Realthinged 44 Posted January 1, 2018 Happy New Year, Haleks! Happy New Year to everyone! 6 Share this post Link to post Share on other sites
bl2ck dog 80 Posted January 2, 2018 @haleks, gents Not sure if it's correct way to share it, but we're running public Ravage server with couple of mods and team-work focused gameplay. Everyone welcome! Details in spoiler Spoiler http://www.3para-gu.com/forum/index.php/topic,18769.msg75779.html#msg75779 5 Share this post Link to post Share on other sites
tourist 617 Posted January 3, 2018 "Helmet Cam" Footage from our MP Event at December 30th: Part 1: Part 2: Part 3: Enjoy watching!!! 6 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted January 4, 2018 Trying to keep production up over the holidays lol, i just need to edit the polymer handguard and check the buttstock. 6 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted January 5, 2018 I was updating missions today on workshop. I have added a few fun little things that just make the sandbox experience a little more fun. I realized today... that some scripts have to placed in a specific order, and some missions require a different order. Does anyone know why this is or what the theory behind it is? Share this post Link to post Share on other sites
zenhatter 1 Posted January 5, 2018 Hi guys, I have been playing a few missions that use this mod, but so far I havent been able to find any loot, nothing on tables or even searching through lockers/boxes. I managed to find loot in one mission but it was only guns with no ammo or bino's. Anyone know the fix? 1 Share this post Link to post Share on other sites
EO 11277 Posted January 5, 2018 @zenhatter, it's entirely possible those missions your playing haven't been updated to account for the new loot system that was introduced with the latest version of Ravage... On 17/12/2017 at 1:38 PM, haleks said: - Mission makers will have to save and re-export their missions for the new loot module to kick-in and/or avoid errors. Sorry guys, there was no way around it... 2 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted January 5, 2018 8 hours ago, Evil Organ said: @zenhatter, it's entirely possible those missions your playing haven't been updated to account for the new loot system that was introduced with the latest version of Ravage... I keep getting loot comments as well and my workshop missions have all been updated. I recently tweaked things to basically remove specific types of loot from specific types of buildings to try and help. For example, I use a 1 for survival items in military spawns and my weapons and ammo are set to 50 and 60 so that weapons and ammo have a better chance of spawning. Even with a large difference in values, something still does not seem right. I rarely if ever find more than one item when I search now. Share this post Link to post Share on other sites
cosmic10r 2331 Posted January 6, 2018 57 minutes ago, Donnie_Plays said: I keep getting loot comments as well and my workshop missions have all been updated. I recently tweaked things to basically remove specific types of loot from specific types of buildings to try and help. For example, I use a 1 for survival items in military spawns and my weapons and ammo are set to 50 and 60 so that weapons and ammo have a better chance of spawning. Even with a large difference in values, something still does not seem right. I rarely if ever find more than one item when I search now. Post a link to the one with most comments Donnie...I will go in and poke around Share this post Link to post Share on other sites
fitzee 7 Posted January 6, 2018 Hi. I'm not sure if its a bug or intentional with new loot system. I always use cup content, before the latest update I would set cup content to use weapons and equipment, everything else set to 'no' except arma3 content set to limited. Looting worked good, mainly cup items for loot. Since the update with the same settings I tend to see 9 out of 10(if not all) weapon or ammo drops are defaut arma 3 content. Regards. Share this post Link to post Share on other sites
haleks 8212 Posted January 6, 2018 @fitzee: this is a known issue and will be fixed with the incoming update. 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted January 6, 2018 Production continues at Ravage Heavy Industry Corp. 9 Share this post Link to post Share on other sites
bl2ck dog 80 Posted January 7, 2018 @haleks, few problems/ideas to report: 1) gas mask disappearing from player's body in MP 2) most fuel stations on Malden act as vanilla and doesn't allow to refill fuel cans 3) repair/scavenge actions doesn't added to vehicles spawned during the mission with another script (i.e. from Garage) 4) please, add option to execute code for every ambient AI/zombie - needed to add experience system 5) if possible, could you make something like "unique loot area module" - I mean, like area with with very high loot yield and lot more zombies Share this post Link to post Share on other sites
Hans(z) 56 Posted January 8, 2018 (edited) Hi, I have a request for @haleks: 1)Could you please remove // signs infront of some RHS weapons (more specific AFRF rifles with NPZ rail)? I don't know any way, how to add weapons to loot list and equipment table without changing ravage PBOs, but I think there is a way to restrict AI spawns only with specific weapons, like in Haleks 28 years later. So you can add more weapons by deafault and mission makers will restrict spawning on their own taste. 2)Could you please add some new weapons from RHS.... I would appreciate vz.61 scorpion (it has been very common smg used by police) and suppressed makarov (for silent zombie li. Spoiler "rhs_weap_pb_6p9" "rhs_weap_savz61" This is the worst scope that I found so It could replace rakursk "rhsusf_acc_LEUPOLDMK4" 3)If you play and you are very lucky you find optics or colimator, could you please change (or delete) Rakursk colimator. Because it's absolutely useless due to lack of NPZ russian rifles and on the M4 front sight that cannot be folded, it block the crosshair. 4)And the last thing: What I have to do in order if I want to reduce spawning Bandit cars? I want one car is spawned only once i random location like 5km diameter and doesn't allow car respawn. If you play any ravage mission with car patrols enabled, you can kill bandit car, move past cleaning distance, then go back and there is new bandit car! Kind of unnatural that amount of cars in post apocalyptic world, on the top of that it affects FPS. I'm not able to repair lights on vehicles. When I open repair menu, there is irreparable light item and the same item appears multiple times. Edited January 8, 2018 by Hans(z) Share this post Link to post Share on other sites
