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On 16/01/2019 at 8:12 AM, Valken said:

My biggest gripe of DayZ, Breaking Point, Origins, Epoch and etc... was that there was no other objective other than to stay alive.

 

Yes, yes, yes! I absolutely agree with you.

 

As some of you know, I spent over ten years making films for a living (which is why my YouTube videos are such high quality - ahem). One of the great things about film is that it's linear and has an ending. How you implement the ending has a tremendous effect on how the film is received. A good ending has people coming out the cinema feeling buoyant and enthused.

 

Yet games don't seem to place as much emphasis on this (even as they claim to be more cinematic). The problem with survival games is exactly what you said - they're a bit of a letdown when there's no ending. If a game has no end, I just play until I'm bored - and that means that the feeling I carry as I leave that game is one of boredom. A good game ending can have the same effect as a good ending to a film - you come away feeling positive and cheered.

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I still think the best ending to any survival mission is to simply escape, It taps in to our natural instinct to any bad situation we find ourselves in and also provides a very simple objective. What happens in-between is up to the imagination of the mission maker, but the ultimate goal to escape can provide the player with the same feeling of euphoria that a good movie ending can provide....cue rousing music, mission accomplished screen, roll the credits, fire up "The Gonk". 

 

 

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5 minutes ago, RZNUNKWN said:

(I don't know how to post images to be seen directly)

 

 

Once you've posted your image to Imgur, drag your image up into a new tab, then copy/paste that new address directly into the forum. You should then get a fullscreen image. :f:

 

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i think every survival mission should have a tank somewhere hidden:))

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i have that thing, that i always want to build a base in a survival szenario to hoard my loot and have a place to cycle back after a loot run and dig in...  :) so for me actually, the show must always go on

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I think for coop gameplay escape or defeat a big threat that require to loot military gear and vehicle its the best way.

 

For PvP a kind of TvT sector control with ticket should be great too for smaller map like Malden or Stratis, for exemple the owned sector will generate good loot,  good vehicle and few friendly AI, like this only the ravage character persitency is required + add a ticket on each Z killed so if a side got a low amount of ticket few player can go on a Z hunting session to farm ticket.

 

Ravage just need one thing to be perfect, a very dangerous infected like the Demons from ryan mods, very fast with a lot of HP and a scary sound.

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On 14/1/2019 at 6:26 AM, MuRaZorWitchKING said:

Ahhh! Totally Forgot about loot spawners!! :face_palm:  And I even run one in my missions!! Lol Thanks @GEORGE FLOROS GR!!  :thumb:

 

Thanks also MuRaZorWitchKING !

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On 14/1/2019 at 6:35 AM, MuRaZorWitchKING said:
  Hide contents

this addaction ["Recruit Unit", "\ravage\actions\recruit.sqf","", 1, false, true, "", "alive _target && {group _target != group _this}"];  this addaction ["Dismiss Unit", "\ravage\actions\dismiss.sqf","", 1, false, true, "", "alive _target && {group _target == group _this}"];

 

Just adding also some similar examples from my GF Missions script :

 

How to ex:

//________________	GF_Missions_addaction_Join_Disband_Officer	________________

this spawn GF_Missions_addaction_Join_Disband;

 




//________________  Author : GEORGE FLOROS [GR] ___________ 16.12.18 _____________

/*
________________ GF Missions Script ________________

https://forums.bohemia.net/forums/topic/219080-gf-missions-script/

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
*/

			
//________________	addactions available	________________
//	GF_Missions_addaction_Join_Disband
//	GF_Missions_addaction_Join_Disband_Officer
//	GF_Missions_addaction_Join_Disband_Prisoner
//	GF_Missions_addaction_Release_Tie_Prisoner




//________________	GF_Missions_addaction_Join_Disband	________________

GF_Missions_addaction_Join_Disband = {
[_this, 
[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Join Group", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		[_target] joinSilent _caller;	
		[_target, _actionid] remoteExec ["removeAction"];
		
		[_target,[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Disband", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		_Group = createGroup west;
		[_target]  joinSilent _Group; 
		_target removeAction _actionId;
		_target spawn GF_Missions_addaction_Join_Disband;
    },
    [],1.5,true,true,"","true",8,false,"", ""
]] remoteExec ["addAction"];
    },[], 1.5,true,true,"","true",8,false,"",""
]] remoteExec ["addAction"];
};
publicVariable "GF_Missions_addaction_Join_Disband";


//________________	GF_Missions_addaction_Join_Disband_Officer	________________

GF_Missions_addaction_Join_Disband_Officer = {
[_this, 
[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Officer Join Group", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		[_target] joinSilent _caller;	
		[_target, _actionid] remoteExec ["removeAction"];
		
