katipo66 94 Posted May 11, 2016 Yes i use chem lights but they have a limited life span? and attract the AI, at night time even when its very dark you are still able to see albeit very limited, thats the effect im after, not just totally black screen. Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 12, 2016 I noticed the darkness to but we found a more powerful flashlight created better immersion then adding ambient light. It is very difficult to see at night tho and that's why I added the lights to the ai as well... that way you get some type of reference for them... otherwise it's just bullets coming from a black screen Share this post Link to post Share on other sites
katipo66 94 Posted May 12, 2016 Yeah man, i really like using the flashlight with arma at night, as you say its very immersive and looks and feels very real, especially running around in the fields and forested areas... the default flashlight could be a bit brighter imo. Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 12, 2016 Yeah... agreed. The default brightness is like carrying around a candle in one of those little holders lol... BB configured a much brighter one... did you see the flashlight vid on the previous page... I got another I will put up here to Share this post Link to post Share on other sites
katipo66 94 Posted May 12, 2016 I saw but didnt notice they had more brightness on the flashlight, i did second time around... nice, is it part script/mod available somewhere? sorry to OP for going OT slightly :) Share this post Link to post Share on other sites
gaverio 100 Posted May 12, 2016 Nonetheless if you post those so-called "Not officially supported" mods..it *might be a chance to identify possible culprits. Certainly. These are some: Comunes = Commons as in "the ones I don't play without" And the Ravage ones + others 1. Cooking food works just fine for me. 2. Survivors do follow the player - I have not had any problems. 3. Same as raiders / renegades - no problems with those either. 4. Using consumables with multiple uses (antirad pills, toolbox, purification tablets etc. is not bug - it's just how it goes. The game rounds them on each in the following line e.g. if you have 1 bottle of antirad pills with 5 uses, other with 3, then it will use from first bottle twice then continue to use from each of the bottles. You can use magrepack mod to combine 3 partial items into one full item - for example 1 bottle of 2 anti rad pills and 3 with 1 pills in them can be combined into one bottle of 5 uses. Question: That radiation warning sign on 2nd picture - is that part of the mod (cause it's not showing for me anywhere) or you use some tweaks to mark radiation zones? Ok... 1 - No problem here. I'll just have to find matches and paper or eat it raw, like a manly man. 2 & 3 - I'll try without ASR_AI3 since I think it's the only one that changes A.I. behavior. 4 - Got it. Answer: I saw one near Kavala. I don't remember the exact location of the one in the picture, sorry. Thanks for the replies guys. Goodbye 1 Share this post Link to post Share on other sites
Lecter 66 Posted May 12, 2016 Certainly. These are some: Comunes = Commons as in "the ones I don't play without" And the Ravage ones + others Ok... 1 - No problem here. I'll just have to find matches and paper or eat it raw, like a manly man. 2 & 3 - I'll try without ASR_AI3 since I think it's the only one that changes A.I. behavior. 4 - Got it. Answer: I saw one near Kavala. I don't remember the exact location of the one in the picture, sorry. Thanks for the replies guys. Goodbye It's a rather long list of mods you have there - so it would be hard to pinpoint the problem. Try experimenting in Editor using Ravage scenario i.e. load only Ravage + CBA and give your character meat and matches. Add mods one by one after that to see when you wont be able to cook food. Maybe like that you can find out. I dont know, I'm not very good with mods. Share this post Link to post Share on other sites
giorgygr 61 Posted May 12, 2016 *List of mods* Sorry man. The moment i clicked on the spoiler button ..i instinctively changed page to visit u porn. For me it's a big list with lots of potential culprits :/ 1 Share this post Link to post Share on other sites
lucasgn 0 Posted May 13, 2016 Hi man first off nice mod, it's incredible thanks for bring us. I've gotten doubt, this mod made my Lamps [on] disappear is there a solution thanks? and some objetcs Land_LampHalogen_F, Lamp (Halogen) [on] disappear like the others lamps ThANKS Share this post Link to post Share on other sites
