Arma 3
Survival Pack 1.1 (Cooking+Harvesting)
127 Comments
Brute 7 Jul @ 12:18pm 
For modded animals, where is that code posted into? The unit's init or into one of the modules?
☠︎🕊️ Shaanig ☠🕊  [author] 17 Jan @ 6:06am 
@mmalmesjo, if you want the hunger and thirst to stay and persistence after respawn though I don't recommend that, you want to store the player's hunger and thirst while the player is alive using a while loop with a delay and then when the player is respawned, you want to set the "hunger" and "thirst" to = the stored variables

if ur new to scripting(try look into):

addEventHandler ["Respawn",{}] - to set the variables when the player is respawned
setVariable, getVariable - to set and get variables
while - for loop to store the player's hunger and thirst while the player is alive
sleep - for a delay in the loop so you don't freeze
mmalmesjo 17 Jan @ 12:31am 
love this mod!
Is it possible to make the player inerite the hunger and thirst to after a respawn?
So people doesnt kill themself instead of fixing food and drinks
☠︎🕊️ Shaanig ☠🕊  [author] 28 Dec, 2024 @ 1:48am 
@command008 the module is probably broken with Zeus, I think I added it on Zeus because someone requested it, I'm not sure and I'm not playing Arma atm, you have to try placing the module in the 3DEN Editor
command008 27 Dec, 2024 @ 11:01am 
when i place the module using zeus it doesnt do anything the meter shows up for hunger and thirst but thats it the meter doesnt go down or anything stays at 100%
Sir Kuhmsizhn 7 Dec, 2024 @ 6:34am 
Apologies for the redundant question. Thanks again for the fantastic mod, again. We've had many a last supper of cereal, tactical bacon, and raw meet before apocalyptic circumstances unfold.
☠︎🕊️ Shaanig ☠🕊  [author] 6 Dec, 2024 @ 7:11pm 
@Sir Kuhmsizhn yea you can refill empty jerry cans at fuel pumps, its in the showcase video
Sir Kuhmsizhn 6 Dec, 2024 @ 3:48am 
This mod is fantastic. It's been added to our campaign for a while now for shits and giggles, taking pauses out of fights to eat whenever wanted rather than needed.

The jerry can in this mod is one of the most practical and awesome things apart of this mod. I kept mentioning how it was funny that the jerry can, a military invention, wasn't in the army simulator game. Now we can refuel Strategically Taken Equipment to Another Location vehicles to get back on the road when we choose desolate shitholes with a single fuel pump to conduct operations in.

Commenting to ask purely out of being too lazy to test, can you refill an empty jerry can at fuel pumps? Thanks again for this mod.
Predator14 25 Nov, 2024 @ 8:53pm 
Ok, thanks
☠︎🕊️ Shaanig ☠🕊  [author] 25 Nov, 2024 @ 8:07pm 
@Predator14 due to game engine limitation I wasn't able to make the object render in the player's hands in first person but you can enable animationfirst person through a setting module but it will look buggy
Predator14 13 Nov, 2024 @ 8:54am 
great job, no animation for first person ?
Bostonian 19 Oct, 2024 @ 9:22am 
Awesome, really appreciate that!
☠︎🕊️ Shaanig ☠🕊  [author] 18 Oct, 2024 @ 8:43am 
@Bostonian the main function for that would be "survivalpack_fnc_playerInitItemFunctionality", however the function uses the "player" command to execute it for (only the player), try to modify the file, you could copy the .sqf from pbo and make ur own modified .sqf of that function and call it in ur mission/mod folder,

and you would change this part
-----------------------
[player] call _survivalInit;
player addEventHandler ["Respawn", _survivalInit];

---------------------


into:
--------------------

params ["_playerObject"];
[_playerObject] call _survivalInit;
_playerObjectaddEventHandler ["Respawn", _survivalInit];
--------------------

