haleks 8212 Posted March 17, 2018 Hi everyone! I got good news and I got bad news. Good news : I have finally identified what was causing zombies to stop attacking targets. Some of the recently added module parameters weren't applied properly in missions created before the 149 update, as a result some key functions were missing critical data and stopped working. Simply saving and exporting the mission again from the editor does fix this. Bad news : This is unexpected behaviour and I'm unable to actually fix the issue so far. That means if you stumble on a mission with non-working zombies, you'll have to ask the author to update it (or do it yourself). It's just a matter of re-exporting the mission. I've updated the mod to 154 : the demo missions are now 100% working. I've also reverted all cfg tweaks made to vehicle sounds : the Tank DLC is bringing some nice changes in that area. See the OP for the download link. Enjoy! 13 3 Share this post Link to post Share on other sites
TK-7919 Aster 12 Posted March 17, 2018 Sweet, thanks again for your work on this great mod Haleks, and thanks to the forum users for their advice on my issue with looting actions getting delayed. Indeed, it works well when I disable other mods like ACE or Ryan's Zombies, but I like these mods so I'm using another loot and survive mod right now (from RickB, no problems so far). However, I have another issue: The mission I'm making have me (and a few friends later) spawning in a boat in random locations at the beginning. When I enable MP persistency, I spawn under water at grid 0,0,0, at mission start, but the spawn works nicely when I disable this feature. Any ideas maybe ? Thanks ! Share this post Link to post Share on other sites
Jimmakos 168 Posted March 17, 2018 1 hour ago, TK-7919 Aster said: However, I have another issue: The mission I'm making have me (and a few friends later) spawning in a boat in random locations at the beginning. When I enable MP persistency, I spawn under water at grid 0,0,0, at mission start, but the spawn works nicely when I disable this feature. Any ideas maybe ? Thanks ! Can you disable the vehicles caching system from the module and test your mission again w or w/o the MP persistency. As far as I remember there isn't a specific way to exclude vehicles from the function atm. Please report back. Share this post Link to post Share on other sites
TK-7919 Aster 12 Posted March 17, 2018 2 hours ago, Jimmakos said: Can you disable the vehicles caching system from the module and test your mission again w or w/o the MP persistency. As far as I remember there isn't a specific way to exclude vehicles from the function atm. Please report back. I've just tried that, unfortunately the problem remains. I spawn in the boat at one of the random spots I defined when MP persistency is disabled, and spawn in the water at the bottom-left angle of the map when persistency is enabled. I even tried to remove the random spawn script and it didn't help. Anyway, thanks for your suggestion. EDIT: Ok nevermind ! I simply had to delete my saved character in MP save Manager... simple as that ! Sorry 2 Share this post Link to post Share on other sites
Gill93 342 Posted March 18, 2018 Hey guys if you have issues finding a proper amount of banknotes from looting you can Paste this simple code into the Killed Event Handler of the Ambient Zombie module (player addItemToUniform "rvg_money";) doing this will add one banknote to the player for each zombie that is killed unfortunately it adds a banknote no matter who kills the zombie mabey someone else could add to this to make it work just for the player. 3 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted March 19, 2018 7 hours ago, Gill93 said: Hey guys if you have issues finding a proper amount of banknotes from looting you can Paste this simple code into the Killed Event Handler of the Ambient Zombie module (player addItemToUniform "rvg_money";) doing this will add one banknote to the player for each zombie that is killed unfortunately it adds a banknote no matter who kills the zombie mabey someone else could add to this to make it work just for the player. You might be on to something here. Is there a way we can use a similar option to add random items on zombies, to give incentive to looting zombie bodies??? 1 Share this post Link to post Share on other sites
