Chuc 83 Posted May 30, 2018 heres is an editable unit loadout script. Its set up for RHS, Ravage, Bnae and BB mods. Its sort of civilian with no automatics or military hardware Spoiler //Add into units init [this] execVM "Loadout.sqf"; private ["_unit"]; _unit = _this select 0; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; _food = [ "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_canOpener", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice" ]; _array_clothing = [ "U_C_Journalist", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_salmon", "U_C_Poloshirt_stripped", "U_C_Poloshirt_tricolour", "U_C_Poor_1", "U_C_Poor_2", "U_C_Poor_shorts_1", "U_C_Scientist", "U_OrestesBody", "U_Rangemaster", "U_NikosAgedBody", "U_NikosBody", "U_Competitor", "U_I_G_resistanceLeader_F", "U_C_man_sport_1_F", "U_C_man_sport_2_F", "U_C_man_sport_3_F", "U_C_Man_casual_1_F", "U_C_Man_casual_2_F", "U_C_Man_casual_3_F", "U_C_Man_casual_4_F", "U_C_Man_casual_5_F", "U_C_Man_casual_6_F" ]; _clothing = selectRandom _array_clothing; _array_HeadGear = [ //Head Gear "rhs_Booniehat_ocp", "rhs_Booniehat_marpatd", "H_Helmet_Skate" ]; _HeadGear = selectRandom _array_HeadGear; _array_Vests = [ "V_Rangemaster_belt", "rhs_vest_commander", "rhs_vest_pistol_holster", "Vest_V_Press_F", "rhs_6sh46", "dgr_coat5", "dgr_coat6", "dgr_coat7", "dgr_coat8" ]; _Vests = selectRandom _array_Vests; _array_Pistols= [ //Pistols "bnae_r1_virtual", "bnae_r1_c_virtual", "bnae_r1_e_virtual", "bnae_r1_t_virtual", "bnae_saa_virtual", "bnae_saa_c_virtual", "bnae_l35_virtual", "bnae_l35_c_virtual", "BP_SW45" ]call BIS_fnc_selectRandom; _array_Rifles= [ "bnae_mk1_virtual", "bnae_m97_virtual", "bnae_spr220_virtual", "ryan_ruger77", "BP_CZ455s", "BP_LeeEnfield_DES", "BP_LuparaS", "BP_Garand", "BP_LeeEnfield_old2", "BP_Rem870", "BP_Crossbow", "BP_Rem6", "BP_Ruger", "BP_M1903", "BP_1866", "BP_1886S" ]call BIS_fnc_selectRandom; _array_Backpack = [ "B_AssaultPack_rgr", "B_Kitbag_rgr", "B_TacticalPack_rgr", "B_Respawn_Sleeping_bag_blue_F", "B_Respawn_Sleeping_bag_brown_F", "B_Respawn_TentDome_F", "B_Respawn_Sleeping_bag_F", "B_Respawn_TentA_F", "rhs_sidor", "B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_mcamo", "B_Carryall_ocamo", "B_Carryall_oli", "B_Carryall_oucamo" ]; _Backpack = selectRandom _array_Backpack; _unit addHeadgear _HeadGear; _unit addVest _Vests; _unit addBackpack _Backpack; _unit forceAddUniform _clothing; //_vest = vestContainer _unit; _uniform = uniformContainer _unit; _backpack = backpackContainer _unit; // Spawn sideweapon's mag _magazines = getArray (configFile / "CfgWeapons" / _array_Pistols / "magazines"); _magazineClass = _magazines call Bis_fnc_selectRandom; // Spawn primary mag _magazines_Rifles = getArray (configFile / "CfgWeapons" / _array_Rifles / "magazines"); _magazineClass_Rifles = _magazines_Rifles call Bis_fnc_selectRandom; _unit addItemCargoGlobal [selectRandom _food, 1]; _unit addItemCargoGlobal [selectRandom _food, round(random 2)]; _uniform addMagazineCargoGlobal [_magazineClass, 1 + (random 3)]; _uniform addMagazineCargoGlobal [_magazineClass_Rifles, 1 + (random 3)]; _unit addWeaponGlobal _array_Pistols; _uniform addItemCargoGlobal ["FirstAidKit", 1]; _uniform addItemCargoGlobal ["ItemMap", 1]; //_uniform addItemCargoGlobal ["rvg_money",10]; _unit assignItem "ItemMap"; //_unit addBackpack "B_Carryall_cbr"; _unit addWeaponGlobal _array_Rifles; Just something i made learning and thought id share it 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 30, 2018 2 hours ago, haleks said: I'm tempted to take a closer look at BP weapons and see if I can add some of them directly to Ravage... EDIT : @Donnie_Plays: I think I found what's causing problems with custom weapons lists in MP. Should be fixed with the next update. That would be awesome. Would be great dropping the extra mod from the server. lol I really enjoy the various skins to the guns. Most of the guns have three extra skins, URB, WDL and DES. Most have a tainted look as if they have rusted slightly or gotten old with time. JSRS recorded custom sounds for the weapons as well, which is why the guns have that special brutal sound to them! Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 30, 2018 2 hours ago, Chuc said: Some of the breaking bad weapons come with 500 round mags that one shot zombies even in the leg Any Breaking Point weapons that have AI attached to them were created for the mod for AI to use. It was a workaround solution for AI running out of ammo. Remove any classes that have AI in the name. They also have different damage values as well. Share this post Link to post Share on other sites
