ContheJon 245 Posted August 8, 2018 I remember being able to disable the fatigue system by disabling the checked box in the unit's list in the Eden editor. I usually do that for any units I place around friendly camps so they don't slow down and get tired. I'm not sure if it still works for the player though, I'm guessing it should but you never know. 2 Share this post Link to post Share on other sites
tortuosit 486 Posted August 9, 2018 Well, my workflow is quickly dropping custom compositions (which hold the code) on eden map and having to think about nothing else :) Will try the enableFatigue command... I think it is confusing. Because there is also enableStamina which does not do it's job here (or, I have not checked yet, may have been overridden by some mod here). https://community.bistudio.com/wiki/Arma_3_Stamina Share this post Link to post Share on other sites
tomegeb 2 Posted August 9, 2018 I use http://www.armaholic.com/page.php?id=31911 Share this post Link to post Share on other sites
tortuosit 486 Posted August 9, 2018 3 hours ago, tomegeb said: I use http://www.armaholic.com/page.php?id=31911 I cannot de-pbo it with my tool. But I tested commands. They can remove fatigue, but the black border remains, when player is exhausted in theory... I try to add an endless loop with "player setstamina 40" every 10 seconds... EDIT: not working at time, no idea why, can be checked with "getstamina player". Later. Share this post Link to post Share on other sites
Gill93 342 Posted August 10, 2018 Hey guys so I managed to gather most of the building class-names and positions from the Chernobyl zone but I need some help with using the script/array hidden in the spoiler what exactly should I name the script and do I need to create a folder for it. I found the script on the ravage wikia page section custom map loot list and replaced the Australia assets with the Chernobyl ones. Spoiler //----Add classnames Here --- waitUntil {!isNil "Building_list"}; { 0 = Building_list pushBack _x; } forEach [ "land_chz_vesnice_dum05", "land_chz_vesnice_dum04", "land_chz_vesnice_dum03", "land_chz_vesnice_dum09", "land_chz_vesnice_dum12", "land_chz_vesnice_dum11", "land_chz_vesnice_dum08", "land_chz_vesnice_dum01", "land_chz_vesnice_dum07", "land_chz_vesnice_dum06", "land_chz_vesnice_dum11", "land_chz_vesnice_dum17", "land_chz_vesnice_dum14", "land_chz_vesnice_dum16", "land_chz_vesnice_dum10", "land_chz_vesnice_farma01", "land_chz_vesnice_dum13", "land_chz_vesnice_dum15", "land_chz_vesnice_dum02", "land_chz_vesnice_farma03", "land_chz_janov_04", "land_chz_cementarna_04", "land_chz_zavod_beton_02", "land_chz_cisticka_zazemi_02", "land_chz_kontrolnibod_03", "land_chz_kontrolnibod_01_budka", "land_chz_budova_04_02", "land_chz_skladoleju_06_03", "land_chz_skladoleju_06_06", "land_chz_skladiste_01", "land_chz_beryozka", "land_chz_gastronom", "land_chz_janov_02", "land_chz_janov_03" ]; //---Classname Building Positions here --- waitUntil {!isNil "Building_registr"}; { 0 = Building_registr pushBack _x; } forEach [ ["land_chz_vesnice_dum05",0,[0,1,2,3,4]], ["land_chz_vesnice_dum04",0,[0,1,2,3,4]], ["land_chz_vesnice_dum03",0,[0,1,2,3,4]], ["land_chz_vesnice_dum09",0,[0,1,2,3,4]], ["land_chz_vesnice_dum12",0,[0,1,2,3,4,5,6,7]], ["land_chz_vesnice_dum11",0,[0,1,2,3,4,5,6,7]], ["land_chz_vesnice_dum08",0,[0,1,2,3,4,5,6,7]], ["land_chz_vesnice_dum01",0,[0,1,2,3]], ["land_chz_vesnice_dum07",0,[0,1,2,3,4,5,6]], ["land_chz_vesnice_dum06",0,[0,1,2,3,4]], ["land_chz_vesnice_dum11",0,[0,1,2,3,4,5,6,7]], ["land_chz_vesnice_dum17",0,[0,1,2,3,4]], "land_chz_vesnice_dum14",0,[0,1,2,3]], ["land_chz_vesnice_dum16",0,[0,1,2,3,4]], ["land_chz_vesnice_dum10",2,[0,1,2,3]], ["land_chz_vesnice_farma01",2,[0,1,2,3,4,5,6]], ["land_chz_vesnice_dum13",0,[0,1,2,3,4,5]], ["land_chz_vesnice_dum15",0,[0,1,2,3,4,5]], ["land_chz_vesnice_dum02",0,[0,1,2,3,4,5]], ["land_chz_vesnice_farma03",2,[0,1,2,3,4,5,6,7]], ["land_chz_janov_04",2,[0,1,2