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  On 1/9/2017 at 1:48 AM, das attorney said:

 

 

IDK; as someone who enjoys apocalypse themed things, I would say I really like the look, but then again, as someone who everyday tries to kill rust (I restore old VW campers for a living), then I would be of the opinion that the rust portrayed on those weapons is so deep it would fuck them to the point of not being able to be fired.

 

It's maybe like watching "The Dukes Of Hazzard", where the General Lee does all those cool jumps, but then you know in the back of your mind that it would have killed that car doing it in real life.  In some episodes, you can see the chassis bend as it hits the floor, but then they cut the camera to a different (unbent) General Lee and so everything is cool again.

 

If anyone's super-interested in the topic of rust, I can take some photos of some "innocent looking" rust and then I'll shot-blast it and you can see how deep and how destructive it really is.

 

I'm more of the opinion though that the screenies you guys showed are cool, and I'm happy to play with that knowing it's a bit of fiction.  TBF though, this is a zombie mod, so there is always a suspension of reality present while playing (in a very pleasant way ofc).

 

:)

 

 

Functionality wise I think it depends on how deep into the bolt and chamber the rust has gotten. Once it gets in to the feed ramp or bolt then you would certainly have feed issues, dry fires, cycling issues and ejection problems. 

 

In one of my rifles irl I had to switch to pmags because the stock mag didn't have a strong enough spring and it created all kinds of feeding errors from the mag well to the chamber. 

 

As I get a bit better at it I could look at having the different versions in a different state of rust decay. 

Some with light rust and some with deeper to give a bit of a different look. 

Any reference pics could help if it's easy. Although I do want them to be noticably rusty as an atmospheric immersion type thing even if it isn't wholly realistic...

 

I was chatting with EO and was joking that it would be cool to do the rpg in a bit of rust and give each shot a chance of being a dud

.. a clear the weapon jam thing would be kind of cool mechanic too altho it could get irritating if you die alot from weapon jams lol

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  On 1/9/2017 at 2:54 AM, AggrOnline said:

 

I thought about this mod but then the more time I watched the video the more I thought this is more of an Olympic kind of mod (archery) rather than hand crafted crossbows you would expect to see in a mod like Ravage..

 

something like this would be more suitable:

e: crossbow---functional-replica---miniatur

 

 

 

 

Heres your home made crossbow, lol

 

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Another question for you fine folks. Is there anything i can put in the init code of an object to make it have "water" in it? Such as a static prop tank or something. Not sure if thats possible. Thanks !

 

 

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mod does not work for me, when i activate it and CBA as soon as i get to the main menu of arma 3 its blank

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  On 1/10/2017 at 4:50 PM, Estron said:

mod does not work for me, when i activate it and CBA as soon as i get to the main menu of arma 3 its blank

 

Double check the folder structure... 

 

@ravage/addons/ all pbos in here

 

When u say blank... you mean a blank screen at the menu screen or blank as in ravage doesn't show up in the mod list?

 

 

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Can you see any of the single player demos under scenarios? It looks like you're missing the rvg_missions.pbo file.

Where did you download it from?

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  On 1/10/2017 at 6:07 PM, haleks said:

Can you see any of the single player demos under scenarios? It looks like you're missing the rvg_missions.pbo file.

Where did you download it from?

i tried both armaholic and steam versions they do the same thing

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  On 1/10/2017 at 6:07 PM, haleks said:

Can you see any of the single player demos under scenarios? It looks like you're missing the rvg_missions.pbo file.

Where did you download it from?

found it might be fixed

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  On 1/10/2017 at 4:50 PM, Estron said:

mod does not work for me, when i activate it and CBA as soon as i get to the main menu of arma 3 its blank

 

  On 1/10/2017 at 6:07 PM, haleks said:

Can you see any of the single player demos under scenarios? It looks like you're missing the rvg_missions.pbo file.

Where did you download it from?

