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Does it spawn AI on the amazing Beketov map? I just met zombies. Spectator showed me only AI spawned by another mod (DAC).

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Question: in MP, how do you manage the number of Zed spawned?

There are two variables in the module setting: 

The first indicate the number of Zombies / player. 

The second...I'm not exactly sure what the second does. Is it the maximum of Zed present at the same time on the server?

(Sorry, I'm not in front of my game, I do not remind the names of the variables and the module setting name)

 

So, by example:

First variable : 50

Second variable : 250

 

Does it means it will spawn 50 Zombies par player connected (so for 6 players 300 zombies), up to a maximum of 250 zombies present at the same time on the server ? 

 

Yep you got it right : the global setting is there to make sure the number of zombies doesn't go crazy when a lot of players are connected (basically, each computer spawns its own zombies, as long as the global limit isn't reached).

 

Does it spawn AI on the amazing Beketov map? I just met zombies. Spectator showed me only AI spawned by another mod (DAC).

 

You should see an error message at mission start if the spawn system doesn't work on this map. You can also check the debug module : if you see the "hostile presence" markers on your map, then the dynamic triggers have been successfully created.

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You can also check the debug module : if you see the "hostile presence" markers on your map, then the dynamic triggers have been successfully created.

OK, would you please have a look? Ravage only seems to create hostile areas in the very south west. In the mission, I placed one AI module and set the multiplier to 4.

Maybe it is something about map size detection?

http://images.akamai.steamusercontent.com/ugc/481145169467750258/F47F59952A8DA74814EAE485EDB2A20821FCA625/

The groups you see in the screenshot are from DAC.

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That looks weird - I'll look at Beketov configs, but it seems that dead_kennedy hasn't finished the locations ones.

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I have been dabbling in the eden editor with Ravage. I have figured out how to spawn loot, AI and zombies and get everything the way I want it, but I'm struggling to get the respawn option to work for some reason.

 

In the editor am placing the respawn point on a spot on the map but when I test it out and die it only gives me the option to restart? Can anyone help point me in the right direction?

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I have been dabbling in the eden editor with Ravage. I have figured out how to spawn loot, AI and zombies and get everything the way I want it, but I'm struggling to get the respawn option to work for some reason.

In the editor am placing the respawn point on a spot on the map but when I test it out and die it only gives me the option to restart? Can anyone help point me in the right direction?

Respawn isn't available in the Eden editor's test mode - you have to save it as a scenario and load it there in order to use it.
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Hello

 

It is possible to disable the red points in the map, or other blue and green for AI ?

 

And Haleks is your other mods (Discipline and UU) also included in this Ravage mod ?

 

Thanks

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Hello

 

It is possible to disable the red points in the map, or other blue and green for AI ?

 

And Haleks is your other mods (Discipline and UU) also included in this Ravage mod ?

 

Thanks

For the markers, debug needs to be turned off in the AI module in the

Editor

UU and discipline are separate and not included

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UU and discipline are separate and not included

 

Actually they are. ^^

(At least some parts of it for Discipline, UU is 100% implemented except for the optionnal files.)

 

@MisterOth : double-check your difficulty parameters too.

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I have been dabbling in the eden editor with Ravage. I have figured out how to spawn loot, AI and zombies and get everything the way I want it, but I'm struggling to get the respawn option to work for some reason.

 

In the editor am placing the respawn point on a spot on the map but when I test it out and die it only gives me the option to restart? Can anyone help point me in the right direction?

respawn only works in multiplayer instances (LAN and Internet gameplay)

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Hey guys,

 

I reworked my Ravage LUT for Real Light.

It broke with the Apex Engine Update so here we go:

 



Hope you like it!

 

Regards

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Neat! It does add a lot to the atmosphere - very nice work as usual mate!

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I have another question. I am working on a multiplayer mission with Ravage in the eden editor. I have everything very close to what I want. I'm using the TRYK mod to apply custom uniforms to the players. The problem I have, every time someone dies and respawns, they come in wearing the same generic clothes, instead of the custom loaded clothes they started with originally.

 

Is there a way to set the uniforms to consistently respawn the same?

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I think you have to config a respawn inventory for that, more infos here and there.

I haven't messed yet with the new respawn systems, so more experienced players might have a better/quicker solution.

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Hey guys,

 

I reworked my Ravage LUT for Real Light.

I

 

This looks amazing and I would love to try it. However, I just spent almost two hours of my life trying to figure out how to properly extract everything. The process and instructions on your site were too difficult for me to follow. I just spent two hours on it and it's still not working. I followed the process step by step, but some of the instructions did not match up with each step I was following, and some of the steps did not have clear enough instructions.

 

I'm not sure what I'm doing wrong. I have been wanting to use this LUT system for about a year now. Just can't get it to work. Is there a way you could post clear, step by step instructions?

 

For example... just on the main download page for real light 7...it says for me to copy the files below to my arma 3 main game directory...