		[_target,[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Disband Officer", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		_Group = createGroup west;
		[_target]  joinSilent _Group; 
		_target removeAction _actionId;
		_target spawn GF_Missions_addaction_Join_Disband_Officer;
    },
    [],1.5,true,true,"","true",8,false,"", ""
]] remoteExec ["addAction"];
    },[], 1.5,true,true,"","true",8,false,"",""
]] remoteExec ["addAction"];
};
publicVariable "GF_Missions_addaction_Join_Disband_Officer";


//________________	GF_Missions_addaction_Join_Disband_Prisoner	________________

GF_Missions_addaction_Join_Disband_Prisoner = {
[_this, 
[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Prisoner Join Group", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		[_target] joinSilent _caller;	
		_target setCaptive false;
		_target enableAI 'MOVE';
		[_target, _actionid] remoteExec ["removeAction"];
		
		[_target,[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Disband Prisoner", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		_Group = createGroup civilian;
		[_target]  joinSilent _Group; 
		_target setCaptive false;
		_target removeAction _actionId;
		_target spawn GF_Missions_addaction_Join_Disband_Prisoner;
    },
    [],1.5,true,true,"","true",8,false,"", ""
]] remoteExec ["addAction"];
    },[], 1.5,true,true,"","true",8,false,"",""
]] remoteExec ["addAction"];
};
publicVariable "GF_Missions_addaction_Join_Disband_Prisoner";


//________________	GF_Missions_addaction_Release_Tie_Prisoner	________________

GF_Missions_addaction_Release_Tie_Prisoner = {
[_this, 
[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Release Prisoner", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		[[_target,'Acts_ExecutionVictim_Unbow'] remoteExec ['switchMove']];
		_target enableAI 'anim';		
		[_target, _actionid] remoteExec ["removeAction"];
		
		[_target,[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Tie Prisoner", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		[[_target,'Acts_ExecutionVictim_Loop'] remoteExec ['switchMove']];
		_target disableAI 'anim';	
		_target removeAction _actionId;
		_target spawn GF_Missions_addaction_Release_Tie_Prisoner;
    },
    [],1.5,true,true,"","true",8,false,"", ""
]] remoteExec ["addAction"];
    },[], 1.5,true,true,"","true",8,false,"",""
]] remoteExec ["addAction"];
};
publicVariable "GF_Missions_addaction_Release_Tie_Prisoner";


//________________	GF_Missions_addaction_Join_Disband_Hostage	________________

GF_Missions_addaction_Join_Disband_Hostage = {
[_this, 
[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Hostage Join Group", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		[_target] joinSilent _caller;	
		_target setCaptive false;
		_target enableAI 'MOVE';
		[_target, _actionid] remoteExec ["removeAction"];
		
		[_target,[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Disband Hostage", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		_Group = createGroup civilian;
		[_target]  joinSilent _Group; 
		_target setCaptive false;
		_target removeAction _actionId;
		_target spawn GF_Missions_addaction_Join_Disband_Hostage;
    },
    [],1.5,true,true,"","true",8,false,"", ""
]] remoteExec ["addAction"];
    },[], 1.5,true,true,"","true",8,false,"",""
]] remoteExec ["addAction"];
};
publicVariable "GF_Missions_addaction_Join_Disband_Hostage";


//________________	GF_Missions_addaction_Release_Tie_Hostage	________________

GF_Missions_addaction_Release_Tie_Hostage = {
[_this, 
[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Release Hostage", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		[[_target,'Acts_ExecutionVictim_Unbow'] remoteExec ['switchMove']];
		_target enableAI 'anim';		
		[_target, _actionid] remoteExec ["removeAction"];
		
		[_target,[
    "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Tie Hostage", 
    {
        params ["_target", "_caller", "_actionId", "_arguments"];		
		private _target = _this select 0;
		private _caller = _this select 1;
		private _actionId = _this select 2;
		[[_target,'Acts_ExecutionVictim_Loop'] remoteExec ['switchMove']];
		_target disableAI 'anim';	
		_target removeAction _actionId;
		_target spawn GF_Missions_addaction_Release_Tie_Hostage;
    },
    [],1.5,true,true,"","true",8,false,"", ""
]] remoteExec ["addAction"];
    },[], 1.5,true,true,"","true",8,false,"",""
]] remoteExec ["addAction"];
};
publicVariable "GF_Missions_addaction_Release_Tie_Hostage";

 

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On 16/1/2019 at 12:19 PM, bl2ck dog said:

I use custom gear list

 

On 16/1/2019 at 12:14 PM, Vandeanson said:

I keep having troubles with ravage AI units spawning without uniforms.