Gill93 342 Posted March 19, 2018 2 hours ago, Donnie_Plays said: You might be on to something here. Is there a way we can use a similar option to add random items on zombies, to give incentive to looting zombie bodies??? I have been wondering that myself and I bet it can be done will have to experiment some more and talk to others on the thread if i find anything that works i will post it. 2 Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted March 19, 2018 Update - Ravage Fans Utube Channel Hey Ravage fans! This is a major update (addition) to the Ravage Fans Utube channel, i normally dont post my updates here, i have in the past but i spent about 3hrs today searching for new videos of ravage i never seen or somehow missed, i changed my search title and it brought up 27 pages of misc vids of ravage. The videos added are old and new videos but are new on the channel as of today. Just to note on the channel itself since the channel is a compilation of all videos of ravage, on a normal channel you would see "uploads" which would tell you how long ago a video was posted and the last vid uploaded to the channel. With Ravage channel i dont have that feature since the only real video i have uploaded was the "introduction to ravage video" so for all new vids added to the channel at the top you will see "recent activities" ===================== Added new videos to the following playlists: How to Videos - (Videos 8min - 55min in length on how to install, setup, & Place Modules.) S.T.A.L.K.E.R FACTION WARS (ravage survival tutorial) Arma 3: How to set up a Ravage game ArmA 3 bandit base spawn script (Ravage missions) ArmA 3 Dynamic Bandit Camp Spawner Arma 3 Dynamic Bandit Camp Spawner (for Ravage mod) ARMA 3: How to Delete You're Ravage MOD Multiplayer Saves ARMA 3 - Ravage Mod: Hot to Create a Survival Scenario from Scratch Ravage Template Instruction Video How to install ARMA 3 Local MOD The day After Zero Make your own zombie survival missions for Ravage in ArmA 3 Tutorial mods CBA e Ravage para Wasteland Full Episodes - (Videos 25min - 3hrs+ in length that are part of a series or a story.) Dusting Off Old Mods - Ravage by Haleks WILFRED77 - Playing - (ARMA3) - DAYZ Ravage Mod WILFRED77 - Playing - (ARMA3) - DAYZ Ravage Mod - SP Arma 3 - Sunshine State (SP/Ravage Mod) Arma 3 - Abramian Odyssey (SP/Ravage Mod) Arma 3 Ravage Survive the apocalypse challenge 1st try part2 Arma 3 Ravage Survive the apocalypse challenge 1st try part1 Arma 3 - This Is How The World Ends (SP/Ravage Mod) ARMA III: Ravage - SCENARIO: DayZ Altis pt.01 (PART 02 IS OUT ?) Ravage - The Escape / Malden 2035 Mini Episodes - (Videos of small 15 - 60min episodes that are not part of a series or are connected.) DayZero Part 3: Operation Ravage| Night ops| Let's Play Arma 3 Ravage Mod (Panthera) Part 2 - More Raiders, More Deaths Arma 3: Altis Ravage Part 1 "The Beginning of the End" Arma 3: Altis Ravage Part 2 "Close Encounters" Arma 3: Altis Ravage Part 3 "Danger on the Streets" ARMA III: Ravage - SCENARIO: DayZ Altis pt.02 Arma 3: DayZ Ravage Mod SP. - EP:7 Nord West Airfield! Arma 3: DayZ Ravage Mod SP. - EP:6 Deathmatch in Stary Sobor! Arma 3: DayZ Ravage Mod SP. - EP:5 Der Freund auf vier Rädern! Full Playthroughs - (Videos 25min - 3+hrs long, these missions played til the end or death.) Dusting Off Old Mods - Ravage by Haleks Tiroteo en Gorka Ravage Missions: Takistan Outbreak Arma 3 Ravage Survive the apocalypse challenge 2nd try part1 Arma 3 Ravage Survive the apocalypse challenge 2nd try part2 Arma 3 Ravage Survive the apocalypse challenge 2nd try part3 Arma 3 Ravage Survive the apocalypse challenge 2nd try part4 Arma 3 DayZ Ravage.Карта Esseker/Cooperative Arma 3 DayZ Ravage.Карта Esseker/Single player#2 Всех Служивых с праздником!!! Arma 3 DayZ Ravage.Карта Esseker/Single player Arma 3 - Welcome to Dnieper (SP/Ravage Mod) Arma 3 - The Dead Will Walk the Earth (SP/Ravage Mod) Gameplay Previews - (Videos 5min - 40min with commentary.) Ravaged Esseker Ravage Mod Arma 3 - nothing like dayZ - Ravage. ARMA 3: Test Phase 2 of Ravage & Namalsk MP Map... (Part 2) Arma 3: Ravage - RAG 145 Arma 3 - nothing like dayZ - Ravage. MURDERED BY RAIDERS! :||: Arma 3 Ravage Gameplay! Arma 3: Ravage! Ep1 Zombies! ARMA 3: Namalsk's Ravage MP Scenario UPDATED (Download) Exile with Alive Mod, Ravage Mod and CUP Vehicles/Weapons. ARMA 3 Exile Server & Ravage Mod Update ARMA3 - Ravage Mod [Первые шаги]. Arma III Ravage mod - Altis /SP/ POLIAKKO Arma 3 - Exile Mod with Alive Mod, Ravage Mod and CUP weapons/vehicles. Arma 3: Missions — Build: 0.1.2 — Ravage УГНАЛ РЕДКУЮ ТАЧКУ - Зомби Апокалипсис в Arma 3 DayZ - #8 Gameplay Clips - (Videos up to 1min - 15min in length, just random gameplay.) Ravage Mod - Real Light 7 - Ravage LUT Ravage Escape Malden