Scripts / Basic survival crafting scriptset

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Honkeyboy
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Posted: 24th Jan 2018 10:06 Edited at: 24th Jan 2018 14:28
Ok thats one bit sorted for me the rock wasnt set to isimobile changed it to that and the rock is now working correctly. Just the zones not working but thats not a problem for testing as i can just use the collect script as is
God I'm a div sometimes isimobile was set to yes on the collectables set to no now working fine! :/
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Posted: 24th Jan 2018 19:37
Cool so I can carry on updating the remaining bits can I?

Which script does the Hide & Meat collecting btw?
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Posted: 24th Jan 2018 21:56
Added water but decided on using my zones to specify the water area, i.e. use waypoints to delineate the water 'zone' then have the collection script attached to a separate entity in the zone detect when the player is within the water collection area.

Can't fully test it yet as I haven't done the 'Hide' bit yet.
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Honkeyboy
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Posted: 24th Jan 2018 22:11
Inventory handles meat soup and pies, hides were at the workbench for crafting flasks, was going to do an advanced cooking by the use of a stove just dont know if i can cram any more food items in the menu will have a look, and yes m8 totally my fault that one i had them set to isimobile from the last lot of scripts and didnt notice :/
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Posted: 24th Jan 2018 22:57 Edited at: 24th Jan 2018 22:58
Been busy with the GitHub revolution (always wanted to be a collaborator .. sounds so naughty) but now I have it all working I'm back hacking away at this. Next up I'm going to re-write the AI script for the dogman character (although it can be any animal in reality) to match the inventory.

Latest version of inventory attached, all the water usages should now work.
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Honkeyboy
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Posted: 24th Jan 2018 23:23 Edited at: 25th Jan 2018 00:22
Sounds good i added the code for spawning the furnace as its the next logical thing needed to make the weapons

Line 345



but Obviously the funace isnt edited to work with the current scripts so looking at it now
and have completely redone level 1 of DBD to work with the new scripts, zones etc etc and working fine
Edit hmm thats odd looks like you have already done that one let me check why its not working :/
says i have enough but when i try to craft it says i dont ? script looks ok...

btl of it its looking for carbon?

Oh i see its the mining script ...edited now working

now the workbench is asking for iron steel and hide to make a plank of wood? think thats gotta be wrong lol

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Posted: 25th Jan 2018 08:41
Try this one.
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Honkeyboy
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Posted: 25th Jan 2018 12:01
Still asking for hides for steel plates :/
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Posted: 25th Jan 2018 14:17
I have posted the Chainsaw in the models thread
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Posted: 25th Jan 2018 20:44
Not sure which of these I've updated so I've included all of them.

Will work further on the animal script later.
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Posted: 25th Jan 2018 21:01 Edited at: 25th Jan 2018 21:59
Ok m8 will test them now thx p.s water on a zone? lol typical forgot to change the weapon numbers put the ai script on a deer in the wood and while i was collecting it attacked me was running round shouting "AAAAHHHGG" while trying to spawn the hammer lol
cannot craft arrows
water zone i tried on a zone and by doing it the same way as the zones e.g laying a zone around the water and adding the script to an entity in the zone
the messege to collect water comes in way too far away.
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Posted: 25th Jan 2018 22:05
Just make the zone smaller.

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Posted: 25th Jan 2018 22:49 Edited at: 25th Jan 2018 22:53
Oh isee whats maybe going on the water zones are inside the zones hmm dunno how I'm going to get around that my waterzones are pretty much as tight as yours m8 :/ TBH Ive been working on a blend of the new and old scripts
1/ to make it easily understandable for other guys to use
2/ so it can be used on a far bigger map without these errors
but also i have a map dedicated to yours which i add the updates to
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Posted: 26th Jan 2018 00:31 Edited at: 26th Jan 2018 00:44
Aha, yes at the moment the zones script simply returns the first zone it finds the point in. Might need to make that a bit cleverer and detect zones within zones and return the 'smallest' zone (I did intend to do that but never quite got around to it).

