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I have a quick question, i have a server which is average 60 players using ravage, with the ambientzombie module that spawns zombies off of buildings, i set the max zombies global to 200 zombies, and the max zombies per player to 6, so now only 5 zombies on the ENTIRE server are spawning in total.

 

I then tried setting the max zombies per player to 30, after this there are 30 zombies per player, going wayy over the max zombies global, spawning in hundreds and hundreds of zombies, this ALSO makes zombies spawn in a circle around the zombie, they dont even spawn off of buildings, making me think the whole spawn system spazzes out and breaks, when working normally the zombies only spawn around static vic classes

 

I then tried setting the max zombies per player to 14, after this again there was only 13 zombies spawning on the whole map...

 

do you guys have any insight into what im doing wrong or failing to do? 

 

all i am changing is the max zombies per player, and having WILDLY different results changing the numbers a few times

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3 minutes ago, haleks said:

Hi @crazy mike!

I assume this is happening on a dedicated server?

yes that is correct! sorry i forgot to mention.

 

all i have done is add the zombie spawning module into the mission.sqm aswell as some remoteexec allowances so it would work

 

i may have missed something related to mp for ravage idk, i did look into it a bit but this is my first time ever using ravage

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Could you send me a copy of your mission file?

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On 6/13/2018 at 5:48 PM, GEORGE FLOROS GR said:

_Trader_group1 = createGroup civilian; _Trader1 = _Trader_group1 createUnit ["C_Orestes", _randPos, [], 0, "FORM"]; _Trader1 setVariable ["isTrader", "rvg_supplies_s", true]; _Flag allowDamage false; _Building1 allowDamage false; _Trader1 allowDamage false; _Trader1 disableAI "MOVE";

hi @GEORGE FLOROS GR , I want to add a dynamicly moving traderbase/convoy to my dynamic spawner script collection but have beed struggeling to spawn the trader with the appropriate init, this has very likely just solved my issue:) thank you for sharing! I will test it this weekend and if i end up publishing the Script i will credit you for sure;)

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35 minutes ago, Vandeanson said:

add a dynamicly moving traderbase/convoy

 

Hello there Vandeanson !

 

That's a Great idea !

Thanks !

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@GEORGE FLOROS GR

Holla mate,

 

I have tried the code but the AI is spawning without any gear/trade possibility. 

The allowDamage false and disableAI "MOVE" works however.

 

I am calling the code via Trigger OnActivation: nul = []execVM "traderspawnertest.sqf";

I have used the following code in traderspawnertest.sqf:

Spoiler

_mark = getMarkerPos "tradermark_1";
_Trader_group1 = createGroup civilian;
_Trader1 = _Trader_group1 createUnit ["C_Orestes", _mark, [], 0, "FORM"];
_Trader1 setVariable ["isTrader", selectRandom ["rvg_supplies_s", "rvg_arms_s", "rvg_arms_s"], true];
_Trader1 allowDamage false;
_Trader1 disableAI "MOVE";

 

 

Any idea what i am missing?

 

Appreciate any help;)

tnx!

Vandeanson

 

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11 hours ago, Vandeanson said:

Any idea what i am missing?

 

In order to work , you need to put a ravage ai module .

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On 6/8/2018 at 2:14 PM, GEORGE FLOROS GR said:

 

I was thinking Suplextron about it .

We will see !

Please do! WOULD BE SO AWESOME!!!!

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Hello to all Ravagers!

 

There is an update available for the GF Crashsites Script:

Spoiler
On 15/6/2018 at 9:44 AM, GEORGE FLOROS GR said:

Changelog:

v4.1
    added options to:
    Create a Box container at the Crashsites with random loot,
    spawn a Recon Team to move to the Crashsite,

    added loot for clothes,vests and backpacks for,

    Vanilla , CUP and Unsung mod.

 

ECrx_81OSvebvDri1F70kg.png

More info :

Thanks !

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Hi everyone!

 

Quick news about the next update :

I took a couple hours today to finish/fix BI's work on weapon switching animations. As you may know, most "holstering" anims were glitchy, causing the player's avatar to slide while playing those animations. As it turns out, a couple config parameters were conflicting with the animation masks BI implemented (looks like those anims were overlooked since they're not available without scripts, still... it sucks we have to fix this ourselves). Holstering or drawing out rifles and pistols anims are now 100% fixed for "erect" stances, I did fix some of the "kneeled" stance animations too, but some of them seem to have bad interpolation settings (eventhough they're available in the vanilla game), wich is more tedious to fix. Hopefully I can fix those before next week-end...

Those animation errors were, as far as I'm concerned, immersion-breakers (big time), so I'm quite happy I could at least improve them.

 

Here's the current changelog for the next update :


159

Tweaked :
lowered rifle running anim reverted to vanilla state
(more practical when running with a lamp on).
Minor optimization to Zed LoS process.
Disabled Hit Screams for zombies.

Fixed :
Bandits no longer looting buildings since the previous update.
WeatherChanges are now forced when the player sleeps (SP).
Most weapon switching animations have been fixed.


New :
AI infinite ammo can be disabled with the "limitedAmmo" variable.