,3,4,5,6,7,8]], ["land_chz_cementarna_04",2,[0,1,2,3,4,5,6,7,8,9,10,11]], ["land_chz_zavod_beton_02",2,[0,1]], ["land_chz_cisticka_zazemi_02",2,[0,1,2,3,4,5,6,7,8,9,10,11,12,13]], ["land_chz_kontrolnibod_03",2,[0,1,2,3,4,5,6,7,8]], ["land_chz_kontrolnibod_01_budka",1,[0,1,2]], ["land_chz_budova_04_02",2,[0,1,2,3,4,5,6,7,8,9]], ["land_chz_skladoleju_06_03",2,[0,1,2,3,4]], ["land_chz_skladoleju_06_06",2,[0,1,2,3,4,5,6,7]], ["land_chz_skladiste_01",2,[0,1,2,3,4,5,6,7,8,9,10]], ["land_chz_beryozka",2,[0,1,2,3,4,5,6,7,8,9]], ["land_chz_gastronom",2,[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]], ["land_chz_janov_02",2,[0,1,2,3,4]], ["land_chz_janov_03",2,[0,1,2,3,4,5,6,7,8,9,10,11,12,13]] ]; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 10, 2018 Hello to Everyone ! A new script working with Ravage mod has added: Spoiler 1 hour ago, GEORGE FLOROS GR said: GF Skinning Script by GEORGE FLOROS [GR] 26 minutes ago, foxhound said: An Armaholic mirror is now available: GF Skinning Script v1.0 Thanks ! 2 1 Share this post Link to post Share on other sites
tortuosit 486 Posted August 11, 2018 On 9.8.2018 at 1:43 PM, tortuosit said: I cannot de-pbo it with my tool. But I tested commands. They can remove fatigue, but the black border remains, when player is exhausted in theory... I try to add an endless loop with "player setstamina 40" every 10 seconds... EDIT: not working at time, no idea why, can be checked with "getstamina player". Later. OK, I use a loop now. Not sure if it is really necessary, but works. while {alive player} do {sleep 4; player setstamina 30}; 2 Share this post Link to post Share on other sites
Hans(z) 56 Posted August 11, 2018 Hi guys, Do you know what function have these two signs and what mod adds them to game? https://gyazo.com/6809d8d83fa86819c123c63aab4bdafc THX for info Share this post Link to post Share on other sites
gaverio 100 Posted August 11, 2018 Hey Hans(z). WarfareThai EX is that mod. Share this post Link to post Share on other sites
Gill93 342 Posted August 11, 2018 So I have gathered most of the building class-names and positions on the Chernobyl zone using a script called Building position locater I then placed all the class-names, Loot type and positions into the Array/Script hidden in the spoiler. The script itself is supposed to go into your init.sqf from what I was told but I keep getting an error towards the very bottom of the script when trying to run it mabey someone can experiment. Spoiler //----Add classnames Here --- waitUntil {!isNil "Building_list"}; sleep 1; { 0 = Building_list pushBack _x; } forEach [ "land_chz_vesnice_dum05", "land_chz_vesnice_dum04", "land_chz_vesnice_dum03", "land_chz_vesnice_dum09", "land_chz_vesnice_dum12", "land_chz_vesnice_dum11", "land_chz_vesnice_dum08", "land_chz_vesnice_dum01", "land_chz_vesnice_dum07", "land_chz_vesnice_dum06", "land_chz_vesnice_dum11", "land_chz_vesnice_dum17", "land_chz_vesnice_dum14", "land_chz_vesnice_dum16", "land_chz_vesnice_dum10", "land_chz_vesnice_farma01", "land_chz_vesnice_dum13", "land_chz_vesnice_dum15", "land_chz_vesnice_dum02", "land_chz_vesnice_farma03", "land_chz_janov_04", "land_chz_cementarna_04", "land_chz_zavod_beton_02", "land_chz_cisticka_zazemi_02", "land_chz_kontrolnibod_03", "land_chz_kontrolnibod_01_budka", "land_chz_budova_04_02", "land_chz_skladoleju_06_03", "land_chz_skladoleju_06_06", "land_chz_skladiste_01", "land_chz_beryozka", "land_chz_gastronom", "land_chz_janov_02", "land_chz_janov_03" ]; //---Classname Building Positions here --- waitUntil {!isNil "Building_registr"}; { 0 = Building_registr pushBack _x; } forEach [ ["land_chz_vesnice_dum05",0,[0,1,2,3,4]], ["land_chz_vesnice_dum04",0,[0,1,2,3,4]], ["land_chz_vesnice_dum03",0,[0,1,2,3,4]], ["land_chz_vesnice_dum09",0,[0,1,2,3,4]], ["land_chz_vesnice_dum12",0,[0,1,2,3,4,5,6,7]], ["land_chz_vesnice_dum11",0,[0,1,2,3,4,5,6,7]], ["land_chz_vesnice_dum08",0,[0,1,2,3,4,5,6,7]], ["land_chz_vesnice_dum01",0,[0,1,2,3]], ["land_chz_vesnice_dum07",0,[0,1,2,3,4,5,6]], ["land_chz_vesnice_dum06",0,[0,1,2,3,4]], ["land_chz_vesnice_dum11",0,[0,1,2,3,4,5,6,7]], ["land_chz_vesnice_dum17",0,[0,1,2,3,4]], "land_chz_vesnice_dum14",0,[0,1,2,3]], ["land_chz_vesnice_dum16",0,[0,1,2,3,4]], ["land_chz_vesnice_dum10",2,[0,1,2,3]], ["land_chz_vesnice_farma01",2,[0,1,2,3,4,5,6]], ["land_chz_vesnice_dum13",0,[0,1,2,3,4,5]], ["land_chz_vesnice_dum15",0,[0,1,2,3,4,5]], ["land_chz_vesnice_dum02",0,[0,1,2,3,4,5]], ["land_chz_vesnice_farma03",2,[0,1,2,3,4,5,6,7]], ["land_chz_janov_04",2,[0,1,2,3,4,5,6,7,8]], ["land_chz_cementarna_04",2,[0,1,2,3,4,5,6,7,8,9,10,11]], ["land_chz_zavod_beton_02",2,[0,1]], ["land_chz_cisticka_zazemi_02",2,[0,1,2,3,4,5,6,7,8,9,10,11,12,13]], ["land_chz_kontrolnibod_03",2,[0,1,2,3,4,5,6,7,8]], ["land_chz_kontrolnibod_01_budka",1,[0,1,2]], ["land_chz_budova_04_02",2,[0,1,2,3,4,5,6,7,8,9]], ["land_chz_skladoleju_06_03",2,[0,1,2,3,4]], ["land_chz_skladoleju_06_06",2,[0,1,2,3,4,5,6,7]], ["land_chz_skladiste_01",2,[0,1,2,3,4,5,6,7,8,9,10]], ["land_chz_beryozka",2,[0,1,2,3,4,5,6,7,8,9]], ["land_chz_gastronom",2,[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]], ["land_chz_janov_02",2,[0,1,2,3,4]], ["land_chz_janov_03",2,[0,1,2,3,4,5,6,7,8,9,10,11,12,13]] ]; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 12, 2018 I had post a code for hunting Players and there was an error and this is corrected. I updated also the code on the previous post Spoiler On 7/8/2018 at 7:07 PM, GEORGE FLOROS GR said: To set a hunting Group : 2 hours ago, GEORGE FLOROS GR said: add in your init or initServer.sqf Reveal hidden contents //________________ Author : [GR]GEORGE F ___________ 12.08.18 _____________ /* ________________ GF Hunting Groups ________________ Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ */ GF_Hunted_Players = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; GF_Hunted_Player_selected = GF_Hunted_Players call BIS_fnc_selectRandom; hint format ["GF_Hunted_Player %1 ",GF_Hunted_Player_selected]; systemchat format ["GF_Hunted_Player %1 ",GF_Hunted_Player_selected]; GF_Hunting_Group_spawn_time = 10; // The time to spawn the next GF_Hunting_Group [] spawn { while {true} do { _time = diag_tickTime + 1; _i = 0; waitUntil { sleep GF_Hunting_Group_spawn_time; _i = _i + 1; diag_tickTime >= _time }; [] execVM "Recon_Hunting_Group.sqf"; // hint "Recon_Hunting_Group.sqf"; }; }; [] spawn { while {true} do { _time = diag_tickTime + 1; _i = 0; waitUntil { sleep 20; // The time to Hunt the next random Player _i = _i + 1; diag_tickTime >= _time }; GF_Hunted_Player_selected = GF_Hunted_Players call BIS_fnc_selectRandom; //hint format ["GF_Hunted_Player %1 ",GF_Hunted_Player_selected]; //systemchat format ["GF_Hunted_Player %1 ",GF_Hunted_Player_selected]; }; }; Then create an .sqf _Recon_Hunting_Group.sqf Reveal hidden contents //________________ Author : [GR]GEORGE F ___________ 12.08.18 _____________ /* ________________ GF Hunting Groups ________________ Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ */ if (!isServer) exitWith {}; hint"_Recon_Hunting_Group"; #define _Recon_Hunting_Group "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F" _enemies_Array = [grpNull]; _Recon_Hunting_Teams = createGroup independent; _GF_randomPos = [[[GF_Hunted_Player_selected, (1500)],[]],["water","out"]] call BIS_fnc_randomPos; _Recon_Hunting_Teams = [_GF_randomPos, independent,[_Recon_Hunting_Group]] call BIS_fnc_spawnGroup; _Recon_Hunting_Teams setCombatMode "YELLOW"; _Recon_Hunting_Teams setSpeedMode "NORMAL"; _Recon_Hunting_Teams allowFleeing 0; _Waypoint =_Recon_Hunting_Teams addWaypoint [(GF_Hunted_Player_selected ) ,0]; _Waypoint setWaypointType "SAD"; _enemies_Array = _enemies_Array + [_Recon_Hunting_Teams]; while {true} do { _time = diag_tickTime + 1; _i = 0; waitUntil { sleep 10; _i = _i + 1; diag_tickTime >= _time }; hint "_Updating_WP"; { deleteWaypoint [_x, 0]; _Updating_WP = _x addWaypoint [(GF_Hunted_Player_selected ) ,0]; _Updating_WP setWaypointType "SAD"; // SAD MOVE _x setCombatMode "YELLOW"; // YELLOW RED _x setSpeedMode "NORMAL"; // NORMAL FULL _x allowFleeing 0; }foreach [_Recon_Hunting_Teams]; }; #define _Recon_Hunting_Group "zombie_runner","zombie_walker","zombie_bolter" Spoiler 4 hours ago, GEORGE FLOROS GR said: Thanks ! 1 Share this post Link to post Share on other sites