then you would call it in like this:
--------------------
[yourPlayableUnit] call your_functionName;
or
[yourPlayableUnit] execVM "yourfile.sqf";
--------------------
Bostonian 18 Oct, 2024 @ 6:56am 
Thanks for looking into it. I've got it working to reduce thirst and hunger for all desired units by calling survivalpack_fnc_hungerandthirst_playerInit for each playable unit. Can you tell me how—probably what function to call—to enable a unit to use items like water or food from their inventory? Right now, they lose hunger and thirst but cannot replenish.
☠︎🕊️ Shaanig ☠🕊  [author] 17 Oct, 2024 @ 9:50pm 
@Bostonian, I just checked in multiplayer, switched teams from Civilian to BLUFOR, seems to be working, checked the variables, also I just realized are you talking about singleplayer unit switching?, if so I didn't add a feature to work with that >_<
Bostonian 17 Oct, 2024 @ 7:09pm 
Hello. Thanks for sharing this. I'm pretty sure this used to work with team switching, but after trying with the latest update to Arma the hunger and thirst % display when I switch units but they only reduce for the original unit I started with and stay at 100% for the rest. Is there a way to have this work for on all units synchronized to the module?
Adri_karry 27 Sep, 2024 @ 6:24am 
Thanks for the tutorial and the files to make it very complete I have made 5 modules of spawn of weapons ammunition and clothing of the game bases and 2 DLCs and the mod cup and another for the food items of your rival pack, the module once activated generates random objects in all kinds of buildings I will also try to make a module to make the houses appear decorated as in the video
☠︎🕊️ Shaanig ☠🕊  [author] 27 Sep, 2024 @ 12:33am 
@Adri_karry up to you, alsoif ur trying to make a survival mission with optimized loot spawning, check out https://www.youtube.com/watch?v=oGS43lausKo
Adri_karry 26 Sep, 2024 @ 11:01pm 
Thank you, you want me to add you as a collaborator of the Dayz squad mod to be enough well they have 27 modules, perfect the spawn of survival pack food and weapons to appear in houses get the items to appear directly without having to use addaction and a new faction for zombies
☠︎🕊️ Shaanig ☠🕊  [author] 26 Sep, 2024 @ 5:51pm 
@Adri_karry its cool that your making a mod with my work, this is why I made my work open source, I want others to modify it and its cool when I see others using my work, but I prefer not adding a VIP version and keeping it open source but its not required and its up to you, again, good luck and see u in the next Arma sequel ^_^
Adri_karry 26 Sep, 2024 @ 5:46am 
hello I already have the mod practically ready to publish it tomorrow I just need to make the modules of global zombie spawn receive the parameters as a solution and I make 10 modules with different amounts of zombies and also adjust the animations of the 16 new food items that I will fix them over time otherwise it is ready, I also add you as a contributor to the mod when I published it and if you want I could also upload a VIP version only visible to friends for mod contributors who want to add something or fix the global spawn modules because the public version has binarized the config.cpp of my 2 zombies and modules
Adri_karry 12 Sep, 2024 @ 3:54am 
Thanks I already got the objects to appear when eating avia to change the display of the object to the id of the object of cfg vehicles
☠︎🕊️ Shaanig ☠🕊  [author] 11 Sep, 2024 @ 11:29pm 
also to define a CfgWeapon item which is pickupable and added to your inventory here:

(in config.cpp):
----------------------------------
class CfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;



class YourItem_ClassSName: ItemCore
{
displayName="Canister (Fuel)";
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
class ItemInfo: InventoryItem_Base_F
{
mass=15;
allowedslots[] = {901}; // only backpack
};
simulation= "ItemMineDetector"
author="RandomGuy";
picture="\SurvivalPack\Data\Icons\icon_canisterfuel.paa";
model = "\A3\Structures_F\Items\Vessels\CanisterFuel_F.p3d";
descriptionShort="Canister (Fuel)";
customItemType = "Fuel";

};
}
----------------------------------
☠︎🕊️ Shaanig ☠🕊  [author] 11 Sep, 2024 @ 11:29pm 
@Adri you added an add action to CfgVehicle object to pick it up?, you need to define an item if I remember correctly using CfgWeapons, and then call the "survivalpack_fnc_defineItem" to define an item, use pbo manager and check out the mod's files, go to directory "SurvivalPack\Fncs\FoodWaterItems\fn_config.sqf", to see how the food items are defined, there is a attach offset, which is the offset position where your food item is attached to the hand
Adri_karry 11 Sep, 2024 @ 8:05pm 
I already managed to add the new items and find a way to use them apart from taking them from the inventory of an object, with my spawn mod I adapted it for objects and added an addaction to the spawned objects to save in the inventory deleting the static object and adding the items and added more than 10 new items the only problem there is that the objects are not seen in the animations the rest perfect
☠︎🕊️ Shaanig ☠🕊  [author] 11 Sep, 2024 @ 6:44am 
@Adri_karry not sure which inventory items your talking about, but if ur trying to add a custom food item of your own, make sure you make a CfgVehicle object class and a CfgWeapon item class as well, the object class is to display the item on hand and the CfgWeapon makes the item store in ur inventory
Adri_karry 10 Sep, 2024 @ 7:32pm 
I've already managed to get the inventory items that are placed in the editor to work not yet
☠︎🕊️ Shaanig ☠🕊  [author] 10 Sep, 2024 @ 5:42pm 
save as in persistence saving inventory?, to make the new items work I actually haven't published the latest version of the open source code for my project, it should be kinda easy to make it work with your custom modded items
Adri_karry 10 Sep, 2024 @ 12:41pm 
Hi I'm expanding this mod to create a dayz mod I've already added items but can't you save or use the new items as ago to make them work?
shartweiser 19 Aug, 2024 @ 10:00pm 
i tried loading the mod with antistasi ultimate on a lan server to test, i can spawn the food items in zeus but dont have any interaction with them. i see hazard pay says it works well, ill ask him about it
☠︎🕊️ Shaanig ☠🕊  [author] 19 Aug, 2024 @ 9:49pm 
@wagons I'm not sure, try it out and lemme know, I think a user before mentioned having some issues with the Antistasi mod version, not sure
shartweiser 19 Aug, 2024 @ 8:44pm 
could this be used in antistasi ultimate? want to add another challenge to it
☠︎🕊️ Shaanig ☠🕊  [author] 28 Jul, 2024 @ 12:22am 
@HazardPay I forgot to tell ya, there is the vanilla campfire and CBA campfire, I added the functionality to one of them, and I'm currently not playing Arma 3 atm so I don't think I can try go through the code to add another cooker but you can try dig into the source and explore yourself (if your a coder) to add another cooker,