The alternative is to use named zones, i.e. "Water 1", "Water 2" etc and have the function only pass back the zone with a matching first part. That would be a simple enough change.

Edited to add altered scripts
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Posted: 26th Jan 2018 00:52 Edited at: 26th Jan 2018 01:03
So make sure the water zones are named to start with "Water" and all should now be good. You could do the same with the collect script if you like, maybe have that use zones starting with "Forage" or something.

Eventually you can have paths delineated by zones and a village zone and a forest zone and be able to detect when the player enters or leaves a specific zone (you can also track NPCs as well), the zones script is really powerful but I don't know if there is a limit to how many waypoints you can put down (hey I have the code now, I can go look! ). 1024 paths with as many points in as you want! So you can in theory have 1024 zones on one map.

Speaking of the code .... it has a quaternion library in it! Or rather the Bullet engine makes use of one that appears to be part of the Direct X libraries.
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Posted: 26th Jan 2018 03:32
Is confusing with so many copies of the scripts posted, when finished please post them all together , maybe do like Verson 1 ... v2 ect because I know you guys will keep working and tweaking them :p . Looking very good!
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Posted: 26th Jan 2018 12:40
That's the nature of the beast and the advantage of script based work over engine work, if you wait for Lee to get around to adding this to the engine you'd a) have a long wait and b) the results would be rather inflexible.

So far this has been all HBs imagination driving this, all I'm doing is steering a safe course through the rocky bits.

@HonkeyBoy: I'm going to either add some 'helper' functions to the utillib or create a new collectables lib this weekend, things like the AddAmount function and similar ones, that should help clean up the code a lot and simplify it as well.

I'm also going to completely rewrite the dogman based animal script to add some more natural behaviours and to make each entity act differently, i.e. some will be 'braver' than others and attack straight away whereas some will tend to run away, may even have a randomly selected 'boss' animal which the others follow like I did for my herding scripts.

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Posted: 26th Jan 2018 12:47
@ VX will post a completed working set hopefully later tonight m8 with instructions and AM's modified ones for more advanced scripters when he's done
@ AM tried the animal script on a deer and seems to work pretty well
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Posted: 26th Jan 2018 13:09
As the song goes "You ain't seen nuttin yet".
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Posted: 26th Jan 2018 14:23 Edited at: 27th Jan 2018 14:25
Ok for those of you who want to dive in now heres a fully working version of the scriptset, just drop both folders into your scriptbank and follow the instructions. I have put them in a folder called "advanced survival original" so the newer versions wont overwrite it and so you can get started without any worries. There are two pictures in the folder showing weapon and table setups.
P.s as i have noted in the Intructions.txt the shelter and the campfire don't have any scripts on them as yet but could be used very easily with smallgs cold scripts for a more survival type experience i will add to these later.
Here ya go, any issues just shout I've tested them today up to rifle, pistol ammo etc etc crafting and it works fine
Enjoy

EDIT : i have now included a working stove and the more complex foods are now crafted from here, also added the new foods to the menu just drop the new scripts in the folder.
P.s i edited out the need for a flask in the video and have added it back so you will need to craft one at the workbench to collect water

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Posted: 26th Jan 2018 18:10
So for anyone following along ignore my script updates (unless you want to just see what I done) and wait for HB to reissue a fully working set.

Ok so what's in this lot?

I've added the helper functions to utils and changed the scripts to use them.
I've tweaked the way the lathe, furnace and workbench work slightly to make the displayed menu read better (for example. "an Iron Ingot", "a Copper Ingot" etc).
Added support to lathe, furnace and workbench scripts for the number pad keys. Not sure that will work with all keyboards though, works with mine at least!

