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57 minutes ago, Ulmann said:

Can I make trader with my custom massive of things?

 

Good idea , but i can't answer.!

I don't think though with the existed ravage scripts.

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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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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;)

  • Thanks 1

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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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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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