Gill93 342 Posted May 30, 2018 On 5/28/2018 at 2:17 AM, Donnie_Plays said: I know I sound like a noob asking this... but what exactly does it mean to have separate releases for apex and cup? Does this mean that APEX or CUP buildings and items will not work with Ravage without it? Will I need to add another mod dependency for my Rambo mission which is on Tanoa? I believe they just disable the lights and auto fueling at fuel pumps atleast that's what rvg_cup did for me when using Chernarus redux 1 Share this post Link to post Share on other sites
gaverio 100 Posted May 31, 2018 14 hours ago, haleks said: I'm tempted to take a closer look at BP weapons and see if I can add some of them directly to Ravage... Please, do! Spoiler Share this post Link to post Share on other sites
Chuc 83 Posted May 31, 2018 1 hour ago, gaverio said: Please, do! Hide contents i got chased by some zombies ran into a house found a crossbow, turned and fired at the zombie. Everything exploded and i died 1 Share this post Link to post Share on other sites
Chuc 83 Posted May 31, 2018 So awhile ago i asked for a feature to be added. That was make it so zombies cant open doors. To my surprise last night i ran into a house on Altis and closed the door behind me not realising it was the only way in or out so i turned around to see a couple zombies just clip through the door. I know i asked for them not being able to open the doors but that is not what i had in mind. Share this post Link to post Share on other sites
haleks 8212 Posted June 1, 2018 29 minutes ago, Chuc said: So awhile ago i asked for a feature to be added. That was make it so zombies cant open doors. To my surprise last night i ran into a house on Altis and closed the door behind me not realising it was the only way in or out so i turned around to see a couple zombies just clip through the door. I know i asked for them not being able to open the doors but that is not what i had in mind. NPCs going through doors without opening them is something I've seen too recently. It is yet another AI glitch with Arma3, it has nothing to do with zombies. BTW, I love how @crazy mike opened pretty much every door on Chernarus2035, makes things a lot simpler! Share this post Link to post Share on other sites
crazy mike 567 Posted June 1, 2018 Just now, haleks said: NPCs going through doors without opening them is something I've seen too recently. It is yet another AI glitch with Arma3, it has nothing to do with zombies. BTW, I love how @crazy mike opened pretty much every door on Chernarus2035, makes things a lot simpler! lmao that was the idea, btw i still cant get ravage modules to work on my exile server Share this post Link to post Share on other sites
Chuc 83 Posted June 1, 2018 48 minutes ago, haleks said: NPCs going through doors without opening them is something I've seen too recently. It is yet another AI glitch with Arma3, it has nothing to do with zombies. BTW, I love how @crazy mike opened pretty much every door on Chernarus2035, makes things a lot simpler! Yeah i thought it was but i just wanted to add that little bit coz i thought it was funny Share this post Link to post Share on other sites
Chuc 83 Posted June 1, 2018 here is a check ammo count and type in hint if you are playing with no hud for the weapon in your hand Spoiler player addAction ["Ammo Count", "_count_PW = player ammo currentWeapon player; _magazineClass = currentMagazine player; hint format ['Ammo = %1\n Type = %2', _count_PW, _magazineClass];", [], 1, false, true, "", "true"]; 1 Share this post Link to post Share on other sites
kodabar 607 Posted June 1, 2018 The Humble Bundle for the next couple of weeks is a selection of ArmA stuff. If you're lacking some bits it might be worth checking out. For $1 you can get ArmA: Cold War Assault, ArmA: Gold Edition and ArmA Tactics. Meh. For $15 you also get ArmA 3, Karts, Helicopters and Marksmen. Nice! For 'beat the average' (about $17 currently) you also get ArmA 2, Operation Arrowhead, British Armed Forces, Private Military Company and Czech Republic And for $20 you also get Apex. https://www.humblebundle.com/games/arma-2018-bundle 1 Share this post Link to post Share on other sites
