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BI Forum Ravage Club , is an open Club and it is including topics , based on Ravage Mod. Thanks Haleks for this great Mod. Join in our Discord.

  1. What's new in this club
  2. GEORGE FLOROS GR

    General Discussion

    Today we reach 50 members ! Hello there to everyone ! Maybe these members are enough to create a game event ! What are you guys saying ?!
  3. GEORGE FLOROS GR

    Daily News

  4. LSValmont

    Daily News

    Hello guys! I wanted to share with you my recent script release: I hope this simple Dog Patrol Script brings a whole new level of Multiplayer compatible immersion for many missions out there. Any feedback and suggestions is greatly appreciated btw!
  5. Vandeanson

    Scripting General & Library

    18. (Ravage) huntable animal spawner: copy + paste the above code in a new file in your mission folder called VD_Animalspawner.sqf. create a file init.sqf in your mission folder or add the following line to it: [] execVM "VD_Animalspawner.sqf"; It is a very old script and surely not perfect, but it does the job. let me know if you need help tunig it to your needs. cheers vd
  6. GEORGE FLOROS GR

    Daily News

    Update : Mod version : 0.1.71 (2019.04.10) Most of the recent issues should be fixed. The next update will probably focus on fixing and improving the gear module, with more options for DLC content.
  7. Vandeanson

    Daily News

    Update/current state of my basebuilding mod: Cheers Vd
  8. GEORGE FLOROS GR

    Daily News

    Update : Mod version : 0.1.70 (2019.04.07) Have fun everyone!
  9. GEORGE FLOROS GR

    Scripting General & Library

    17. How to create a moving rad zone
  10. GEORGE FLOROS GR

    Daily News

    Notes : * The vehicles module was causing a lot of micro-freezes as it was spawning a lot of vehicles at once and then caching them. The new spawn process runs a lot smoother and doesn't spike anymore. ** The function handling dynamic furnitures spawn and placement runs about twice as fast. *** Only affects terrain objects, mission objects are left intact. Mission makers can disable all light sources in a defined range - or on the entire map. I'm still testing stuff before the release, but I'm quite happy with the performance gain so far : players should feel a sensible difference with missions using most of the ravage module. The Myst preview on Patreon will be out right after the update.
  11. GEORGE FLOROS GR

    Daily News

    GF ALIAS Anomaly Spawner Script Thanks !
  12. GEORGE FLOROS GR

    Scripting General & Library

    16. How to make AI shoot only after the player shot Once the player is in a disance from the enemies , the enemy will stop shooting. initPlayerLocal.sqf // Once the player is in a disance from the enemies , the enemy will stop shooting. GF_Captive_Safe_Distance = 10; // 10m test GF_Captive ={ player setCaptive true; player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; params ["_unit"]; _unit setCaptive false; hint "setCaptive false"; _unit setVariable ["Var_GF_Captive",true]; }]; while {true} do { waituntil{sleep 1; _nearestobjects = nearestObjects [getpos player, ["Man"],worldsize]; { if ( !(side _x isEqualto playerside) && ((_x distance player) > GF_Captive_Safe_Distance) )then{ player setCaptive true; // systemchat format["player > %1",GF_Captive_Safe_Distance]; }else{ // systemchat "CLOSE"; }; }forEach _nearestobjects; hint format["captive : %1",captive player]; }; }; }; player call GF_Captive;
  13. GEORGE FLOROS GR

    Missions

    The Chernarus Outbreak File 2 by GilliganTrevor93 https://steamcommunity.com/sharedfiles/filedetails/?id=1700993565 The Chernarus Outbreak 2 is a Post Apocalyptic Survival Scenario featuring the Ravage Mod and a variety of other scripted features Plus many tasks for the player to complete if you are new to Ravage I recommend visiting the Ravage Wikia for details on the basics also make sure to check out the details below.
  14. GEORGE FLOROS GR

    Scripting General & Library

    Thank you TK-7919 Aster !
  15. TK-7919 Aster

    Scripting General & Library

    15. How to script a safe zone marker that deletes any unit (besides player) entering it Thanks to: GEORGE FLOROS
  16. GEORGE FLOROS GR

    Streams Screenshots Videos

    Waiting for TPM_Aus mission ! Thanks TPM !
  17. GEORGE FLOROS GR

    Scripting General & Library

    14.How how to suicide bomber zombies , in editor Not sure how to do that. ^^ But if your following my above video example you could: add a rad zone trigger, add a game logic trigger, the game logic trigger will attach the rad zone to the zed, when zed is dead the rad zone is spawned giving instant rad sickness to player...
  18. tourist

    Scripting General & Library

    LOL, I know what u mean! Whenever I get caught at speeding, the photos of me in the car they send me as proof make me look like a really, really badass killer enroute to his next job...
  19. johnnyboy

    Scripting General & Library

    Thanks for listening! Its just an idea. But I think especially in a SP mode, if I'm surviving and want to butcher a goat without being seen, its an immersion breaker to have everyone in the world consider me an enemy later. I definitely like your silent takedown ideas too. On a related note, one thing cool about open world games like GTA and Red Dead Redemption, is having some NPC remember you for a witnessed deed later. That is cool, immersive, and impressive when it happens. To implement that, we need to add negative (and positive?) encounters to NPC specific variables (or NPC clan specific variables). So the next time the NPC or his Clan sees you they react: "Get that goat rustler!" or "Need some food? I appreciate your help fighting those bandits.". Etc. I guess what I'm getting at is player reputation with an individual NPC, or reputation with a Clan/Group of NPCs. Easy for me to say, as I'm too busy on other projects to contribute to this...haha. Oh no, more ideas are coming in dammit! ... I can't stop them... Real time Wanted Poster: Once player is flagged as a bad guy, create wanted posters by projecting a camera on signs or posters placed here and there. It could be real time by creating a unit, and you set his face, uniform, and headgear to match the player. And set enableSimulation false, and place the unit in front of some generic background. This would have to be an out of the way location, and could even be done 10000 meters up in the air. Point a camera on the poster unit face, and broadcast the camera on any "Poster" Signs placed in game. Text on Poster could be customized real time also with Player Name. These posters can be pre-set up with a generic .paa/.jpg of some character, then replaced later with live camera when Player actively becomes a bad guy. Wouldn't it be cool to walk into a town and see your face and name on a wanted poster? (Then you would know how I feel every time I go to the post office.)
  20. tourist

    Scripting General & Library

    Generally you are right; especially in a world without any institutional system of justice, no witnesses means no persecution. In my missions I found, although per chance and unintended, a nice workaround: if the above script is used together with this unarmed takedown script, it goes like this: a) Use a weapon and receive punishment b) Use the silent takedown and get away with your crime But I'll try if I can find an improvement for the "murder" script along the guidelines you suggested. THX for the input!
  21. GEORGE FLOROS GR

    Scripting General & Library

    This reminds me ! :
  22. johnnyboy

    Scripting General & Library

    IMO a player should be penalized only if another player or AI witnessed the killing. So maybe you should ckeck for near humans and check their knowsAbout value and distance to the killer.
  23. GEORGE FLOROS GR

    Streams Screenshots Videos

    Arma 3 - Chernarus Redux | Ravage Mod Singleplayer
  24. GEORGE FLOROS GR

    Missions

  25. GEORGE FLOROS GR

    Streams Screenshots Videos

    Only The Strong by Mauseri https://steamcommunity.com/sharedfiles/filedetails/?id=1657505116
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