Percipio 3 Posted August 13, 2018 Hi, first thanks for Ravage mod. I just downloaded Ravage mod for a look in the editor. Enjoying the mod so far. Just wondering of the mod developer has any plans to make Ravage mod compatible with @KSS Kurt's Survival System? Similarly to how Ravage is compatible with RHS, CUP, Iron Front, etc Thanks. Share this post Link to post Share on other sites
LukasGaming 13 Posted August 13, 2018 Is there any way to change the aggro range? It's too extreme and slightly unrealistic for me. I think the zombies should hunt you only if you come 20m or close, 13m if you crouch and 8m if you're prone. 1 Share this post Link to post Share on other sites
FookinThicc 1 Posted August 15, 2018 Hi. I've been having a hard time figuring out how the loot system works. I've added a couple rhs pistols to civilian loot table and set the probability of finding stuff 50 for every item in the civilian table. Problem is I still seem to find only survival items, nothing else. Not a single weapon or any ammo. If I set weapons to 100 then I'll find only weapons, if I set magazines to 100 I find only ammo. But everything at 50 only gets me survival items. I don't know if this is connected to the problem or not, but sometimes when searching objects, the inventory pops up but it doesnt show any items. Other times it just says that "nothing but junk" etc and the inventory doesn't pop up. Mods I'm running: CBA_A3 Ravage Achilles All RHS Blastcore JSRS CUP Terrains - Core Chernarus Redux What I have in Common weapons: ["rhsusf_weap_glock17g4", "rhsusf_weap_m1911a1", "rhsusf_weap_m9"] Share this post Link to post Share on other sites
dlegion 98 Posted August 15, 2018 Zpmbies does not attack helicopters, people in helicopters, or people really near to helicopters (in the bounding box)... Can this be fixed ? Share this post Link to post Share on other sites
Gill93 342 Posted August 15, 2018 8 hours ago, FookinThicc said: Hi. I've been having a hard time figuring out how the loot system works. I've added a couple rhs pistols to civilian loot table and set the probability of finding stuff 50 for every item in the civilian table. Problem is I still seem to find only survival items, nothing else. Not a single weapon or any ammo. If I set weapons to 100 then I'll find only weapons, if I set magazines to 100 I find only ammo. But everything at 50 only gets me survival items. I don't know if this is connected to the problem or not, but sometimes when searching objects, the inventory pops up but it doesnt show any items. Other times it just says that "nothing but junk" etc and the inventory doesn't pop up. Mods I'm running: CBA_A3 Ravage Achilles All RHS Blastcore JSRS CUP Terrains - Core Chernarus Redux What I have in Common weapons: ["rhsusf_weap_glock17g4", "rhsusf_weap_m1911a1", "rhsusf_weap_m9"] For most of my scenario's I usually set civilian to 50,17,15,8,10 Military 5,50,48,7,11 Industrial 45,25,24,6,11. You may also want to try adding even more weapons to the array just to see what happens. Share this post Link to post Share on other sites