Chuc 83 Posted June 1, 2018 need some help guys. Trying to add Rating to player ever time you kill a zombie but am having no luck i found this Spoiler [] spawn { while {true} do { sleep 2; { if (isNil {_x getVariable "oldSide"}) then { _x setVariable ["oldSide",side _x]; } } forEach allUnits; } }; if (isServer) then { addMissionEventHandler ["Entitykilled", { params ["_victim","_killer"]; if (!isPlayer _killer or _victim == _killer) exitWith {}; if (_victim getVariable "oldSide" == west) exitWith { [_killer,{_this addRating -3000}] remoteExec ["call",_killer]; parseText "<t color = '#ff9900'>You just killed a friendly unit!<t/>" remoteExec ["hintsilent",_killer]; }; if (_victim getVariable "oldSide" == civilian) exitWith { [_killer,{_this addRating -2000}] remoteExec ["call",_killer]; parseText "<t color = '#ffff00'>You just killed an innocent!<t/>" remoteExec ["hintsilent",_killer]; }; if (_victim getVariable "oldSide" == east) exitWith { [_killer,{_this addRating 500}] remoteExec ["call",_killer]; parseText "<t color = '#ffff00'>You just killed an Enemy<t/>" remoteExec ["hintsilent",_killer]; }; }]; }; But cant get it to work for zombies. Tried changing east to sideEnemy but didnt work. Any help would be great thank you 1 Share this post Link to post Share on other sites
lv1234 75 Posted June 2, 2018 @haleks For the opening cutscene of your mod in your pre-installed missions (altis and tanoa), is there a way to make it so that your spawning character always have 1 specific item on him when spawning? For example, when i spawn in the cutscene inside the truck in altis, I want to have a specific backpack on me when i spawn Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 2, 2018 16 hours ago, Chuc said: Any help would be great thank you 16 hours ago, Chuc said: if (isServer) then { addMissionEventHandler Hello there Chuc! Check here: Share this post Link to post Share on other sites
Chuc 83 Posted June 2, 2018 2 hours ago, GEORGE FLOROS GR said: Hello there Chuc! Check here: yep thats where i got that code from and it works grerat on west, civ and east but i cant get it working on zombies as sideEnemy does not register as a side Share this post Link to post Share on other sites
haleks 8212 Posted June 2, 2018 @Chuc: Try using "ENEMY" instead of 'sideEnemy". ;) 1 Share this post Link to post Share on other sites
MisterOth 76 Posted June 2, 2018 3 hours ago, lv1234 said: @haleks For the opening cutscene of your mod in your pre-installed missions (altis and tanoa), is there a way to make it so that your spawning character always have 1 specific item on him when spawning? For example, when i spawn in the cutscene inside the truck in altis, I want to have a specific backpack on me when i spawn Hi. I think you can do that but with editing the mission. Just open it in editor, right click on your character and go to Edit loadout. Save and export mission to sp Share this post Link to post Share on other sites
Chuc 83 Posted June 2, 2018 9 minutes ago, haleks said: @Chuc: Try using "ENEMY" instead of 'sideEnemy". ;) didnt help. For a work around im just adding into the zombie on killed init. but that means any AI that kill zombies will give me rating. Was trying to get it to work with player score but couldnt figure it out. Did work out how to promote someone once there rating got high enough but with every new rank comes a rating of 0 for some reason instead of the set number. So atm its every 1000 rating you lvl up. With the code i found before i can set east kills up to a low number and zombies atm are set to give 10 rating. rank.sqf Spoiler [] spawn { while {alive player} do { waitUntil {sleep .5; (rating player == 1000)}; if (rating player == 1000) then {[]execVM "Scripts\Rank\Promoted.sqf";}; }forEach allUnits; }; Promoted.sqf Spoiler PromoteUnit = { private _rks = ["PRIVATE", "CORPORAL", "SERGEANT", "LIEUTENANT", "CAPTAIN", "MAJOR", "COLONEL"]; private _old = rankId _this; if (count _rks - _old > 1) then { _this setRank (_rks select _old + 1); systemChat format ["Unit %1 promoted to %2", _this, rank _this]; } }; player call PromoteUnit; made that promoted scripts a little over a year ago with help from @serena Share this post Link to post Share on other sites
haleks 8212 Posted June 2, 2018 @Chuc : The "killed" EH has an instigator parameter, you can check if the killer is the player : if ((_this select 2) isEqualTo player) then {blablabla}; 2 Share this post Link to post Share on other sites