 

Guys if you like check also to my script for auto random loadout :

 

Spoiler

Notes:

It will detect the enabled Mods , without editing lists.
There are 3 options available :
1 = Load every Mod + Bohemia items , 2 = Load every Mod - No Bohemia items , 3 = Load Bohemia items Only

 

There is an exclude list available or add in the init of a unit:
this setVariable ["Var_GF_ARL", true];
Extended options about the loadouts , are available.
It is also included a mod version , posible to unpack and edit.

 

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How do I find the list of AI units spawned for Opfor and Indep in Ravage? I want to use GF script to change their loadout.

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11 minutes ago, CHICKENLICKEN said:

How do I find the list of AI units spawned for Opfor and Indep in Ravage?

 

I think that says in the 3d editor ravage for the spawned units, ( if i remember right  !)

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19 minutes ago, GEORGE FLOROS GR said:

 

I think that says in the 3d editor ravage for the spawned units, ( if i remember right  !)

Thanks I found it under FIA.

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@kodabar +1 to the story; I have tried to build some kind of end goal into my RAVAGE missions for exactly that purpose. 

 

@damsous I made use of some very basic savegame mechanics of the ALIVE mod.  At the very least, even on a map NOT indexed for ALIVE and therefor NOT allowing to save AI position/health/inventory state it saves very reliably the position/health/inventory state of players and named containers (boxes & vehicles) or containers that were accessed by the player at least once and thus became part of the "player logistics" array within the ALIVE savegame (again, boxes & vehicles).  Sometimes "loose" weapons put into cars don't get saved, but if you put these into a box or a backpack and load these into the car via ALIVE logistics, even that works. 

 

This lead me to a hacky, cheap and simple way to save task states: Once tasks are completed, either players or named boxes receive a "token" item into their inventory via a trigger that checks conditions like

!alive this_guy_who_must_die or token_1 in items player or token_2 in itemCargo box 1.  These token items get saved when I make an ALIVE server save and thus are still in the respective inventories when I load this save. The tasks then briefly appear as "assigned" after loading the mission and then get set to "succeeded" again once the triggers checking the player or box inventories have kicked in.  Where do I get different and discernible token items from? Mostly HEROS Survive mod; it has a ton of cool inventory items that make sense as a token, e.g. a human skull. Now if THAT isn't the right token to check for a killed HVT, i dunno...:f:

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2 hours ago, Vandeanson said:

i have that thing, that i always want to build a base in a survival szenario to hoard my loot and have a place to cycle back after a loot run and dig in...  :) so for me actually, the show must always go on

 

I am an insatiable hoarder, constantly stuffing my vehicle with items I'll probably never going to use but it's an addiction! I can't help it!

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@all: ready, willing and able for some MP action at the weekends; one thing to check out for sure is @bl2ck dog 's persistent mission - sounds like an awesome lot of fun & I had a good time with an earlier version of it when trying  it some time ago. Or I host a mission on my dedi server, can be one of my "story" missions from SWS or anoth mission of your choice.  Only major drawback for most of you is probably my timezone.  I'm German and that means CET.

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On 17/1/2019 at 11:58 AM, haleks said:

I want to make sure the zed spawn process is working properly before continuing with more ambitious changes.

Balanced zombies spawns around groups of players.

 

Quote

I'm waiting on your feedback about zombie spawns guys; if it causes issues I will revert on it over the week-end and implement a different solution in another patch.

 

Has anyone been able to test this on a server with many players yet?

 

It is very important that we give Haleks some feedback on this but sadly my provider will be out this weekend so I won't be able to test it until next week.

 

Anyone with servers don't forget to check and comment on this please =)

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4 hours ago, EO said:

I still think the best ending to any survival mission is to simply escape

I have missions that follow one another, once you escape one and play the next, the next is what happened after you escaped... ;) this adds kind of a series like feeling, just need to add story to the second one Haha 

 

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3 hours ago, Vandeanson said:

i think every survival mission should have a tank somewhere hidden:))

I have multiple, but they aren't hidden, they have a 2 kilometer search radius in a "Dead militarized zone", and their lights and searchlights are locked to "ON" so good luck hiding in the woods from them lol :razz:

 

thought I'd add some serious difficulty so i gave it a spin and its a nice touch, that way you need to be seriously geared up to go into the "Lost bunker" and gather the resources from there ;)

 

and of course there are empty ones along the map, you just have to find good places to look! :don11:

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Added a severe Weather script with hypothermia to the Ravage Weather Release thread, can be checked out here:

 

Spoiler

 

 

Enjoy! :)

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Just now, GEORGE FLOROS GR said:

Very nice !!

I also finally installed notepad++!! You were right about editing with it! So much easier! :)

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