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Good to see Ravage back again.

 

Has anyone tried Massi's weapons and Tryk's uniforms on Ravage since the update? Did they work? I used them in the Ravage sample mission but they didn't seem to have any effect at all.

TYRK works, as far as massis i dont know

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Good to see Ravage back again.

 

Has anyone tried Massi's weapons and Tryk's uniforms on Ravage since the update? Did they work? I used them in the Ravage sample mission but they didn't seem to have any effect at all.

TRYK works, as far as massi's I don't know..... ;)..... :P

 

EDIT......let me re-phrase that.....TRYK works with the uniform override option found in the ambient zombie module.....https://forums.bistudio.com/topic/183264-ravage-mod/?p=3035760

I believe the sample mission only supports CUP, RHS and WarfareThai mods now.....Haleks will confirm or deny. 

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TRYK works, as far as massi's I don't know..... ;)..... :P

 

EDIT......let me re-phrase that.....TRYK works with the uniform override option found in the ambient zombie module.....https://forums.bistudio.com/topic/183264-ravage-mod/?p=3035760

I believe the sample mission only supports CUP, RHS and WarfareThai mods now.....Haleks will confirm or deny. 

 

Confirming.

 

I totally forgot to mention it, but the demo mission uses the new Equipment Pool module, wich is set to use weapons from RHS and any gear from RHS, CUP & warfareThai.

If you guys want to edit the mission settings, I can provide an unpacked version for Eden Editor.

 

Remember that this module and the mods it supports is WIP. ;)

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Hey haleks! Would it be possible to add a custom lootlist option to your equipment pool module that will look for a specific named .sqf file in the mission root directory (rvg_customlootlist.sqf for example)?? So that I can specify exactly what I want spawning?

 

Also I was wondering why you moved away from massi's weapons? I never used RHS but the CUP weapons are good but most use custom mags so a lot of different ammo spawns whereas massi's weapons will use stock ammo. Not saying to change it but was just curious?

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Hey haleks! Would it be possible to add a custom lootlist option to your equipment pool module that will look for a specific named .sqf file in the mission root directory (rvg_customlootlist.sqf for example)?? So that I can specify exactly what I want spawning?

 

Also I was wondering why you moved away from massi's weapons? I never used RHS but the CUP weapons are good but most use custom mags so a lot of different ammo spawns whereas massi's weapons will use stock ammo. Not saying to change it but was just curious?

 

The loot system is bit more complex to handle, so that's not really planned at the moment, sorry (note that you can already affect the loot lists with the equipment pool settings).

 

As for Massi's weapons and other addons that were previously supported, I didn't have the time to adapt the lists to the new Equipment Pool module - the update was a bit rushed.

I will add them back in the near future. ;)

 

EDIT : Very good point about Massi using stock magazines (I wish more modders would do so). I advice using weapons from one mod only when using the Equipment Pool if you guys want to avoid headaches...

That was one thing I was trying to work around with dynamic lists in the previous versions, but those were becoming way too complex to maintain. That's one of the reasons behind the new module.

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It looks like there is a bug in which the ammo for a Zafir won't load into the gun, rendering it useless. Could be with the engine but I can use it fine in other game modes.

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It looks like there is a bug in which the ammo for a Zafir won't load into the gun, rendering it useless. Could be with the engine but I can use it fine in other game modes.

That was actually happening in the last version also. I have noticed that there seems to be two "different" 150 round mags though. They won't stack together. I recently had three of those mags in the same backpack. Two stacked together, one stayed by itself. I believe one of them will load into the zafir.

 

Fire

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Nice! New Update!

Tried 1 hr and found that my equipment pool is just including vanilla weapons and gears.

I use RHS Thai and CUP. But did not find any mods gears and weapons during the sample mission. Just original gears and weapons.

Really confusing. Have anyone got the same issue like this? Any solutions? Thanks a lot!!

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I advice using weapons from one mod only when using the Equipment Pool if you guys want to avoid headaches...

 

I'm having great results with weapons from RHS, gear from CUP and Thai.  ;)

 

v136 is the most awesome update. 

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I actually prefer niarms/hlc to all the other weapon addons, but I suspect it would be easier for Haleks if those of us interested would compile the classnames for him.

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I actually prefer niarms/hlc to all the other weapon addons, but I suspect it would be easier for Haleks if those of us interested would compile the classnames for him.

 

That's the spirit!......we all in this together Bro'  ;)

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considering todays developments...

 

cough

 

Incoming

 

Cough

 

Ravage - Escape Tanoa

 

Cough

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Tao Folding Map mod is one thing I've run into recently which is very awesome, however it doesnt work with Ravage sadly. If anyone knows how to implement this and can help Haleks it would be nice to see this in the game. Not only it looks cool, but also it's very useful for orientation when you're fleeing from zeds.



As for NIARMS i.e. HLC weapon pack mod, I do have that scrip where you can have AI use some weapons you state (it was posted here earlier), but it would be nice to have some of those ARs as default loot in military barracks. Personally I dont like vanilla weapons which are in the game namely .223cal (5.56x45) rifles Mk20 looks terrible and TRG21 while having nice sights is not favorite weapon of mine because it's bullpup design. EMR is fine looking weapon but it is ridiculously heavy (almost as heavy as anti-materiel rifles) and weight is something I'm rather concerned in Ravage - I like to travel light, I even pick and choose which backpack to use to balance weight and carrying space.

