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Nice to see you guys from the Daizy SP front doing some ArmA 3 now...

Is there a proper method of turning Ravage weather processing off (except crawling through your pbo myself)? I want to do weather myself (I prefer many clouds, no wind, and no rain at all in such a scenario).

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Nice to see you guys from the Daizy SP front doing some ArmA 3 now...

Is there a proper method of turning Ravage weather processing off (except crawling through your pbo myself)? I want to do weather myself (I prefer many clouds, no wind, and no rain at all in such a scenario).

If you want to edit the demo mission, just comment the line refering to "rvg_weather" in the init file. ;)

 

Haleks, I want to try to have the radiation on certain areas of the map, while having better loot in there. Explained better in the quote below.

 

 

 

[...]

 

 

Edit @ 2255 Hours: I just thought of something interesting. Can I use both the manual placement and on top of that the random placement for radiation via the module at the same time? I was thinking about making a mission on Esseker, and it would be interesting to have any military areas(if there are any) be irradiated, plus on top of that, random radiation elsewhere. That way, I only know where a few spots are, but I don't know where the rest are.

What you're asking regarding loot & radiations won't be possible with the current code, sadly.

Also, yes, you can totally combine manually placed rad triggers with the module. ;)

 

There are still AKs without the DTK muzzle break :D

Crap, I forgot to replace the camo and desert variants! é_é

By the way, is it me or the "_dtk" variants don't exist for rhs_weap_ak74m_camo_npz & rhs_weap_ak74m_desert_npz?

Thanks for checking & reporting anyway!

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Crap, I forgot to replace the camo and desert variants! é_é

By the way, is it me or the "_dtk" variants don't exist for rhs_weap_ak74m_camo_npz & rhs_weap_ak74m_desert_npz?

Thanks for checking & reporting anyway!

You may be right. Let me check.

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Haleks, I want to try to have the radiation on certain areas of the map, while having better loot in there.

 

 

Oh, and does anyone know a good snow map that is compatible with Ravage? I don't care if it's smaller.

What you're asking regarding loot & radiations won't be possible with the current code, sadly.

Also, yes, you can totally combine manually placed rad triggers with the module. ;)

 

 

Hmm... Maybe if I got another loot mod to combine the two? Have weapons and what not at the military one? Hmm... I still have RickB's Items...

 

 

Also, I'm really serious about that Snow Map.

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Thx. Haleks for your reply.

Snow map? Yeah! I'm totally enthusiastic about Chernarus_Winter, please add mission support for it!

On withSix it is @Ravege btw.

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May I ask the same question please for music? Is there also an easy possibility? Thing is, I wrote a neat little music mod fpr myself which randomly plays this creepy kind of shit but also I can easily configure the min/max of pauses in between tracks.

EDIT, seen it. execVM "\ravage\code\scripts\system\music.sqf";

 

If you want to edit the demo mission, just comment the line refering to "rvg_weather" in the init file. ;)

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Small bug report: Color tinting is off as default (fine for me, I don't like it... too strong). In order to turn it on I have to turn it off first (but it already was off), then on. (via 0-0)

I'm on dev branch. ArmA complains about a statically linked object in the Altis mission btw.

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Oh, and does anyone know a good snow map that is compatible with Ravage? I don't care if it's smaller.

 

Check out HELVANTIS.....works well with Ravage.  ;)  

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I've started working on a basic hunting thing. But I just realized I don't have any 3d model for pieces of meat... :/

If any of you guys have knowledge with 3d programs (I sure don't have any) and some spare time, what would you say about modelling raw & cooked meat?

Some rabbit would be just fine. ^^

 

Anyway it's no big deal, worst case scenario meat chunks won't have a defined model and will use the same placeholder as watches.