Pt1 Ravage Night Search Ravage OverKill Ravage Malden 2035 - Escaping that Helo ZOMBIE OUTBREAK! Outpost capture fail :||:Arma 3! RAVAGE Tourism Esseker 04 United we stand, divided we fall A3 Ravage - Sundown Ravage MP The Lighthouse Ravage A Mission Saving Private Lee EO Soundscape + Ravage Mod on Namalsk Ravage Napf Ravage Namalsk Ravage - Fixing the Truck Ravage E Gameplay Video Arma 3 - nothing like dayZ - Ravage. Arma 3 - nothing like dayZ - Ravage. Arma 3 Ravage Mod - Headshots on Lingor ARMA III Ravage PvP 02 ARMA 3: Namalsk's Ravage MP Download UPDATED... ARMA 3: Combining Exile With the Alive Mod, and Ravage (Exile at War) Arma3 Ravage Trailer V.2 Ravage - outdoor looting The good, the bad and the infected (Ravage mission) Arma 3 - Ravage Stupidity Arma 3 - An unforseen accident (Ravage Mod) Me lasting barely 6 minutes while playing the ravage mod for Arma 3 ==================== Current Ravage Channel Subscribers - 173 Subscribe to see new vids of ravage from the community, updates to the channel are weekly (pending what the community releases). 6 4 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 19, 2018 21 hours ago, Gill93 said: finding a proper amount of banknotes from looting This script , is for the enemies to drop ( or have in their uniforms ) items. //_________________________ Drop_Money + items _________________________ addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; if (_killed isKindOf "CAManBase" && {( (side group _killed) == east || (side group _killed) == independent || (side group _killed) == west) }) then { //systemChat format ["+$ 1"]; /* [[ ["+$1","align = 'center' size = '1' font='PuristaBold'","#00FF00"] ]]spawn BIS_fnc_typeText2; */ _unit = _this select 0; _uniform = uniformContainer _unit; //_uniform addItemCargoGlobal ["herl_o_Money_100", 1]; _wh = "groundWeaponHolder" createVehicle (getpos _unit); _wh addItemCargoGlobal [ [ "FirstAidKit", "ItemCompass", "ItemWatch", "ItemMap", "ItemRadio", // Ravage_items "rvg_money", "rvg_money", "rvg_money", "rvg_money", "rvg_flare", "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty", "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_notepad", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_rustyCan", "rvg_antiRad", "rvg_purificationTablets" ]call BIS_fnc_selectRandom ,1]; // ammount of items }; }]; Have Fun Guys! 4 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 19, 2018 14 hours ago, Donnie_Plays said: Is there a way we can use a similar option to add random items on zombies, to give incentive to looting zombie bodies??? Hello Donnie_Plays , check above! 2 Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted March 19, 2018 so within the recent updates it appears that the tanoa Mission was reverted back to the previous one where you are a prisoner in the syndikat camp, instead of waking up in the ambulance. this is fine, a more indepth background to the start, but unlike before where you can walk around the beach without repercussion, I find that i am begin shot right as i the leave the hut, sometimes within window view of some Ai. It makes it tough to escape. like i stated before. i know that in the previous version you could get some lea-way as to moving around and escaping. Any thoughts on why the change to being shot on sight? thank you Share this post Link to post Share on other sites
Gill93 342 Posted March 19, 2018 37 minutes ago, GEORGE FLOROS GR said: This script , is for the enemies to drop ( or have in their uniforms ) items. //_________________________ Drop_Money + items _________________________ addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; if (_killed isKindOf "CAManBase" && {( (side group _killed) == east || (side group _killed) == independent || (side group _killed) == west) }) then { //systemChat format ["+$ 1"]; /* [[ ["+$1","align = 'center' size = '1' font='PuristaBold'","#00FF00"] ]]spawn BIS_fnc_typeText2; */ _unit = _this select 0; _uniform = uniformContainer _unit; //_uniform addItemCargoGlobal ["herl_o_Money_100", 1]; _wh = "groundWeaponHolder" createVehicle (getpos _unit); _wh addItemCargoGlobal [ [ "FirstAidKit", "ItemCompass", "ItemWatch", "ItemMap", "ItemRadio", // Ravage_items "rvg_money", "rvg_money", "rvg_money", "rvg_money", "rvg_flare", "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty", "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_notepad", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_rustyCan", "rvg_antiRad", "rvg_purificationTablets" ]call BIS_fnc_selectRandom ,1]; // ammount of items }; }]; Have Fun Guys! Awesome Man 1 Share this post Link to post Share on other sites