Vandeanson 1677 Posted August 16, 2018 hi all, I am looking for some guideance to export code into a function that i can call within my scripts, instead of putting in the whole code in each script all the time. This is the code i want to export. (_x needs to be replaced, as I am currently using this code within {}foreach units _traders: - i dont know yet with what, _this, this, _unit. unit did not work=)) Spoiler _weapon = selectRandom _WeaponArrayAll; _currency = selectRandom _ItemArrayCurrency; _item1 = selectRandom _ItemArrayAll; _item2 = selectRandom _ItemArrayAll; _item3 = selectRandom _ItemArrayAll; _explosives = selectRandom _MagArrayExplosives; _vest = selectRandom _vestArray; _uniform = selectRandom _uniformArray; _headgear = selectRandom _headgearArray; _backpack = selectRandom _backpackArray; _FAK = selectRandom _ItemArrayMedic; _magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines"); _mag = selectRandom _magazines; //_attachments = getArray (configFile >> "CfgWeapons" >> _weapon >> "items"); _attachment = selectRandom _ItemArrayWeapAtt; _attachment2 = selectRandom _ItemArrayWeapAtt; removeUniform _x; _x forceAddUniform _uniform; for "_i" from 1 to 3 do {_x addItemToUniform _mag;}; _x addItemToUniform _FAK; for "_i" from 1 to 20 do {_x addItemToUniform _currency;}; _x addWeapon _weapon; _x addPrimaryWeaponItem _attachment; _x addPrimaryWeaponItem _attachment; _x addPrimaryWeaponItem _attachment; _x addItemToUniform _item1; if(20>=random 100) then{ _x addVest _vest; for "_i" from 1 to 1 do {_x addItemToVest _item2;}; for "_i" from 1 to 1 do {_x addItemToVest _item3;};}; if(20>=random 100) then{ _x addBackpack _backpack; for "_i" from 1 to 1 do {_x addItemToBackpack _attachment2;}; if(10>=random 100) then{for "_i" from 1 to 1 do {_x addItemToBackpack _explosives;};};}; if(20>=random 100) then{ _x addHeadgear _headgear;}; in this example, i would like to call this loadout code on AI that I spawn. Any advise or fingerpoint into the right direction would be apreciated. hi @haleks I noticed that when i use the make trader function (this setVariable ["isTrader", "rvg_supplies_s", true];) , this only works, If I call the function within the first 3 seconds of the game start. If I call it with delay, or call in on a later stage (spawn in AI as trader). the trader function wont work. Do you know why this could be and is there a workarround to spawn in new AI traders via script while the game is running? this is how i am currently spawning my traders. As mentioned, the trade function only works the first time they are spawned (if spawned within the first 3 seconds after game start): Spoiler _traderspawn = selectRandom ["mrkrTR_1"]; _traders = createGroup west; _trader1 = _traders createUnit ["B_G_Survivor_F", getMarkerPos _traderspawn, [], 20, "NONE"]; _trader2 = _traders createUnit ["B_G_Survivor_F", getMarkerPos _traderspawn, [], 0, "NONE"]; _trader3 = _traders createUnit ["B_G_Survivor_F", getMarkerPos _traderspawn, [], 0, "NONE"]; _trader1 setVariable ["isTrader", "rvg_gear_s", true]; _trader2 setVariable ["isTrader", "rvg_arms_s", true]; _trader3 setVariable ["isTrader", "rvg_supplies_s", true]; { _x setVariable ["isTrader", "rvg_supplies_s", true]; _x disableAI "MOVE"; _x allowDamage false; [_x, "STAND", "ASIS"] call BIS_fnc_ambientAnim; }forEach units _traders; My workarround is to spawn my traders at gamestart and move them with setpos from time to time for my dynamic tradercamp script. But since ravage can spawn traders while the game is running, I assume there could be a way=D cheers and thanks in advance vandeanson 1 Share this post Link to post Share on other sites
tortuosit 486 Posted August 17, 2018 Many possibilities. You could save your code in ..\Arma 3\Scripts\yourcode.sqf and then call it: 0 = aUnitsName execVM "\Scripts\yourcode.sqf" Replace all occurences of _x by _this. "_this" is the argument ("aUnitsName") which has been given into the execVM. You could e.g. say "0 = player execVM ...". This argument is is an object here. You could also pass arrays into the execVM (same works with functions): ("0 = [element1, element2] execVM "\.....") - then you access the elements from inside this code like this: "_this select <n>". You see, "_this" is just the thing you put outside before the execVM as seen from inside functions/scripts. See? You have to read much, young padavan. But being able