gaverio 100 Posted May 13, 2016 Question: That radiation warning sign on 2nd picture - is that part of the mod (cause it's not showing for me anywhere) or you use some tweaks to mark radiation zones? Found it. It's It's a rather long list of mods you have there - so it would be hard to pinpoint the problem. Try experimenting in Editor using Ravage scenario i.e. load only Ravage + CBA and give your character meat and matches. Add mods one by one after that to see when you wont be able to cook food. Maybe like that you can find out. I dont know, I'm not very good with mods. No no...thanks for the explanation but that is not what happens. I can cook in the fires I make, no problem there. I know about a city full of raiders, divided in groups. Each group is around a campfire (pre-made). Those campfires are the ones I'm referring to. Sorry man. The moment i clicked on the spoiler button ..i instinctively changed page to visit u porn. For me it's a big list with lots of potential culprits :/ I fail to see the connection between mods lists and pornography....but whatever....don't sweat Share this post Link to post Share on other sites
tc63 2 Posted May 13, 2016 THIS!!! (in bold formatting) the saving should be limited to "all clear" state definitely. Saving by having a campfire near as a condition is a rather nice idea (kinda reminds me of Dark Souls and bonefires) :D I dont know about humvees in that mod (I dont use it) but that sounds indeed like something that is ruining the game balance. Maybe a mag or two is okay, possibly a weapon or optics, but loads of guns?! Nah, humvee should not be an arsenal. I also think that having 4 FAKs in AI offroads once we eliminate the opposition is too much. 1 FAK per vehicle should be in order - after all, who carries 4 FAKs in their cars nowadays? On the side note, I tried playing with ACE and it's alright - a bigger challenge for healing, but what definitely made me remove ACE is that there are no vital items for long range shooting i.e. rangecards, Vector rangefinder, ATragMX and Kestrel 4500 device in loot table which are necessary to set the optics. Using full auto on weapons will make you have that ringing tone in ears because there are no earplugs as well. ACE compatibility would be awesome, but it's probably too much of a pain in the neck to implement. Can't say I've played Dark Souls, but in Fallout Tactics and Xcom there was an Ironman mode that meant you could only save once you'd returned to a base, creating some hard decisions when one of your team died as to wether you accepted their fate or had to replay hours of gameplay. It would stop simply reloading the game whenever you do something silly like crash your car or get jumped by raiders and expend all your precious ammo. I've only just started to get back into Arma scripting/modding after a 12 year break, so I'm sure there is a lot for me to catch up on, but I'll have a go at drafting a script to be added into the mission that adds an autosave on sleep so long as there are no enemies that know about the player in a radius and see if I can do one for the fireplace too as well. Share this post Link to post Share on other sites
tortuosit 486 Posted May 14, 2016 On Porquerolles Island the ambient AI units are ordered into the water... http://images.akamai.steamusercontent.com/ugc/495771811048238345/8D37D781BFD75D9B1B8377BABF0FACB2225F2D9B/ I have seen error messages on Taviana_A3; do you have to make island specific configurations? And looking forward to your update :) Share this post Link to post Share on other sites
haleks 8212 Posted May 14, 2016 On Porquerolles Island the ambient AI units are ordered into the water... http://images.akamai.steamusercontent.com/ugc/495771811048238345/8D37D781BFD75D9B1B8377BABF0FACB2225F2D9B/ I have seen error messages on Taviana_A3; do you have to make island specific configurations? And looking forward to your update :) Woops, looks like CBA's taskPatrol doesn't mind setting "naval" waypoints... ^^ I'll try to tweak that, thanks for the reports mate (MCC seems to be a usefull debugging tool)! @Gaverio : Regarding gorka uniforms : I may need to update my unlocked-uniforms addon, it probably doesn't have the recent RHS additions... The AI becoming unresponsive around zombies is caused by my poor attempts at making them more responsive (hum)... I will remove the AI fiddling for the next update, but Arma AI is often clueless when it has to deal with hordes of zombies. Share this post Link to post Share on other sites