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BIG THX for the fixes; also personal THX for giving us the option of limited ammo for AI - is this a preparation for enabling Melee Combat for Players and AI? :f:

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1 hour ago, tourist said:

BIG THX for the fixes; also personal THX for giving us the option of limited ammo for AI - is this a preparation for enabling Melee Combat for Players and AI? :f:

 

Nope. ^^'

Melee weapons aren't ready yet, and they probably won't be part of the next update - there're a few limitations I would like to work around first.

 

But I figured it would be usefull, if mission makers are crazy enough to let players micro-manage ammo for AIs, or if you just don't want friendly AIs to do all the killing for you. ;)

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Oh heck, I didn't realise the AI for bandits going in buildings was broken! Spent ages carefully checking each room when I didn't need to, lol! Thanks for working on the holstering scripts as well, that strange slide was always odd in third person.

 

That AI infinite ammo will be interesting to use. I'll probably keep it on for my missions, but there is one mission where I want to make the player's existence as terrifying and miserable as I can. Maybe making the AI use finite ammo will help with that :evil:

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Haleks -

 

  Hello. The mod is looking really good now, however there's still a few problems that should be ironed out so that it can be more playable. I'll list the problems I've experienced (and things I would like to see in the mod) down below for you to check out. Also, keep in mind that I primarily play Ravage multiplayer missions over LAN, that I create myself.

 

- The "MP Persistency" option found in the "Save" module is still not working. It still randomly kills me and/or other players, and teleports our bodies into the ocean, while playing in multiplayer. I tried to enable "Sp saves" as a workaround, however resuming from saves seems buggy. Because it doesn't work, it drastically reduces the fun factor of the mod, because there's no viable way to save progress whilst playing in multiplayer. I listed this problem first because I feel it was the most important to list and therefore should have the highest priority on your to-do list.

 

- Over time, my average fps in multiplayer tanks quite a bit. It starts out at about ~40 fps in the beginning of the mission (which is to be expected), but after about 2 hours of playing it tanks to 20 fps or lower. My fps actually went down to like 10 at one point while playing on Tanoa (and it never rose back up). I'm unsure of whether or not this is related to a buildup of zombies, ai and vehicles spawning but it reduces my immersion in the game. I know it's not a problem on my end, because I checked my computer's temperatures, vram usage and ram usage while the fps problems were occurring and everything was fine. I checked my modules and nothing was set too high (particularly the amount of zombies per player, global amount of zombies on server, ai population factor, etc which were all set to reasonable limits). I even made sure the "Garbage Collection" setting was turned on, in the "Settings" module (but I left the "Vehicles Caching System" turned off).

 

- I would like there to be some sort of base building system in place. I know this is a big request, but it would still be extremely nice and make Ravage much more worthwhile to play in the long run, imo. It should be like the Epoch mod for ArmA 2 was, where materials spawned in industrial buildings, and once you had enough materials, you could create a base. Maybe you could even have a crafting system in place, where you can craft the materials needed to make a base.

 

- Zombie's melee reach is a bit unpredictable sometimes. Take for example, running over a zombie while in car. They are actually able to somehow hit you while you are in the process of driving over them. It's something that should be tweaked in the future.

 

- You should be able to sleep in multiplayer. You could make it like how in Minecraft, you are only able to sleep in multiplayer if all players in the server go to sleep.

 

- It would be really cool if Heli crashes could spawn, kind of like in the DayZ mod for ArmA 2, however I am aware there are scripts for this, so I decided to put this one at the lowest priority in the list.

 

That's all I have for now, but I would like to take a second to say that I admire what you are doing. I know you are just one person working on the mod, and I know it must be extremely time consuming (and probably sometimes frustrating) working on the mod, but I just wanted to give my advice on how it could improve in the future. Thanks for reading.

Edited by ArteyFlo
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Does anyone know how to force scenarios to no longer allow manual saves but rather rely on autosaves?

 

Also for my short MP ravage mission I'm making, I'm planning to implement a 5-second respawn delay but I want to make it so that it only happens when my player dies and not when he first spawns into the mission?

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4 hours ago, ArteyFlo said:

- It would be really cool if Heli crashes could spawn, kind of like in the DayZ

 

Hello there ArteyFlo !

 

There is a script for this :

 

Check also here:

Thanks !

 

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Quote

The "MP Persistency" option found in the "Save" module is still not working. It still randomly kills me and/or other players, and teleports our bodies into the ocean, while playing in multiplayer. I tried to enable "Sp saves" as a workaround, however resuming from saves seems buggy. Because it doesn't work, it drastically reduces the fun factor of the mod, because there's no viable way to save progress whilst playing in multiplayer. I listed this problem first because I feel it was the most important to list and therefore should have the highest priority on your to-do list.


Just curious. What mods are you running?