P.S: the mod is open source
HazardPay 27 Jul, 2024 @ 10:21am 
I got it working my dumbass was just trying it with the wrong campfire model. Do you know if theres a way to add another cooking vessel the same way you would add another animal? But yeah works great with Antistasi so far
☠︎🕊️ Shaanig ☠🕊  [author] 27 Jul, 2024 @ 9:28am 
@HazardPay wdym by uninstalling everything?, your using the mod launcher right?, you can untick all other mods except the survival pack mod and test it out, but if it's not working then it might be broken after an update which I have to look, but if that happened there would be players commenting and mentioning it here, also one of my friend currently uses my mod and he hasn't reported any issue yet, anyway lemme know
HazardPay 27 Jul, 2024 @ 8:37am 
I was not able to get it working even uninstalling everything and everything but CUP. I am going to try to mess around in the pbo files cause this is a great mod id like to get working. Any recommendations where I might want to look or do to solve this issue?
☠︎🕊️ Shaanig ☠🕊  [author] 27 Jul, 2024 @ 7:00am 
@HazardPay you should see a action called "Cook", if there isn't any then it's most likely a mod conflict, try with this mod loaded only and test out
HazardPay 27 Jul, 2024 @ 6:37am 
Yeah I tried it in vr and put down a CUP campfire, the three modules and some raw meat but it was the same, if I approach the fire my only option is to put out the fire and if I click on the meat i will eat it raw, and if I drop it on the ground it goes to my feet not on the fire.
☠︎🕊️ Shaanig ☠🕊  [author] 27 Jul, 2024 @ 5:58am 
@HazardPay by Antistasi, do you mean the mod Antistasi?, this might be due to a mod/script conflict, try testing in singleplayer in your own mission to see if it's working
HazardPay 27 Jul, 2024 @ 5:51am 
Im using this in Antistasi but I dont get any option to place the meat on a campfire or stove?
Bonnnetwork | TTV 20 Jul, 2024 @ 6:21pm 
@☠︎🕊️ Shaanig ☠🕊 Thank you for your reply! I will try to make it work with my server. This is amazing
☠︎🕊️ Shaanig ☠🕊  [author] 20 Jul, 2024 @ 6:08am 
@小肥龙, not possible, due to game engine limitation I wasn't able to make the items render in the player's hands in first person like in Dayz, because of the hard coded stuff, but I think we will have more options in Arma 4, I hope so
Asuka 20 Jul, 2024 @ 5:44am 
I want real Dayz in Arma3, maybe you can achieve this.
☠︎🕊️ Shaanig ☠🕊  [author] 20 Jul, 2024 @ 2:40am 
@Bax, I'm not familiar with ACE medicine, also I'm not sure what you meant by debuffs, do you mean like the food and water stats?, if so try placing survival settings module and changing the hunger and thirst variable name into something else so the ACE won't override those variables
Bax 20 Jul, 2024 @ 2:15am 
Greetings, I want to use your mod on my server, but I use ACE medicine. After the player has 0% food and (or) water and if the damage parameter is small, the ACE mod overrides all debuffs, and if I increase the damage parameter, the player immediately dies. Is there any way to fix it?
☠︎🕊️ Shaanig ☠🕊  [author] 17 Jul, 2024 @ 7:53am 
@Bonnnetwork | TTV it should, but you need to figure out which variable names exile is using to store player's hunger and water, usually its something like "hunger", "thirst", "food" or "water", then you place down the survival settings module and type the variable name for hunger and water and it should work
Bonnnetwork | TTV 17 Jul, 2024 @ 4:06am 
Could this work in Exile?
☠︎🕊️ Shaanig ☠🕊  [author] 4 Jul, 2024 @ 11:10am 
@Irishdomo you can change the action time through item properties module, hover over the label so you can see the tool tip, the action time is within the numbers array
Irishdomo 4 Jul, 2024 @ 7:05am 
can you change the time it takes to do actions in settings?
Slay No More 16 Jun, 2024 @ 4:31pm 
I'm using it on my dayz project, @Bulion334 :steamhappy: