE THE LEADERBOARD" adding infiSTAR.de AntiHack - should work, but needs more testing Screenshots
    1 2 3 4
  15. Like
    L3G0 got a reaction from Nakama Mind in [Suggestion/Prototype] Planting System   
    first ingame Item and Icon of the the new Seeds pack :D
  16. Like
    L3G0 reacted to Nakama Mind in [Suggestion/Prototype] Planting System   
    Pot plant seed http://imgur.com/XT6hzWA
  17. Like
    L3G0 got a reaction from Nakama Mind in [Suggestion/Prototype] Planting System   
    i definitely like it :D
  18. Like
    L3G0 got a reaction from Nakama Mind in [Suggestion/Prototype] Planting System   
    Well that sounds great, i used 3dmax before, but never tryed to import my models to arma, but there are some tutorials showing this.
     
    Edit:
    Now the Upgrading and Downgrading works again, but at the moment i can not prevent that one upgrades the plant directly after it got planted.
     
    If someone wants to test my current System, just write me.
    You need to know how to run Dayz without the Commander or Launcher and you should be able to use bittorent sync, because i use this to sync the overlay folder.
  19. Like
    L3G0 got a reaction from Nakama Mind in [Suggestion/Prototype] Planting System   
    I changed the harvesting code a bit, since this i did not happen again. But thanks for the advice, if it happens again, i will remember your hint :)
     
    Currently I am optimising my code while rewriting the harvesting function of epoch, but after i finished the alpha Version of this code,
    you can visit my Testserver and look for Bugs :)
    If you want to help now, you can look for good plants as the first two stages of poppy and sun flowers.
    There are also Icons needed for the new Items, to make it Perfect :D
  20. Like
    L3G0 got a reaction from jus61 in Epoch Chernobyl   
    The Chernobyl Map just got updated, i guess this would be a very nice location for Arma 3 Epoch, because you have to stay away from the Animals :D
     
    The dangerous Animals will be a good replacement for Zombies and the setting would also fit to pvp.
  21. Like
    L3G0 reacted to Axle in A little known secret about Epoch.   
    AWOL, the creator of Epoch mod started with DayZ A.M.P (Any Map Project). That is what sparked Epoch into existence. 
     
    Nearly 2 year old now and one of the best communities IMO. It's nice to see something grow from what it was to what it is today. 
     
    https://github.com/eltexonline/DayZ-A.M.P
     
     
    I'd like to thank everyone big and small for all your support!
     
     
    Ken.
  22. Like
    L3G0 reacted to TheHound in [Suggestion/Prototype] Planting System   
    About the hemp killing you when harvesting I had the same issue when I added hemp to Alchemical crafting and I fixed it by bringing up the harvest distance, before that it killed me every time though similar to some of the large fortification objects.
  23. Like
    L3G0 got a reaction from axeman in [Suggestion/Prototype] Planting System   
    Dear Forum Members,
     
    as we all know, there is not any sort of Planting System mission in Epoch. Because of this i designed a Suggestion how to Implement such a System and wrote a tiny prototype. The following post ist split into two parts,  in the first part i explain the idea and in the second i show my Question.
     
    News
    expanted Harvesting Script (see Screenshots) Explanation
    The planting system bases on the Idea, that the plant needs an server restart to grow.
    To grow the plant you need an ItemWaterbottle. Watering the Plant adds an Variable isWatered = True and changes the classname in the database to the next Stage.
    After Server restart the grown Plant will Spawn and can be watered or harvested.
    First you find a Seed, Fertilizer and ItemWaterbottle. With this you Craft a Plant, which you can plant. When you plant the plant it has the Variable isWatered = True and connot be watered Server Restart -> isWatered = Nil, Plant can be Watered If the last Stage is reached, you can harvest the Plant, if DZE_PlantingreUsePlant = true the plan will become first stage, else it will be deleted. Question
    My first prototype showed, that using an attached action via "addAction" works for large plants like the Hemp (fiberplant) but not for Pumpkin (MAP_pumpkin). Any Idea how to Resolve this? - I could you use action menu of the item, but i wanted to water a plant via action menu. Screenshots
    Current planting stages of Hemp, Pumpkins and Poppy.
    Harvesting Messages Harvesting Success and Harvesting Failed.
     
    Working Features
    Craft the Plant using an Fertilizer from Seed Build the Plant Grow up the Plant (works again but you can water a plant directy after you planted it) Harvesting of multiple Plants with multiple OutputItems Deleting/Downgrading an harvested Plant added two Plant classes (Poppy and Wheat) including the new Items
  24. Like
    L3G0 reacted to raymix in [Suggestion/Prototype] Planting System   
    Noticed pull request on github, yeah. I think this is a nice idea, good luck on the project, hope it goes well.
  25. Like
    L3G0 got a reaction from raymix in [1.4.1] Snap Building PRO   
    How about simply taking the editor, place one large object like MAP_majak_podesta out of the sea, fly there by helicopter und start building? :)
     
     
    This would be possible but needs to rework the hive.dll and some internal script.
     
    Edit: DayZ would realy need an reworked Database, specialy in the Databaselayout... but that would take a lot of time.
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