Coul 11 Posted May 14, 2016 Hey Haleks any ETA on the next update? :D Found out the custom buildings in napf are MBG buildings Share this post Link to post Share on other sites
gaverio 100 Posted May 15, 2016 @Gaverio : Regarding gorka uniforms : I may need to update my unlocked-uniforms addon, it probably doesn't have the recent RHS additions... The AI becoming unresponsive around zombies is caused by my poor attempts at making them more responsive (hum)... I will remove the AI fiddling for the next update, but Arma AI is often clueless when it has to deal with hordes of zombies. So you're saying you didn't update it? Then something weird is happening (probably my long list of mods) 'cause I was able to use not 1 but the 2 different gorkas RHS has (green and yellow) in the same gameplay. Couldn't dress my A.I. though. The A.I. thing i noted as well with or without ASR_AI3. Thanks for the reply. Bye Share this post Link to post Share on other sites
haleks 8212 Posted May 15, 2016 So you're saying you didn't update it? Then something weird is happening (probably my long list of mods) 'cause I was able to use not 1 but the 2 different gorkas RHS has (green and yellow) in the same gameplay. Couldn't dress my A.I. though. The A.I. thing i noted as well with or without ASR_AI3. Thanks for the reply. Bye Yeah that's a little trick I use in the demo mission to allow the player to wear pretty much anything without the need for custom configs (such as unlocked_uniforms), but that probably won't work on the AI. That being said, I may have another idea to test for this... Share this post Link to post Share on other sites
Coul 11 Posted May 17, 2016 Haleks do you think you can add in melee weapons? 2 Share this post Link to post Share on other sites
gaverio 100 Posted May 17, 2016 Yeah that's a little trick I use in the demo mission to allow the player to wear pretty much anything without the need for custom configs (such as unlocked_uniforms), but that probably won't work on the AI. That being said, I may have another idea to test for this... Thanks for the clarification. And I'll be eagerly awaiting for that new idea. Bye Share this post Link to post Share on other sites
tortuosit 486 Posted May 17, 2016 Haleks, maybe you should try the ArmA 1.6 dev branch... Under 1.6 it does not seem to spawn survivors. At least it does not here. Have already seen script errors in spawn_survivor.sqf, I think it was undef. variable. Share this post Link to post Share on other sites
katipo66 94 Posted May 18, 2016 Haleks do you think you can add in melee weapons? Or any melee capability to help if the player is unarmed, to expand on this a bit more... its damn near impossible to lose those running zombies even with just the clothes im wearing... BB's advanced movement helps a lot but they have the ability to run through walls, doors everything once they start chasing you, and they never fatigue, i have managed to lose them in forested areas if i spot them early enough but these guys are goddam track stars. Another thing is they need a tackle animation, its actually a lot fun trying to out run them but a big anti climax once they catch up to you as they only stop and do their arm strike, it would be more awesomeness if they were limited in their running capabilities like only being able to sprint in short bursts but had some tackle capability too knock you to the ground. Some type of ability to barricade in buildings would be great. I get these things are not easy or even possible but its nice to dream of possibilities. 2 Share this post Link to post Share on other sites
Lecter 66 Posted May 18, 2016 Or any melee capability There is a melee mod for Arma 3 called MOCAP (I tried it in Ravage with equipped weapon) however it's very useless I'd say. To be honest, I'd love to have this melee item (maybe making the fire axe equipable into rocket launcher slot if it can be done?) Share this post Link to post Share on other sites
zooloo75 834 Posted May 19, 2016 Congrats on the mod Haleks, I'm hooked! It's 3:30AM right now and I can't stop playing this in single player! Feels like a real wasteland with a Fallout kind of atmosphere! Very nice mod! 2 Share this post Link to post Share on other sites