I also have plans regarding other survival features, but first I would love to hear how you guys are handling the radiations in the current version... ;)

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As soon i read your last i 've done some "quick and dirty" work.
The catch is I HATE BIS tools on ArmA3 more than i hate them at previous titles.
So..my crappy model is here at 30x20cm with 2*(256x256)texture variants to whoever loves *more than me BI's tools..
*added*
..and yes i understand it doesn't look much like a Rabbit :D
 Meeeeaaat_zpsc7chtkc3.jpg

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Not sure what ure talking about Giorgy. .. those look great ;)

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I've started working on a basic hunting thing. But I just realized I don't have any 3d model for pieces of meat... :/

If any of you guys have knowledge with 3d programs (I sure don't have any) and some spare time, what would you say about modelling raw & cooked meat?

Some rabbit would be just fine. ^^

 

Anyway it's no big deal, worst case scenario meat chunks won't have a defined model and will use the same placeholder as watches.

I also have plans regarding other survival features, but first I would love to hear how you guys are handling the radiations in the current version... ;)

I could offer you my service, but unfortunately I've quit ArmA for quite a while. (Raged quit over popularity :/)

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As soon i read your last i 've done some "quick and dirty" work.

The catch is I HATE BIS tools on ArmA3 more than i hate them at previous titles.

So..my crappy model is here at 30x20cm with 2*(256x256)texture variants to whoever loves *more than me BI's tools..

*added*

..and yes i understand it doesn't look much like a Rabbit :D

 Meeeeaaat_zpsc7chtkc3.jpg

Man, it's perfect for my needs : I don't think players will get to see the 3D model too often (as the item will most likely never quit the inventory, except to be consumed), so having a generic model isn't a problem at all.

Nice job mate - thanks for taking the time to do it!

 

@Ranwer135 : Sorry to hear that, though I'm not sure I understand why you stopped.

I hope you don't see the modding scene as a popularity contest mate! It's probably the best way to be frustrated one way or another...

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@haleks

 

Question about the disabled artificial light sources - are they permanently disabled, or did a config edit just set their default state to off vs. on?  I was thinking about finally being able to utilize portable generators...  :P

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@haleks

 

Question about the disabled artificial light sources - are they permanently disabled, or did a config edit just set their default state to off vs. on?  I was thinking about finally being able to utilize portable generators...  :P

I've set various buildings to use the "off" version of the 3d model - since light sources seem to be directly tied to the model itself.

Eventhough the light effects haven't been deleted, technically it's going to be difficult to switch those lights back on : you would have to use the "on" version of streetlamps, and that model isn't used anywhere anymore in Ravage configs...

So yeah it's safe to say they are permanently disabled. :/

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@Haleks

 

If there is anyone who wants to finish the job plz contact me with PM preferably (we dont want to create more clutter)

Dont forget to mention the preferred file-form ;)

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Haleks,

 

Hate to say this, but I just tried resting for 6 hours, and it actually went 7. Personally, I could care less, but wanted let you know.

 

On another note, I ran into a pretty good fire fight with 5 bandits, and it was a pretty good fight. (I'm the one running without AI mods for the first time in forever). I guess the boys in the upper office really have made some improvements to AI...

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First I would love to hear how you guys are handling the radiations in the current version... ;)

 

I actually took a really long nap earlier today, and I'm going to go back to bed shortly. Suffice to say, I haven't ran across radiation yet in my map yet since it's still not done. Just need to try to get one script. Specifically, I want to be able to loot building supplies for EDN Fortification from trash piles, but I want it to have a 50% chance of failure(Saying that I haven't found anything), and for it to take 5 seconds for an animation. The code on this thread works great as a general spawn, but you get loot each time and can spam it. And I only want to get one or two pieces of loot at a time. Could be a great thing to put in the main mod actually. Dig through the trash to try to find something good. Code itself will be on a pastebin.

 

Loot Code

http://pastebin.com/xemw3LCZ

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I've set various buildings to use the "off" version of the 3d model - since light sources seem to be directly tied to the model itself.

Eventhough the light effects haven't deleted, technically it's going to be difficult to switch those lights back on : you would have to use the "on" version of streetlamps, and that model isn't used anywhere anymore in Ravage configs...

So yeah it's safe to say they are permanently disabled. :/

 

Alls well. Plenty of other possibilities to mess around with... :D

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Hey Tyger, you have any ideas of mods that add "Portable" placeable lights? I run with Zeus on when I'm finishing up an FOB, and I want some lights inside it and facing outwards, lighting up a large swath outside, with much dimmer lights inside. Oh, and is there any way where I can have a single vehicle pre placed on the map, and when I get moved to one of the spawn points, the vehicle gets moved with me?

