Jimmakos 168 Posted November 20, 2017 7 hours ago, lv1234 said: Okay now i'm stumped again....The thing i did above DID NOT make the ai stay still forlong...Eventually they started walking around. Anyone know how to make the ai stay still and still be able to turn around easily and shoot people? I dont want to limited them toshooting in one direction with disablemove ai disableAI 1 Share this post Link to post Share on other sites
haleks 8212 Posted November 20, 2017 this forceSpeed 0 should do the trick too. To cancel that, use this forceSpeed -1 1 Share this post Link to post Share on other sites
Sneakers O'Toole 2 Posted November 20, 2017 So can you sneak past zombies in this mod, or do they aggro simply based on proximity? Share this post Link to post Share on other sites
haleks 8212 Posted November 20, 2017 You can - depending on the time of day : at noon zombies will most likely spot you before you have a chance to sneak past them (something I'll need to tweak a bit), around dusk or dawn, it will be eaiser to go past them. 2 Share this post Link to post Share on other sites
lv1234 75 Posted November 20, 2017 7 hours ago, Jimmakos said: disableAI As stated before, I already tried that command with the move portion...The ai doesn't move (which is good) but the ai is still locked to shoot in one certain area or direction... I found that the hold waypoint seems to make the ai stay still but be able to shoot in any direction along with the "stay on position" from the 3eden enhanced. BTW love the 3eden enhanced mod, anyone planning to make scenarios should definitely use it. Makes life easier Share this post Link to post Share on other sites
MisterOth 76 Posted November 21, 2017 Hi ! I've set a mission on ChernarusRedux (verry good with ravage). Is there a way to prevent vanilla map to be looted ? I want to keep only the ravage edited map wich don't use Texture map view if it's possible. Also I've tried a script called R3F logistics and it work well with Ravage. You can then build your own base or barricade. It is easy to install I recommande to play the test mission to familiar yourself to see how the script works, Share this post Link to post Share on other sites
lv1234 75 Posted November 21, 2017 Does anybody know how to make it so that the ai can constantly keep following the path specified with the *move waypoints* and not veer off of it no matter what? Some of my wandering ai are doing that for some reason even when i made them "careless" and "forced hold fire" Share this post Link to post Share on other sites
Gunter Severloh 4048 Posted November 21, 2017 lvl234 see if my AI compilation list can help at some point in time someone asked the same question and i have it on the list, probably under waypoints. 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted November 21, 2017 I'll be updating the rusty guns with UI icons in the following Livery 6 Share this post Link to post Share on other sites
JumperKamper 0 Posted November 21, 2017 Hi I have problem with ambient AI with this error: Ravage: mission_init: unable to find any location on this terrain I make mission in bystrica map Share this post Link to post Share on other sites
haleks 8212 Posted November 21, 2017 That error means that Bystrica doesn't have any locations configured - and those are needed for the module to work. You can create them manually if needed : go to the Gamelogics tab, you'll find a few location gamelogics in there. I can't remember how they're called in Eden editor, but the following classnames will be detected by the module : LocationVillage_F, LocationCity_F, LocationCityCapital_F. Just place them as you see fit on existing towns & villages. The number of AI that will spawn depends on what type of location gamelogic you're using. Note that this method can be used to populate desert areas on any map as well, or increase the number of AIs in a specific spot. 3 Share this post Link to post Share on other sites
christian2526 68 Posted November 21, 2017 Indeed, Bystrica does not have any Location defined. Share this post Link to post Share on other sites
JumperKamper 0 Posted November 21, 2017 Thanks @haleks Share this post Link to post Share on other sites
Hans(z) 56 Posted November 21, 2017 Hey Haleks, someone uploaded Ravage on Steam!!! 1 Share this post Link to post Share on other sites
haleks 8212 Posted November 21, 2017 Yeah, I saw that... è_é It'll be taken down soon. Share this post Link to post Share on other sites
JumperKamper 0 Posted November 21, 2017 Hi I have another problem i can't use RHS Grenades My mods: Arma 3: ALiVE ASR AI3 Chernarus Redux Chernarus Winter Community Base Addons v3.4.0 CUP Terrains - Complete 1.3.0 CUP Terrains - Core 1.3.0 DS Houses Enhanced Movement Epoch Enhanced Armor Stats Esseker Left Shoulder Scripted Weapon Mag Repack [3.1.3] mao anims sway fix Mocap Moduload [0.5.2] Ravage Ravage Apex Ravage CUP Remove Stamina RHS: Armed Forces of the Russian Federation RHS: GREF RHS: Serbian Armed Forces RHS: United States Forces SFX Project Simple Single Player Cheat Menu TAC Vests TRYK's Multi-Play Unifrom's pack UISounds 2 Unlocked Uniforms WW AIMenu Share this post Link to post Share on other sites