I've tried to test as much as possible.
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Honkeyboy
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Posted: 26th Jan 2018 19:03
Ok m8 after a quick test on my map i cannot mine with the hammer no error messege also if you do not have iron in the inventory and try to craft, in my case a workbench get an error at line 461 attempt to index a field "iron"
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Posted: 26th Jan 2018 19:46
lol just realised I didn't do you a new lathe and chemical bench doh!! sorry mate will get them done asap
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Posted: 26th Jan 2018 19:52
Np m8 when you have a chance and thx trying to model " The Oriana" cruise ship for map 2 = Southampton docks atm lol and its not great yet rofl I'm doing a bit each day then shouting at it and turning it off and making a tree instead lol
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Posted: 26th Jan 2018 20:15 Edited at: 26th Jan 2018 21:36
Line 461, which script? None of the scripts have any mention of "iron"

Nope, just did a global search and I have no scripts with "iron" at line 461.

Try this one, I've changed pistols, rifle and ammo to use the new functions.

Mining works fine for me, did you change the entity ids?

Edited: new version
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Posted: 26th Jan 2018 21:03
Quote: " " The Oriana" cruise ship for map 2 = Southampton docks atm lol and its not great yet rofl I'm doing a bit each day then shouting at it and turning it off and making a tree instead lol "


LMAO my wife is from Southampton and she was at the launch party for that ship small world eh
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Posted: 26th Jan 2018 21:05
Yes m8 first thing i do can you send over the mining scripts you are using m8 so i can add them to the folder just incase they are the wrong ones
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Posted: 26th Jan 2018 21:08 Edited at: 26th Jan 2018 21:11
@ Graphix's aye m8 My dad had a small removal/haulage company and used to do the get out work for the theater royal, so i used to take all the pyros for the theater on board the ship, been on board lot of times really impressive ship and had some good fun times and of course got to meet the crazy famous people doing the pantos
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Posted: 26th Jan 2018 21:11
ooo we visit Southampton quite regulary in fact we are going down on the 16th of next month usually nip into the Testwood in Totton if ya around come for a pint
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Posted: 26th Jan 2018 21:19 Edited at: 26th Jan 2018 21:19
lol long time since I've been m8 tbh m8 dads been gone 6 years now but would have been a nice idea, bit far from rainy flat cold Lincolnshire for a pint
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Posted: 26th Jan 2018 21:26
Quote: "dads been gone 6 years now but would have been a nice idea"


sorry to hear of your loss,

we should have A GG Expo here in the UK would be great to meet some of you guys have a few pints and put the world to rights lol

I will have your models done for Monday, you and Amenmoses have done excellent work here
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Posted: 26th Jan 2018 21:33 Edited at: 26th Jan 2018 21:38
np m8 was along time ago now 'the one sure thing about life' that nasty cancer thing :/ much too rife nowadays imo and yeah lol that'd probebly be fun me and the missis could ship our mardy teenage daughter off to somewhere in a box with a stamp lol and thx m8
I'm using bods warship instead atm as its a very cool model just so i can get on with level 3 "London" where the undergound is a crafting script haven (i Hope) having fun with this one got the undead on a 30 sec respawn and added an Undead kill counter
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Posted: 26th Jan 2018 21:41
Scripts? There is only the one mining script now, plus the main inventory script which I've just reposted above.

Oh that's weird, it didn't seem to post up there. Here is the mining script as well, doing the chemical bench script at the moment.
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Honkeyboy
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Posted: 26th Jan 2018 21:56
Ok m8 ty
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Posted: 26th Jan 2018 21:58
Chemical bench.
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Honkeyboy
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Posted: 26th Jan 2018 23:42
Ta m8 seen the wip? lol
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Posted: 27th Jan 2018 10:13
Yep just took a look.

I've noticed that the 'bench' scripts all look very similar, toying with the idea of making a generic version, maybe crafting.lua in a similar way I did for the mining scripts.

Another idea is to take the 'rules' part, i.e. what you need to make an item and how many etc, and put it in a separate file so that you can edit everything in one place, also I may make a small debug library which will dump the map contents to a file. Part of that will be a to embed a version number to all the scripts, that way we can easily see if there are any missing/misnamed entities or zones or missing/wrong versioned scripts.

I haven't figured out the crafting of 'benches' btw, they are still in global variables (and what are the feathers for, do you want those added to crafting of arrows?).