 

My feeling is he downloaded it through SW from this mucus......

http://steamcommunity.com/sharedfiles/filedetails/?id=834242562&searchtext=ravage 

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  On 1/10/2017 at 6:09 PM, Estron said:

i tried both armaholic and steam versions they do the same thing

 

Do you have a link to that Steam version? It's an illegal one.

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Goddammit, another one... Thanks EO...

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By the way, I believe anyone can report an item from the workshop - you don't necessarily have to be the original author.

If you stumble upon any Ravage upload on steam (the mod - not missions let's be clear), and do happen to have two spare minutes, feel free to report it via that little flag button, and give a link to the OP in your report.

Steam might not do anything until I file a DMCA myself, but who knows?

 

Any help with enforcing the mod license is greatly appreciated. :icon14:

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What freaking bastards. Can't believe people actually do that.

Why don't you make an official steam download? Might solve this problem.

 

Edit: Flagged the link anyway.

Sent from my SM-G920F using Tapatalk
 

Edited by CrossGTX
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  On 1/10/2017 at 8:24 PM, CrossGTX said:

Why don't you make an official steam download? Might solve this problem.

 

The Steam Workshop isn't just a repository for storing mods and addons. It comes with a number of conditions, some of which may be quite objectionable. Most people don't care, but Haleks has said before that he doesn't like he terms as they are. Regardless, it won't solve the problem. It might stop some people from trying it, but the Workshop doesn't check other files to see if they match.

Flagging the link is very much appreciated. People downloading those fakes won't get any support and it'll leave them with a bad impression of Ravage.

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Is it possible to just place a 'rvg_foldedTent' in the editor so that I can utilize the init line for it?   I was able to place it using 'groundWeaponHolder', but I can't edit the init line that way (to my knowledge).

 

Thanks

Fire

 

Looks like quite a bit more to it then just an editor placement. It looks like Ravage needs to be running. The "folded tent" appears to just be a model until the camping_tent takes its place.

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@Firewalker : what exactly are you trying to do?

The folded tent is configured as a magazine, while the deployed version is an empty vehicle with container capacity - so whatever script you want to run on them will be different.

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I wanted to add a call in the tent init to run inidbi read/save/write as a test.  I have it working on ammo crates, but wanted to experiment with the tents.  I'm trying to learn the inidbi codes, but I'm not having a lot of fun doing it, lol.  I have player persistence working really well. If I could nail the tents I'd considered myself pretty much finished.  I don't care about vehicles, I want the Ravage cleanup and cache system to keep them cleaned up.

 

The reality is I just need to learn how to get inidbi to see the tents placed and start writing.

 

Fire

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Ok so yes, "Camping_Tent" is the classname you're looking for, but I can't remember if I made it available in the editor...

It's configured like any other box though, so you shouldn't be running into special issues. ^^'

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Alright, I'm at work right now - and supposed to be doing that, lol, so I'll check it out tonight when I get home and dig around some.

 

I'll let you know, thank you,

Fire

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@haleks ok using your version everything works, but when i try to spawn AI like for example a AI humvee with a 50cal trying to defend himself that you will see on a random in counter, when i try to test the game in play mode it just blows up. i dont understand why :/

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  On 1/9/2017 at 9:41 PM, DAGGER [111] said:

Another question for you fine folks. Is there anything i can put in the init code of an object to make it have "water" in it? Such as a static prop tank or something. Not sure if thats possible. Thanks !

 

 

 

Hey man, sorry for the late reply!

The code doesn't work that way, sadly : it checks for nearby objects and compare their name against an array of strings. Basically there is no way to add an object unless I change the string references myself.

What objects were you trying to add?

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  On 1/11/2017 at 4:20 PM, Estron said:

@haleks ok using your version everything works, but when i try to spawn AI like for example a AI humvee with a 50cal trying to defend himself that you will see on a random in counter, when i try to test the game in play mode it just blows up. i dont understand why :/

Are you using the "Vehicles" module? It has an option to damage hand-placed vehicles on the map.

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  On 1/11/2017 at 4:22 PM, haleks said:

Are you using the "Vehicles" module? It has an option to damage hand-placed vehicles on the map.

let me do more experimenting, this is my first ever mission 

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