lv1234 75 Posted November 22, 2017 Wow just lost all of my stuff after a crash..... :( This is why we make backups *sigh* Back to remaking the hilltop 2 Share this post Link to post Share on other sites
EO 11274 Posted November 22, 2017 9 hours ago, JumperKamper said: Hi I have another problem i can't use RHS Grenades... On 08/11/2017 at 1:01 PM, haleks said: Yeah, it's a compatibility issue Ravage has with 3rd party grenades; it's a configuration problem I'll fix eventually, but that's not high priority right now. 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted November 22, 2017 thanks to @reyhard I got two of the configs working and I am fairly happy with the result... Doing all the Icons today and getting the AK12 config working as well. The Lim turned out very well and I just need to look at adjusting the shine via the rvmat... :D Sorry for the full size pics 6 Share this post Link to post Share on other sites
vastiny 21 Posted November 22, 2017 Anyone have the classname for the Banknotes item? And preferably all the other Ravage-added items :) Ravage wiki doesn't have a page for these Share this post Link to post Share on other sites
Vandeanson 1677 Posted November 22, 2017 4 minutes ago, vastiny said: Anyone have the classname for the Banknotes item? And preferably all the other Ravage-added items :) Ravage wiki doesn't have a page for these rvg_money;) 1 Share this post Link to post Share on other sites
EO 11274 Posted November 22, 2017 5 minutes ago, vastiny said: ......And preferably all the other Ravage-added items :) Spoiler "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_canOpener", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_rustyCan", "rvg_hose", "rvg_guttingKnife", "rvg_tire", "rvg_purificationTablets", "rvg_flare", "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty" "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty", "rvg_matches", "rvg_canisterFuel_Empty", "rvg_Geiger", "rvg_docFolder", "rvg_toolkit", "rvg_antiRad", "rvg_sleepingBag_Blue", "rvg_foldedTent", "rvg_money", "rvg_notepad", "rvg_docFolder", "rvg_rustyCanEmpty", 3 Share this post Link to post Share on other sites
wasbob45 17 Posted November 23, 2017 Hello All. I just have a quick question, I am trying to make a Dayz style mission for me and my friends to play but I have encountered a roadblock. 0 = [this] call rvg_fnc_equip; this addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}]; I put it in the Init of the all three of the playable characters, and It worked when you first spawn, but when you Respawn the function does not work.I have tried to put the code into the .sqf file but to no avail. Could I have some assistance please. Secondly, I have traders that are playing a Ambient Animation, When there is combat I want the traders and their guards to quit the Animation and engage, but once all of the danger has been dealt with return to starting position and play the animation again. I have the animation right now so that when they hear danger they stop the animation and engage but they don't return to the animation they were playing. I have tried but I don't know what to do. Or can I only have them play and animation then quit when there is danger, and never play the animation again. Share this post Link to post Share on other sites
cosmic10r 2331 Posted November 23, 2017 7 minutes ago, wasbob45 said: Hello All. I just have a quick question, I am trying to make a Dayz style mission for me and my friends to play but I have encountered a roadblock. 0 = [this] call rvg_fnc_equip; this addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}]; I put it in the Init of the all three of the playable characters, and It worked when you first spawn, but when you Respawn the function does not work.I have tried to put the code into the .sqf file but to no avail. Could I have some assistance please. Secondly, I have traders that are playing a Ambient Animation, When there is combat I want the traders and their guards to quit the Animation and engage, but once all of the danger has been dealt with return to starting position and play the animation again. I have the animation right now so that when they hear danger they stop the animation and engage but they don't return to the animation they were playing. I have tried but I don't know what to do. Or can I only have them play and animation then quit when there is danger, and never play the animation again. create a file in the main mission folder where init.sqf and the description.ext are and name it onPlayerRespawn.sqf _unit = _this select 0; _unit spawn { _unit = _this; sleep 2; _unit call rvg_fnc_equip; _unit addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}]; }; That should work... i modified the one we use in escape a bit for what you want there... The traders one is much harder ... you would likely need to spawn a loop but animations are a pain... Share this post Link to post Share on other sites
pvt. partz 248 Posted November 23, 2017 Quote 6 hours ago, cosmic10r said: ......looks like I'll be getting a good neck workout, looking around for an alternative place to hide, when that S.O.B. jams! 1 Share this post Link to post Share on other sites