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Check out HELVANTIS.....works well with Ravage.  ;)  

 

Nice map, gonna go have a play with this

 

@everyone else:

 

Updated Esseker mission will be up soon.

I have released my mission on the Steam workshop to reduce the clutter on this thread 

 

Main Version:

http://steamcommunity.com/sharedfiles/filedetails/?id=556843265

 

Walkers Version

http://steamcommunity.com/sharedfiles/filedetails/?id=556849013

 

EDIT:

 

Was wondering if anyone is good at making ig cinematics and would like to help. Drop me a pm......

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@LaurenTyler

 

 

portable lights can be placed with map editor in the places you want them, it worked for me (I have to say I didn't try to set them with "on/off" possibility)

here is one example of portable light added on my map for ROADS:

 

vPvcDz.jpg

 

yu6avU.jpg

 

 

like it use to be on ARMA 3, lights are "ON"  by default 24/365..... when it is day time, the lights cannot be seen then...

there is a script on Armaholic to switch lights on and off

 

http://www.armaholic.com/page.php?id=24220

 

I didn't try it myself. seems to work for some kind of lights, might be worth to try with other class names of lights.


to spawn a vehicle where you spawn too (if you have several random spawn points at the begining of your mission) you can use this method (used by Haleks for the showcase )

 

use "creatVehicle" command from BIS

 

example of scripting to create the burning vehicle in the showcase

(vehicle player) setpos [_pos select 0, _pos select 1, 0]; // this line to set the position of the player 
_posV = [_pos, 5, 5, 1, 0, 35, 0] call BIS_fnc_findSafePos; // this line set the  variable "position of an object" taking player's position as reference and calling BIS function to find a "safe" position.
if (isNil "_posV") then {
_posV = getPosATL (((getposASL player) nearRoads 10) select 1);
}; // those lines set  variant positions of the variable for the spawning vehicle 
_vehicle = createVehicle ["Land_Wreck_Car2_F", _posV, [], 0, "NONE"]; //this create the vehicle and set its position near the player (using the variable
_vehicle setDir (direction player - 187); _vehicle setVectorUP (surfaceNormal [(getPosATL _vehicle) select 0, (getPosATL _vehicle) select 1]);// this set the "direction" of the vehicle in reference of player's position

here the class name is for a wreck "Land_Wreck_Car2_F" but you can place the vehicle of your choice (it will be affected by the RAVAGE vehicles module if you place one until you delayed the spawn of the vehicle itself after all Ravage functions have be settled up )

 

to set the parameters  see here : https://community.bistudio.com/wiki/createVehicle

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@rsoftokz

 

Okay, if I want two Ammo Boxes(containing basic building supplies for EDN Fortifications) to be teleported with me and to be right next to the vehicle, what do I do there? I use the unarmed Oshkosh M-ATV with everything removed from the trunk. This removes an unfair advantage by having a good gun with plenty of ammo. I just start with a Uniform, Vest, Backpack, Hat, Gasmask, a pistol and a few chemlights. The Pistol has a light and suppressor fitted. I only have 4 Magazines totaling 60 Rounds and no med supplies. Where does that vehicle script go? Separate SQF started by init.sqf? Oh, and preplaced vehicles are undamaged. How can I get the damaged look on them without causing them to have any damage?

 

Edit at 2332 hours: I'll give that light switch script a try. See if it works on the lights in Ravage.

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wooo..... crates to be teleported with you....

 

Hum I guess you'll have to  make the same type of scripting but whit your crates instead of the vehicle...

you'll have to script what's inside the crates, what the position and direction of the crates will be....
the conditions for the teleportation....

it won't be easy , but it is not impossible (Rydygier used teleportation in Pilgrimage....)

 

and yes this script will be in a separate sqf you'll have to call from the init or a trigger (but in your case  from init)

 

I'm new in scripting, so Haleks or some others might be better than I am to give you some advices.

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