Why do you feel this bug is coming from the MP persistency setting? That setting only saves the character data with the mission. It has no effect on vehicles, tents or AI. It only saves the gear you keep on you between sessions. Over the last six months or so I've had a couple of random people suggest to me that they have had this bug on a mission of mine, but I have never been able to reproduce the bug. I have also seen this bug reported on Exile and Wasteland servers as well, so I'm not completely sure it is something related to Ravage. I suspected it had to do with respawn positions and random things that may be spawning in at the same time as a respawn. I can't recreate the issue though. I've spent way too much time on this topic. I ultimately just wrote it off that people are probably running too many mods and a conflict is causing a problem somewhere.

The saves work just fine for me and I've never had a complaint on them, except that one guy who was running 55 mods and couldn't grasp why long term stability for the mission was unattainable with a group of four people.

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7 hours ago, lv1234 said:

Does anyone know how to force scenarios to no longer allow manual saves but rather rely on autosaves?

 

Also for my short MP ravage mission I'm making, I'm planning to implement a 5-second respawn delay but I want to make it so that it only happens when my player dies and not when he first spawns into the mission?

 

Try look to enableSaving [false, false];

 

I think I was forced to call this every frame to override Ravage settings. Maybe this is not needed. I have foggy memory of this.

 

addMissionEventHandler ["Draw3D",
{
      enableSaving [false, false];

}];

 

or

 

addMissionEventHandler ["EachFrame", {
    enableSaving [false, false];
}];

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Waiting a few seconds for the module functions to finish should be enough.

By the way, if you want auto-saves only, the correct syntax would be enableSaving [false, true]  ;)

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2 hours ago, Donnie_Plays said:


Just curious. What mods are you running?

Why do you feel this bug is coming from the MP persistency setting? That setting only saves the character data with the mission. It has no effect on vehicles, tents or AI. It only saves the gear you keep on you between sessions. Over the last six months or so I've had a couple of random people suggest to me that they have had this bug on a mission of mine, but I have never been able to reproduce the bug. I have also seen this bug reported on Exile and Wasteland servers as well, so I'm not completely sure it is something related to Ravage. I suspected it had to do with respawn positions and random things that may be spawning in at the same time as a respawn. I can't recreate the issue though. I've spent way too much time on this topic. I ultimately just wrote it off that people are probably running too many mods and a conflict is causing a problem somewhere.

The saves work just fine for me and I've never had a complaint on them, except that one guy who was running 55 mods and couldn't grasp why long term stability for the mission was unattainable with a group of four people.

 

Here is the list of the mods that I use: 

CBA_A3

ASDG JR

3den Enhanced

Advanced Rappelling

Advanced Towing

Advanced Urban Rappelling

Ambient Combat Manager

Enhanced Movement

RHSAFRF

RHSUSAF

RHSGREF

RHSSAF

ADR-97 Weapon Pack (Official Mod)

CUP Weapons

CUP Units

NATO_Rus_Weapons_CBA

Altis_Guerrilla_Warfare

CUP Terrains - Core

AVON FM12 Respirator Pack

Chemical Warfare

CUP Terrains - Maps

AVON FM12 + Chemical Warfare Compat

B61 Nuclear Bomb

CUP Vehicles

FEMAL3 Heads

FEMAL3 Uniforms

KA Suitcase Nuke

L3-GPNVG18 Panoramic Night Vision

MAKTAC Insignia

MiddleEastWarfare

MRH Satellite

NIArms All in One

RussianGRU_mas

Specialist Military Arms (SMA) Version 2.7.1

TAC VESTS

TRYK [TRYK's Multi-play Uniforms]

ussocom_mas

WLA Addon

Arctic

ArmA 3 Custom Buildings - Original

Arma 3 Taviana 0.4.1

CUP Terrains - CWA

Esseker

Fallujah

Island Panthera 3.9

Kunduz, Afghanistan

Lingor+Dingor Island v3.82

Nam

Namalsk

Napf Island A3

Ruha

SNW Rura Penthe

Tembelan Island

VIDDA | ALPHA

X-Cam-Taunus (Version 1.1)

 

Yes, I know I use a lot of mods, but I haven't had any problems with them. I do not think my mods are the source of the issue. The bug only occurs when "MP persistency" is enabled. As soon as I disable it, the problems completely disappear. I know that "MP persistency" is the source of the problem. If it isn't the source, then it's definitely a contributing factor. I know the problem isn't my respawn markers (I have two dozen respawn markers placed throughout the map), as I have their variable names set correctly. Also, I'm guessing your last sentence was a jab at me. You should know that the people in my group all use the exact same mods, to avoid any potential problems from occurring. There's no way that "long term stability for the mission" shouldn't be attainable here.

Edited by ArteyFlo

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7 hours ago, GEORGE FLOROS GR said:

 

Hello there ArteyFlo !

 

There is a script for this :

 

Check also here:

Thanks !

 

 

I am aware of your heli crash script, I will give it a try later today. Thanks!

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@ArteyFlo, regarding your modset, unless you have a specific reason for using it, ASDG_JR has been part of CBA since August 2017.

 

quote from CBA GitHub...

Quote

 It is no longer necessary to use the standalone version of Joint Rails with CBA. It is recommended that you remove the standalone version as you may receive conflict warnings in your RPT. We are not aware of any actual conflicts but you should not run them both at the same time.

  

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