haleks 8212 Posted January 8, 2018 @bl2ck dog: I will try to fix some of those issues for the incoming update, especially points 3 & 4 : shouldn't be too much trouble and it will be usefull for mission makers. @Hans(z): thanks for the suggestions; once I'm ready to implement cosmic's retextured weapons, I will most likely upgrade the gear module and review each addon support while I'm at it. 3 3 Share this post Link to post Share on other sites
bombajack 11 Posted January 8, 2018 On 7. 1. 2018 at 10:46 AM, bl2ck dog said: @haleks, few problems/ideas to report: 1) gas mask disappearing from player's body in MP 2) most fuel stations on Malden act as vanilla and doesn't allow to refill fuel cans 3) repair/scavenge actions doesn't added to vehicles spawned during the mission with another script (i.e. from Garage) 4) please, add option to execute code for every ambient AI/zombie - needed to add experience system 5) if possible, could you make something like "unique loot area module" - I mean, like area with with very high loot yield and lot more zombies 1) I confirm 2)I confirm 3)I confirm 4)i think good idea 5)Agree with it... 6)I miss option for edit traders table (cant edit what they will buy and sell) ..and can you do visible cash on "healty" screen? :) 7)Have trouble with MP mission....(Vehicle Ravage_ai no exist) REVAGE is a nice mod!Keep it up @haleks Share this post Link to post Share on other sites
cosmic10r 2331 Posted January 9, 2018 I think one thing that is a great idea already implemented in the uniform pool is a general class module so items can be inserted into the other classes too. So I'm not sure it thats easier as an extra module or in existing... But if one could essentially push any vest, item, rifle, into the loot pools via the existing system of a line that you can paste classnames into in a module.. Would likely put to bed a lot of the custom questions... even a line for pushing items into wreck loot etc.. In any case, something to think about in the long term... 2 Share this post Link to post Share on other sites
cosmic10r 2331 Posted January 9, 2018 8 hours ago, haleks said: thanks for the suggestions; once I'm ready to implement cosmic's retextured weapons, I will most likely upgrade the gear module and review each addon support while I'm at it. It's up to 33 guns now... config is 912 lines... I'm going for 50 here so I was wrong... config will be 1700 lines or so if I get to fifty lol 4 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted January 9, 2018 Late 2015 - 2016 ------------------------------------------------ Everything seemed fine. The Zeds had stayed in SP and seemed contained. Several tried to get a MP outbreak but it took some time for the infection to mutate and spread. The SP world had been ravaged but those in MP still felt safe... No one had seen anything suspicious on Altis to date... but on that fateful day on that lonely dedicated server... The worst had been confirmed... The outbreak had reached MP. Several urgent missives were sent to HQ and General Haleks responded... The Outbreak would not... no... could not be contained... What will 2018 bring? ------------------------------------------------------- 6 Share this post Link to post Share on other sites
haleks 8212 Posted January 9, 2018 Hello guys & gals! Here's a quick update on what's to be expected in the next release : Quote 148Tweaked : RHS loot lists tweaks. Zed LoS tweaks.Fixed : The Loot Module was causing framerate drops on dedicated servers. The Loot Module was failling to exclude vanilla weapons & mags. Vehicles spawned mid-game were missing several actions. Vehicles spawned via module were using an obsolete init script (causing unwanted behaviours).*New : Added Custom Event Handlers entries to all zombies via the Ambient Module: init, killed, firedNear & Hit. * Some of you guys know how long I have been struggling with the "exploding vehicles" glitch. Well, if the next update is not the end of it I'll be damned. 3 5 Share this post Link to post Share on other sites
Jackal326 1181 Posted January 9, 2018 Just now, haleks said: * Some of you guys know how long I have been struggling with the "exploding vehicles" glitch. Well, if the next update is not the end of it I'll be damned. That issue has been around for a while (since I was last active here), so hopefully your hours/days/weeks/months/years (delete as appropriate) of working on it have finally fixed it ;) Share this post Link to post Share on other sites
bl2ck dog 80 Posted January 9, 2018 @haleks Update looks awesome! Also, I've got a question: is there a way to customize vehicle list? I'd wanted to exclude RHS GAZ-233.. whatever number it is and Humvees and include Fox Surival Vehicles. Is there a way to include vehicle whitelist and/or blacklist into next update? Share this post Link to post Share on other sites
bl2ck dog 80 Posted January 10, 2018 @haleks Oh, I've forgot another issue. Zombies spawned by Zombie Horde Module does not despawn no matter how far player is. Not sure if that's intended behavior or not, but that makes those modules barely usable in persistent game. And another idea: players reported their bodies disappearing (probably BIS cleaner module's work), first idea was to exclude them from cleaning list. But then there is another one: spawn lootable zombie with all the gear player had. Feels pretty immersive and cool, but I have no idea how to script that. Aaand another thing I've just remembered... if player disconnects while standing on pier, on reconnect he will be glitched inside of it. My guess is setPos used instead of setVehiclePosition. Share this post Link to post Share on other sites
EO 11277 Posted January 10, 2018 Regarding rvg_fnc_returnDays.....any suggestions how to activate a trigger when player reaches the 30th day?...ideally for "mission accomplished" (I'd really like to pursue that "30 Days of Night" idea using those Arctic latitude settings I've been toying with.) 2 Share this post Link to post Share on other sites
tourist 617 Posted January 10, 2018 Hello fellow RAVAGERS! Today I proudly inform you about the publishing of my long-time project: Now the dreaded habitual disease of the Survivor, Loot Hoarding Disorder, is going to become even more severe... Enjoy some happy looting and don't stick your head too long into your backpack checking out all extra mags that have suddenly and miraculously become useable! 5 1 Share this post Link to post Share on other sites