I'm busy digging around in the guts of the engine at present, nice prezzy from Lee! Will be adding some more Lua instructions today to support my pickuppables script, still waiting for my 'collaborator' status from Lee (don't collaborators get shot?) so until that happens my changes will be local but I'll demo it when I'm done.

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Posted: 27th Jan 2018 14:20 Edited at: 27th Jan 2018 14:34
The benches are in the globals just so they are stored for spawn areas then hidden when the use button is pressed it just unhides the entity at the spawn point and yes m8 the feathers were intended for Arrows also did the stove this morning but will need editing for the newer scripts
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Posted: 27th Jan 2018 17:45
There you go.
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Posted: 28th Jan 2018 17:26 Edited at: 28th Jan 2018 17:30
Cheers AM Just written the save load and checkpoint scripts for the set so all items carry over to level 2,3,4 etc and will work for non linear games
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AmenMoses
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Posted: 29th Jan 2018 00:13
I'll wait until you put out a complete set again before I do any more changes this end, need to make sure we both have the latest versions of everything.
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Posted: 3rd Feb 2018 06:14
I am with u amen, I'll wait till its released as a set.
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Posted: 3rd Feb 2018 20:32
Guys the scriptset i posted above is working and complete (well as far as im going with it, it was only intended as a basic scriptset but has become alot more advanced pretty much the only thing not working as intended is the antidote which just gives health i had intended to make the undead give a venomous bite which the antidote cured and will at a later date.
Heres the set agian for anyone that missed the above posts.
Drop the files directly into your scriptbank folder
Includes:
Chemicals and minerals folders = attach these to mineable rocks
Notes = open op the images> DBD folder and edit it to suit make sure you read the script for instructions as to numbering (thanks to smallg for the script)
Save and Load folder = contains winzone, checkpoint and loadzone scripts ...loadzone goes over the player marker after map 1 unless you are going to return to map 1 the rest I'm sure you can work out
Sound emitters : do just that
water goes on a zone over water the rest of the collectables are self explanitory e.g wood goes on wood etc
the rest of them just as before spawn workbench goes on a zone where the workbench is the place the workbench spawn at start no and attach the workbench script to the workbench.
Recipes open up the ss1 folder and the sprite is in there once you have edited the amount you want to use in the crafting bench scripts just fill it in
P.s dont forget to open the spawn and inventory scripts to marry the entity numbers to the script.
P.P.S you dont have to spawn the benches if you dont want to.
Just needs your creativity now to edit the set to what YOU would like them to do
Thats it! Enjoy

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Earthling45
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Posted: 4th Feb 2018 04:17
Thanks Honkeyboy.

This is really generous.
AmenMoses
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Posted: 4th Feb 2018 14:35
So does that mean you are done making changes?
Been there, done that, got all the T-Shirts!
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Honkeyboy
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Posted: 4th Feb 2018 15:01
Yes m8 all done, should all work now
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and a well fed mouse on a wheel

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warlock12
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Location: Argentina
Posted: 4th Feb 2018 20:53
congratulations ... now a good holiday ... you have developed a huge job. should be part of the next update ... hierarchize GG
Gran abrazo amigo!!!!
The game is a serious thing (El juego es una cosa seria)
Honkeyboy
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Posted: 4th Feb 2018 23:53
gracias warlock12 hope you and everyone else can find a use for them , this was intended for a script set for those who don't script like me and i personally have learned alot from it (especially from checking out how AM changes them to make them better) I now hope to see you guys use these and make them work for you and make them better
most of all have fun with them
Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
GraPhiX
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Posted: 5th Feb 2018 12:56
Hi Honkeyboy well done with this

I have uploaded new workbenches and a couple of lathes in the model thread you have for this script
Welcome to the real world!
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Honkeyboy
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Posted: 5th Feb 2018 12:58 Edited at: 5th Feb 2018 20:40
Thanks Graphix
Edit found an error in the winzone script new one attached
Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
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AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on

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