 

ReShade Folder

â–° ReShade.fx

â–° ReShade32.dll

 

The problem... the bottom two files are not there to be copied.

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I'm new to the editor. Have spent a ton of time over the past couple of weeks tweaking things and messing around. I have no clue how to mess with scripts. I'm only able to do things in basic eden editor, as of right now. Just not there yet.

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This looks amazing and I would love to try it. However, I just spent almost two hours of my life trying to figure out how to properly extract everything. The process and instructions on your site were too difficult for me to follow. I just spent two hours on it and it's still not working. I followed the process step by step, but some of the instructions did not match up with each step I was following, and some of the steps did not have clear enough instructions.

 

I'm not sure what I'm doing wrong. I have been wanting to use this LUT system for about a year now. Just can't get it to work. Is there a way you could post clear, step by step instructions?

 

For example... just on the main download page for real light 7...it says for me to copy the files below to my arma 3 main game directory...

 

ReShade Folder

â–° ReShade.fx

â–° ReShade32.dll

 

The problem... the bottom two files are not there to be copied.

In case of just color changing the ArmA PP effects should be enough. Easy to use: @recolor. Press ESC ingame, click recolor Icon to the right.

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donniepcgames, gave you a few info in PM

 

I really appreciate the info you sent me, but it was like reading a foreign language I've never seen before.

 

I'm brand new to mission making, and have absolutely no clue how to edit scripts. I only know how to use the basic, eden editor.

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In case of just color changing the ArmA PP effects should be enough. Easy to use: @recolor. Press ESC ingame, click recolor Icon to the right.

 

This is actually a really cool mod. Thanks for pointing it out. I really want to try LUTS out and in particular the Ravage color scheme. It looks great! For whatever reason, whenever I follow each step, it causes a crash and my game will not load. I did all the steps several times and would start completely over each time, and had the same end result. I will play around with recolor and see what I can come up with.

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I use ArmAs postprocess effects, which you can see in recolor, pretty often. Per mission, that is. Because e.g.: a) Tanoa is too colorful for me B) for Chernarus I prefer the old ArmA 2 colors c) brownish colors for postapoc scenery d) Beketov map needs more contrast e) etc.etc.

Don't know if you have any benefit from external PP injectors, if you do not need their other functions like AA, sharpening etc...

Here's the PP effect I use for Altis, it's brown, but not as much as Haleks offers in his editor module.

https://forums.bistudio.com/topic/183264-ravage-mod/page-157#entry3080488

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Hi everyone, quick update on the update!

 

The final Release Candidate is almost ready for testing - except for a couple critical issues I recently discovered :

- The vehicles caching system fails to detect wrecks (I'm talking static objects, not the fixable ones) and therefor fails to cache them...

- The total number of spawned vehicles can cause crashes in SP, even with the caching system.

 

As a result I'm re-factoring big chunks of the wrecks spawning system; those spawned by Ravage will use an experimental virtualization system à la ALiVE : most of them will only exist as stored data unless there's a nearby player.

This should allow extreme amounts of vehicles & wrecks on any map with close to no performance hit. Incidentally, it will also pave the way for Vehicles persistency. ;)

 

The vehicle caching system will still be available as an option for hand-placed vehicles or stuff spawned by other means.

Hopefully, everything will be ready when 1.64 hits stable.

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Gentlemen Ravage fans, after a few days work and my support for Haleks and his amazing fun mod I present you the

 

Official Ravage Mod Fan's Utube Channel

https://www.youtube.com/channel/UCjXp9bLRLx8g-7BHGCD9xgA

The ravage channel uses a custom banner thanks to Haleks, i had a banner on the channel previously that he wanted to adjust a bit so i used

his current new banner on the 1st page of the thread which fits nicely.

 

Features of the channel:

  • Links at bottom right of the banner to the release thread here, to the Armaholic download for the mod, and to the official Ravage wiki
  • Compiled playlists for specific subjects, from short gameplays, reviews, previews, missions in sp, and mp, how to videos, full play throughs

Suggestions,ideas, and or adjustments?

If anyone has any suggestions to further improve the channel be it renaming playlists, moving certain videos from one playlist to another, or even adding vids that i

missed and there are a few then please let me know.

 

Btw I used Haleks Avatar here on the forums for the channel.

I plan to record a video for the channels intro soon.

 

Please subscribe to the new channel and support Haleks and his Awesome mod, also if anyone has any new ravage videos that you would like to see on the channel,

you can post them here, or send me a link and I will add them where you specify based on the subject, like full playthrough, coop, ect,.

 

Haleks you can add the channel to the first post now ;)

 

New WarMod for Ravage

In other news I wanted to announce a new mod I am working on, for those of you who know my work in the community for the WarMod series,

I am planning on building a custom WarMod version for Ravage I call RavWarMod, and I have spent the last 3hrs doing research on all the addons and mods for it,

I will be creating a WIP thread soon, so any and all discussions about the mod will be on that thread.

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