Chuc 83 Posted June 2, 2018 1 hour ago, haleks said: @Chuc : The "killed" EH has an instigator parameter, you can check if the killer is the player : if ((_this select 2) isEqualTo player) then {blablabla}; that worked perfectly. Didnt even think of it like that. learnt something new Thank you. here is the working script. Spoiler // created by pierremgi edited by Chuc with help from haleks null = [] spawn { while {true} do { sleep 2; { if (isNil {_x getVariable "oldSide"}) then { _x setVariable ["oldSide",side _x]; } } forEach allUnits; } }; //*/ if (isServer) then { addMissionEventHandler ["Entitykilled", { params ["_victim","_killer","_zombie"]; if (!isPlayer _killer or _victim == _killer) exitWith {}; if (_victim getVariable "oldSide" == west) exitWith { [_killer,{_this addRating -3000}] remoteExec ["call",_killer]; parseText "<t color = '#ff9900'>You just killed a friendly unit!<t/>" remoteExec ["hintsilent",_killer]; }; if (_victim getVariable "oldSide" == civilian) exitWith { [_killer,{_this addRating -2000}] remoteExec ["call",_killer]; parseText "<t color = '#ffff00'>You just killed an innocent!<t/>" remoteExec ["hintsilent",_killer]; }; if (_victim getVariable "oldSide" == east) exitWith { [_killer,{_this addRating 50}] remoteExec ["call",_killer]; parseText "<t color = '#ffff00'>You just killed an Enemy<t/>" remoteExec ["hintsilent",_killer]; }; if ((_this select 2) isEqualTo player) then { [_killer,{_this addRating 10}] remoteExec ["call",_killer]; parseText "<t color = '#ffff00'>You just killed an Enemy<t/>" remoteExec ["hintsilent",_killer]; }; }]; }; Share this post Link to post Share on other sites
miasdad 94 Posted June 3, 2018 I recall awhile back you had mentioned adding hunter heli's to the AI module,is that still in the works?Been having fun with the Sarifs lately(cat-n-mouse sorta thing)but pretty sure with helos it would be entirely different if not suicidal. Share this post Link to post Share on other sites
lv1234 75 Posted June 3, 2018 20 hours ago, MisterOth said: Hi. I think you can do that but with editing the mission. Just open it in editor, right click on your character and go to Edit loadout. Save and export mission to sp Ok for some reason i tried to do that with a user's mission right here (not exporting it but just testing stuff out with it) : https://steamcommunity.com/sharedfiles/filedetails/?id=655918216&searchtext=survive But it fails to work? how about multiplayer also? BTW I swore i saw a script on the wiki for creating halek's intro but I don't see it anymore? Share this post Link to post Share on other sites
MisterOth 76 Posted June 3, 2018 5 hours ago, lv1234 said: Ok for some reason i tried to do that with a user's mission right here (not exporting it but just testing stuff out with it) : https://steamcommunity.com/sharedfiles/filedetails/?id=655918216&searchtext=survive But it fails to work? how about multiplayer also? BTW I swore i saw a script on the wiki for creating halek's intro but I don't see it anymore? I really don't know about multiplayer But when playing edited altis scenario, I can spawn with backpack or anything I edited my character. I don't know about the Esseker mission. Maybe the intro script is different so you can't do it. Also for the Altis scenario if you are looking to find the intro, it is in rvg_mission => rvg_sp => Ravage.Altis => Scripts. Their is the intro script, you will need to edit the number of spawns their is 5 trigger in the mission. Share this post Link to post Share on other sites
haleks 8212 Posted June 3, 2018 Hi everyone! Ravage mod has just been updated to version 0.1.58! Here's the full changelog : 158 Tweaked : AI hunting behaviour added as a new function (rvg_fnc_hunters). Tweaked Hunting behaviour so hunters don't run all the time. Reduced the number of items sold by supply traders. Various minor optimizations. Fixed : Equipment Pool module failing to synchronise gear lists in MP. New : New set of animations for Bolters. Scripted animation variations for Runners and Walkers. You will probably notice quite some changes regarding zombie animations - it's certainly not perfect yet, but it does bring more variety. The Bolter animation set especially needed improvements : the placeholder anims I was using were killing immersion. Note that some of their anims aren't definitive though, I might tweak them further later on. Also, Ravage Apex and Ravage CUP are now released separately on the Workshop! Have fun guys and gals! 8 2 Share this post Link to post Share on other sites