to handle external code (also read about functions!) will bring you good flexibility. As for the execvm which accesses the local drive, I think ArmA has to be started with this special flag though. Forgot the name... I'm not at my rig. BTW I recommend (best thing I found this year) to use Visual Studio Code for SQF editing. https://code.visualstudio.com/ Install SQFLint in there. And SQF Syntax highlighter. (search for ArmA in extensions). Gives you the command syntax and a BIS link on hovering a command. Then you have it all, Syntax highlighting, code folding, anything, pure joy joy joy. It is pure sex. And code like (I am still surprised it works in SQF) "variable = if (true) then {42} else {0};" is even more sex. ;-) 2 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted August 17, 2018 Hi @tortuosit! Thanks for the quick advise, will test and confirm back ;) I seem to have tried this or similar things so lets see how it works out! I am using ATOM with syntax highlighter and arma extensions, not sure if its the best tool, but when I switched to it from simple notepad - what a sensation;) Cheers vandeanson Share this post Link to post Share on other sites
dlegion 98 Posted August 17, 2018 Any idea how fix the zombies not attacking landed helicopters ? Share this post Link to post Share on other sites
tortuosit 486 Posted August 17, 2018 Fun which demands more features like markers or planting depending on the landscape (e.g., in forests). Whatever... Paste into debug field and be almost dead :D 0 = [] spawn { for "_i" from 1 to 100 do { _mine = (selectRandom ["APERSMine_Range_Ammo", "APERSBoundingMine_Range_Ammo"]) createVehicle (player getPos [2 + random 10, random 360]); }; }; 1 1 Share this post Link to post Share on other sites
Eogos 24 Posted August 17, 2018 Just a quick question, is it planned to eventually have some kind of built in random mission/encounter generator? I love the ambiance that Ravage creates but unfortunately my group kinda lost interest last time we played due to, well, running out of things to do so as it is right now it doesn't really work for us as a continuous ambient mission. Share this post Link to post Share on other sites
Gill93 342 Posted August 17, 2018 28 minutes ago, Eogos said: Just a quick question, is it planned to eventually have some kind of built in random mission/encounter generator? I love the ambiance that Ravage creates but unfortunately my group kinda lost interest last time we played due to, well, running out of things to do so as it is right now it doesn't really work for us as a continuous ambient mission. Quite a few different ravage missions out there with tasks to complete not sure about the default ravage mission though. Share this post Link to post Share on other sites
Gill93 342 Posted August 18, 2018 Hey guys does anyone else think that Radiation poisoning should have some symptoms such as coughing blurred vision or even tinnitus when really sick as to give players an Idea of how close to death they are instead of just having to check HUD. Maybe someone could make a script for this or Haleks could possibly add these in in future updates. (: 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted August 18, 2018 3 hours ago, Eogos said: Just a quick question, is it planned to eventually have some kind of built in random mission/encounter generator? I love the ambiance that Ravage creates but unfortunately my group kinda lost interest last time we played due to, well, running out of things to do so as it is right now it doesn't really work for us as a continuous ambient mission. i am working on a simple script that keeps generating randomly placed tasks (kill, destroy, recovery, search, patrol) connected with a reward system in an endless loop and random selection of which tasks comes after the other. needs some polishing and such but will post it here once finished;) 3 Share this post Link to post Share on other sites