haleks 8212 Posted March 19, 2018 3 hours ago, a_blunt_rifle said: so within the recent updates it appears that the tanoa Mission was reverted back to the previous one where you are a prisoner in the syndikat camp, instead of waking up in the ambulance. this is fine, a more indepth background to the start, but unlike before where you can walk around the beach without repercussion, I find that i am begin shot right as i the leave the hut, sometimes within window view of some Ai. It makes it tough to escape. like i stated before. i know that in the previous version you could get some lea-way as to moving around and escaping. Any thoughts on why the change to being shot on sight? thank you Woops, thanks for reporting that, it will be fixed next week-end along with other minor updates. 1 Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted March 19, 2018 5 minutes ago, haleks said: Woops, thanks for reporting that, it will be fixed next week-end along with minor other updates. excellent. Although i do find it a lot nicer with that scenario being the fact that it is actually possible to escape in this set up as well as i find that there is no distant radial boundary that one can trip IE "you have been spotted" and then they all seem to track down your EXACT location no matter which direction you take or where you hide. They always have the "attack this target" and run straight to you! it was always annoying in that previous version of this mission layout. At least in this one i can actually escape without them knowing which direction i took, if unseen, and i wont be finding them running right up to the bush that i am hiding in or entering the exact house that i hid in. kind of nice if considering keeping something like this, but i am glad that i can help you spot some things out. GREAT WORK of the mod!. big fan keep it up! you deserve all the recognition. :) Share this post Link to post Share on other sites
Donnie_Plays 435 Posted March 19, 2018 1 hour ago, GEORGE FLOROS GR said: Hello Donnie_Plays , check above! I saw the code and it looks great. Thank you! However... aren't zombies civilians? The code seems to be setup for east, west and independent. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 19, 2018 7 minutes ago, Donnie_Plays said: However... aren't zombies civilians? The code seems to be setup for east, west and independent. && {( (side group _killed) == east || (side group _killed) == independent || (side group _killed) == west) } Yes I just also noticed , it needs to be deleted ( && Side ) . I had put this (SIDE) in order NOT to kill any civilians. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 19, 2018 1 hour ago, Gill93 said: //_uniform addItemCargoGlobal ["herl_o_Money_100", 1]; for not getting anyone confused this item is from Hero survive mod "herl_o_Money_100" For Ravage is "rvg_money" *plus if there is // or /* */ in front means "commented" Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 19, 2018 @Donnie_Plays I saw that you click confused this is without sides: (It should be ok) addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; if (_killed isKindOf "CAManBase" ) then { //systemChat format ["+$ 1 0 0"]; /* [[ ["+$100","align = 'center' size = '1' font='PuristaBold'","#00FF00"] ]]spawn BIS_fnc_typeText2; */ _unit = _this select 0; _uniform = uniformContainer _unit; //_uniform addItemCargoGlobal ["herl_o_Money_100", 1]; _wh = "groundWeaponHolder" createVehicle (getpos _unit); _wh addItemCargoGlobal [ [ "FirstAidKit", "ItemCompass", "ItemWatch", "ItemMap", "ItemRadio", // Ravage_items "rvg_money", "rvg_money", "rvg_money", "rvg_money", "rvg_flare", "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty", "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_notepad", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_rustyCan", "rvg_antiRad", "rvg_purificationTablets" ]call BIS_fnc_selectRandom ,1]; }; }]; 3 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted March 19, 2018 If we can get zombies to have loot on them... it will do add progress to the overall loot issues people are having! This code looks easy to add or remove from. Thank you George! I will test this today and report back. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 19, 2018 Just now, Donnie_Plays said: I will test this I haven't check this , with ravage zombies though. If i remember they are "agents" and not civilians , so i don't know if it will work properly . If so , i will check and fix this. Share this post Link to post Share on other sites