haleks 8212 Posted May 19, 2016 Thanks Zooloo! Funny that you should mention Fallout... This one is my new pet project for the mod, and will be my little test-bed for new game mechanics such as trading or (old school) radio shows. No ETA for now. ^^ @tortuosit : thanks for the report, I'll make sure everything works for 1.60 : a few things are broken on the RC, so you can expect a small update soon. 3 Share this post Link to post Share on other sites
EO 11275 Posted May 19, 2016 Melee weapons and Arma don't seem to work well together, could be the reason there are no prominent melee weapon mods. I can recall using a katana from some weapons pack I forget the name of....It was entirely useless for killing zeds in Ravage, without putting yourself at extreme risk.....I mean who wants to get up close and personal with festering Infected.....another downside to using melee weapons would/should be the effects of fatigue on the player, pulling a trigger from a safe distance conserves more energy than swinging an axe around your head. Implementing melee weapons that are effective in combat would take a fair amount of work for very little gain. (my opinion of course, Haleks may see it differently) The addition of an axe or other improvised tool for chopping wood etc, would be much more beneficial. Long and short arms are not hard to find in Ravage. Just my 2 cents. :) Share this post Link to post Share on other sites
Stian GH 13 Posted May 19, 2016 Hey haleks, I'm having some bad issues while playing Ravage with my mate. We're playing: Arma 3 v1.58 Listening server (not dedicated) Version 0.1 of the escape mission by Bad Benson, Evil Organ, Tourist & CosmiC Mods: CBA_A3 Arma Enhanced Movement CUP Weapons BloodLust Blastcore Tracers A3 - FoxFort Edit Blastcore: Phoenix Blastcore: Skies L Align L armFatigue L Immerse L NV L Suppress LAxemann's DynaSound LAxemann's Enhanced Soundscape Mag Repack Unit SFX Ravage We keep getting crashes. Every once in a while, after maybe 15min, maybe 30min, there's a 0xC0000005 memory error, sometimes "The memory could not be written", sometimes "The memory could not be read". It would've been kinda livable if it wasn't for the fact that usually (but not always, wtf) this crash corrupts the save and we have to start all over again; Dunno how many times we've looted that damn lighthouse by now! I've Google'd around, but couldn't find anything which fixed the issue. I suspect, but am not sure, that it might have something to do with saving. (Or maybe there's a misused array somewhere i.e. trying to read an out-of-bounds index?) To test if the issue was related to saving, I slightly modified the last few lines of MPsave_init.sqf: systemChat "Initiating multiplayer save loop."; while {alive player && !isMissionEnded} do { systemChat "Saving character..."; uiSleep 3; call rvg_fnc_saveMPplayer; uiSleep 3; systemChat "Character saved."; uiSleep 60; }; It just prints some text 3 seconds before saving (to give me some time to notice it) and confirming the save after another 3 seconds, and also limits saving to once per minute. I added the 1 minute delay because I thought that maybe the save would sometimes take a little too long, and another save call would overwrite mid-way through the first save, causing corruption. I haven't actually had a chance to play with this modification for long enough for there to be a crash yet. Will report back to you if the crash occurs within 3 seconds of "Saving character..." having been printed. While I haven't had a chance to test for the crash, I did discover that something is definitely up about the save loop: It is running several times in parallel. While playing, I've seen the loop running 3, 5, 8, etc. times in parallel, meaning: I initially get 5x "Initiating multiplayer save loop." prints, then 5x "Saving character..." prints, and then 5x "Character saved." prints. And sometimes those prints are happening with different delays, sometimes interleaving. So even with the 1 minute sleep, there is a whole bunch of saving happening simultaneously. Imagine what it's like when it saves every second (which is the current published state of the script). I also discovered that this multiple simultaneous loops issue does not occur when testing from the 3D editor ("Play in Multiplayer (MP)"). You have to host it normally. My friend, who's using these same modifications and connects as a client to my listening server (not dedicated), also get's multiple printouts. I also added this as a first line to fn_writeSave.sqf: diag_log format ["%1, %2", time, "Ravage: Writing save file."]; I'll get back to you with a RPT when we're unfortunate again :/ Share this post Link to post Share on other sites