I've found rebreather and gas mask while playing last night, and it's rather ineffective IMO. I'm not sure if you've tested this Haleks but player still gets rads quickly even when having those two items (location is military camp with 5-6 of those big domes near airfield). Such combo should give like 20-30 minutes of time to loot until we get 100 rads.

Proposal: make protection items give more time for looting but balance it by having to obtain oxygen scrubber charge for rebreather, gas-mask filter for gas mask of course, and say "protection materials" for NBC protection suits.

New stuff - Missions / Traders - here is a nice idea about how to implement these modes:
Requirement is having a radio to get a mission (from trader)
Requirement is having a map to know where the mission is located
Mission should give you XP and when you accumulate enough you'd get a random hi-end gear or common useful items (NVGs, scopes, sniper rifles, anti-rads, water purification pills, food, FAKs etc) as prize from trader 

Most of you have played Stalker game so I'm pretty sure you know how this work. Get a mission from trader via radio (e.g. kill 20 zeds in some area, bring canister of fuel, get a car fixed, eliminate bandits, obtain sample of White Plague virus from military installation, stuff like that). I've seen missions done in EPOCH mod I think - it was Frankie's video where he said he needed to investigate corpses for XP. I havent played that mod, but those who have might give more details if they're familiar with that.
https://youtu.be/thZ9VDj0kDs?t=1m8s

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Tao Folding Map mod is one thing I've run into recently which is very awesome, however it doesnt work with Ravage sadly. If anyone knows how to implement this and can help Haleks it would be nice to see this in the game. Not only it looks cool, but also it's very useful for orientation when you're fleeing from zeds.

This works fine for me with ravage

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@lecter : I will take a good look at the rad protections and re-test them.

Regarding your suggestions, I have a lot of things planned - and more or less began work on a trading system - but right now the priority is to finish the modules overhauling and enhance compatibility with third party addons and vanilla content.

 

As I'm sure you guys have noticed, Ravage isn't super vanilla-friendly at the moment : Altis & Stratis look change drastically and makes it impossible to create "pre-end of the world" missions on those maps (ruined buildings, no street lights etc).

Said changes relies on config tweaks, wich would cause dependency issues if I was to do the same for CUP Terrains.

 

But all that stuff should be history as of next update : Ravage v137 should improve integration to stock content & mods. I'm working on a new module to apply damaged textures to any kind of building (if it has such textures/models) and disable artificial lights on the fly.

It seems to be working well on Arma3 + CUP terrains (I can't wait to test it on Tanoa!). That means Ravage will no longer modify structures & lamps unless you want to do it via the module. Incidentally, that makes it easier for me to have Ravage Apex-ready. ;)

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Hey thanks Haleks. Can't wait play it on Tanoa...

BTW, just recognized MCC also has some nice AI/armed civilian/vehicle driver spawning modules which spice up missions.

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i have been playing on Tanoa in dev build and i must say it works VERY well with mods like this. Now if only the loot would spawn in the new tanoan buildings ;)

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But all that stuff should be history as of next update : Ravage v137 should improve integration to stock content & mods. 

 

v137 Middle-Eastern teaser...... ;)

W6h04oO.jpg?1

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Authentic bandit squads look good too..... 

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  • Mods used: CUP, WarfaeThai.
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The loot system is bit more complex to handle, so that's not really planned at the moment, sorry (note that you can already affect the loot lists with the equipment pool settings).

 

As for Massi's weapons and other addons that were previously supported, I didn't have the time to adapt the lists to the new Equipment Pool module - the update was a bit rushed.

I will add them back in the near future. ;)

 

EDIT : Very good point about Massi using stock magazines (I wish more modders would do so). I advice using weapons from one mod only when using the Equipment Pool if you guys want to avoid headaches...

That was one thing I was trying to work around with dynamic lists in the previous versions, but those were becoming way too complex to maintain. That's one of the reasons behind the new module.

This was also the reason I had figured it would be a good idea to allow us to manage the custom loot lists, so you wouldn't have to. That way whatever mods a server runs can spawn loot according to what addons they prefer. There are so many good addons out there that it would be near impossible for you to maintain lists for them all. Even if it was a module in game that would allow us to put the loot in, like the custom uniform section for the zombies. One section for weapons\civilian, one for weapons\military etc. Make a module for weapons, one for ammo, one for items etc. I just think it would be less work for you if that list was modifiable!

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So ive been using ravage since i found out about it and just want to say I LOVE THIS MOD! Me and my friend are playing the crap out of it atm.

We've hit a problem tho. Idk if any 1 brought this up lately..But zombies don't seem to be spawning right like they used to? Either they spawn once and then thats it or they dont spawn at all? Any ideas? Or is this being fixed?

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This works fine for me with ravage

I dont know mate, it doesnt work for me. Probably some other mod is in some conflict with this one then :/ I did try it out in editor and it works there, but it doesnt work in Ravage. When I press SHIFT+M it opens regular map for me. :unsure:

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