Donnie_Plays 435 Posted March 19, 2018 7 minutes ago, GEORGE FLOROS GR said: I haven't check this , with ravage zombies though. If i remember they are "agents" and not civilians , so i don't know if it will work properly . If so , i will check and fix this. I'm assuming this would go in the same place that Gill suggested under the zombie module? Share this post Link to post Share on other sites
Zero Two 3 Posted March 19, 2018 Would be awesome if you added a custom hud like exile has. Current way of seeing food/radiation is not that great. 2 Share this post Link to post Share on other sites
R0adki11 3949 Posted March 19, 2018 47 minutes ago, TotallyCommunist said: Would be awesome if you added a custom hud like exile has. Current way of seeing food/radiation is not that great. Why is it not great? I think it works perfectly fine for the moment, remember Ravage is a framework. 2 Share this post Link to post Share on other sites
Kaiwios 3 Posted March 20, 2018 Hey guys! I was hoping someone could give me some help. I have been playing ravage mod. Mostly Haleks altis mission. I have altered it to add some vehicles and stuff. Everything is working great. The problem is I made my own mission and now I'm having problems. I noticed when I was playing my mission I couldn't access my inventory while in a vehicle. I still could outside, but not inside. When I start a mission I can I'm not sure when I lose it. Then I came across a survivor and he shot me. Restarted and the same thing happened. When I test in editor I have no problems. But during testing I also noticed independent raiders won't shoot at me. Still seems like opfor will. So I took it down to basics. I put myself as a blufor survivor and a trigger for a bandit. I can walk or drive right to them and they won't shoot. no mods during this test. I have the ai module set to main:opfor second:independent raiders friendly:blufor Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted March 20, 2018 @GEORGE FLOROS GR Should put that script on the Wiki or it will get lost in the thread, same goes for all the codes and misc we post here. 13 hours ago, TotallyCommunist said: Would be awesome if you added a custom hud like exile has. Current way of seeing food/radiation is not that great. Ravage's hud is unobtrusive, im sure you go to your inventory to see what weapons and gear you have or when you pick up gear, then at the same time you can look at where your at. Imo unless you have the thirst and hunger in the module set to 10 then i cant see having the need to have it on your invisible space helmet that gives all the status you need. @haleks An idea, i wonder if there is a way to determine if the player is wet, like when its raining or if they were in water of some sort, you could have it like you do for health, nutrition, and thirst. If its raining out, or if the player gets wet, after so many seconds the counter starts to slowly drop from 100 like the others, if it reaches 0 (zero) then their health becomes effected as if they are sick, so you could add a sick status there. Now heres the trick to this, you can prevent getting wet if you do 2 things, stand under some trees, under a shelter, or go inside, or start up a fire and stand/sit next to it and dry off it would accelerate that wetness number back to 100, regular under the shelter drying off would take longer tho. So if the counter goes down as in wetness, getting under some sort of shelter would make the "wetness" number go back up, so give or take 30-60seconds of being wet the counter goes down slowly, reaching zero and you are sick, which then effects your health. i noticed this morning when i was playing and honestly thats the first time i seen this, thought it was so cool but you can stand under a tree while raining and not get wet, you can actually see the rain not coming through the tree, tho it depends on the tree of course. I got this idea from a Skyrim mod thats pretty popular, seen here https://www.nexusmods.com/skyrim/mods/27563/?tab=description and this mod https://www.nexusmods.com/skyrim/mods/11163/ Another idea like in the 2nd link would effect the player if they were on a winter map were they could actually cold, and when to cold same as wetness the number would drop, only couple ways to fix this would be to wear certain types of clothes or gear, be in a shelter, and or best of them all start a fire, this would give you a real reason to start a fire, pitch a tent, and go inside. 2 1 Share this post Link to post Share on other sites