LSValmont 789 Posted October 30, 2018 1 hour ago, Vandeanson said: I am not sure if this is the problem but can you try this: instead of this execVM "scripts\randomunitequip.sqf"; try: [this] execVM "scripts\randomunitequip.sqf"; to me "_unit = _this select 0" seems as if you are trying to assign an argument to the local variable "_unit" - but since you call it as you stated above "this execVM...", the argument "this" is not passed to the script, hence it finds nothing at "this select 0". let me know if this works=) These are the results: https://drive.google.com/open?id=1RAwoDXBKwfISu8kBCjmIQOzN-ohIyeFN PS: Worked like a charm! Thank you Vandeanson! 1 Share this post Link to post Share on other sites
Malcain 35 Posted October 30, 2018 On 11.10.2018 at 5:12 PM, haleks said: So, guys... what would you say about a change of scenery? Or rather, a scenery that changes with each new game? Hide contents What you are looking at is pre-made towns (for now those are taken from vanilla maps) randomly placed on an empty terrain - N'Djenahoud in this case - to form a bigger city accross the map. The idea is to populate any empty terrain with a big, abandonned city spreading hundreds of kilometers wide. Its configuration would change with each new playthrough, forcing players to remain prudent in their explorations. Further down the line, this could give birth to some kind of "rogue survival" game, something for players to enjoy survival without the boredom of wandering in a much too familiar landscape... Now... I'm posting this in the Ravage thread, although it's not necessarily a Ravage project : it will be compatible, but in the end, chances are I'm going to use it first on either F3llout or another stand-alone project. All very much WIP, but I'd like to hear your thoughts. ;) I would like to see(and work on) a "Madmax2: Road Warrior" style post-apoc sandbox survival mod on it. It looks just right and perfect for that kind of survival expirience. Btw, is there a discord group or smth like that for your projects? Share this post Link to post Share on other sites
Vandeanson 1677 Posted October 30, 2018 1 hour ago, LSValmont said: These are the results: https://drive.google.com/open?id=1RAwoDXBKwfISu8kBCjmIQOzN-ohIyeFN PS: Worked like a charm! Thank you Vandeanson! yay! grrreat success:) 1 Share this post Link to post Share on other sites
acebelew 14 Posted October 30, 2018 On 11/8/2017 at 12:03 PM, cosmic10r said: nul = [this] execVM "scripts\system\rvgFill_weap.sqf"; nul = [this] execVM "scripts\system\rvgfill.sqf"; These two items are not working added to plastic boxes and the boxes is empty. Extracted all the pbo's and did a search for scripts\system\rvgFill_weap.sqf and nothing came up. Am I missing something? 1 Share this post Link to post Share on other sites
LSValmont 789 Posted October 31, 2018 19 hours ago, acebelew said: These two items are not working added to plastic boxes and the boxes is empty. Extracted all the pbo's and did a search for scripts\system\rvgFill_weap.sqf and nothing came up. Am I missing something? Good find! Did not work for me either. Here is the script I made for populating loot boxes. (Just modify the Weapons and Items you want them to spawn): Spoiler /* ------------------------------------------------------------------------------------------ Random Crate Loot Script by VALMONT for the Ravage and CUP Mods Put in the Crate's Init: [this] execVM "scripts\randomcrateloot.sqf"; ------------------------------------------------------------------------------------------ */ if (!isServer) exitWith {}; if (isServer) then { _crate =(_this select 0); _crate setVariable ["rvg_owned", true, true]; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; clearBackpackCargoGlobal _crate; clearItemCargoGlobal _crate; _weapons = [ //CUP SMGs "CUP_smg_bizon", "CUP_smg_MP5A5", "CUP_smg_EVO_MRad_Flashlight", //CUP Shotguns "CUP_sgun_AA12", "CUP_sgun_Saiga12K", "CUP_sgun_M1014", //CUP Rifles "CUP_srifle_LeeEnfield_rail", "CUP_srifle_CZ550_rail", "CUP_arifle_FNFAL_railed", "CUP_srifle_M14", "CUP_srifle_SVD", "CUP_srifle_VSSVintorez", "CUP_srifle_M24_wdl", "CUP_arifle_M16A2", //CUP Automatic Rifles "CUP_arifle_AK47", "CUP_arifle_AKM", "CUP_arifle_AKS", "CUP_arifle_AKS74", "CUP_arifle_AKS74U", "CUP_arifle_AKS_Gold", "CUP_arifle_AK74", "CUP_arifle_AK74M", "CUP_arifle_AK107", "CUP_arifle_Sa58V", "CUP_arifle_Sa58RIS2_camo", //CUP Scoped Rifles "CUP_arifle_AK107_kobra", "CUP_arifle_AKS74_pso", //CUP Sniper Rifles "CUP_srifle_CZ550", "CUP_srifle_SVD_pso", "CUP_srifle_SVD_wdl_ghillie", "CUP_srifle_VSSVintorez_pso", "CUP_srifle_M24_wdl_LeupoldMk4LRT", "CUP_srifle_Mk12SPR_LeupoldM3LR_bipod", //CUP Machineguns "CUP_lmg_UK59", "CUP_arifle_RPK74M", "CUP_lmg_minimi_railed", "CUP_lmg_PKM", "CUP_lmg_Pecheneg" ]; _pistolammo = [ "CUP_10Rnd_9x19_Compact", "CUP_18Rnd_9x19_Phantom", "CUP_17Rnd_9x19_glock17", "CUP_6Rnd_45ACP_M" ]; _rifleammo = [ "CUP_30Rnd_545x39_AK_M", "CUP_30Rnd_Subsonic_545x39_AK_M", "CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK_M", "CUP_30Rnd_TE1_White_Tracer_545x39_AK_M", "CUP_30Rnd_TE1_Yellow_Tracer_545x39_AK_M", "CUP_75Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M" ]; _shotgunammo = [ "CUP_20Rnd_B_AA12_Pellets", "CUP_8Rnd_B_Beneli_74Pellets", "CUP_8Rnd_B_Saiga12_74Slug_M" ]; _smgammo = [ "CUP_64Rnd_9x19_Bizon_M", "CUP_64Rnd_Green_Tracer_9x19_Bizon_M", "CUP_30Rnd_9x19_EVO", "CUP_30Rnd_9x19_MP5" ]; _sniperammo = [ "CUP_5Rnd_127x99_as50_M", "CUP_5x_22_LR_17_HMR_M", "CUP_10Rnd_762x51_CZ750", "CUP_5Rnd_762x67_G22", "CUP_5Rnd_127x108_KSVK_M", "CUP_5Rnd_86x70_L115A1", "CUP_10x_303_M", "CUP_10Rnd_127x99_M107", "CUP_20Rnd_762x51_B_M110", "CUP_20Rnd_762x51_DMR", "CUP_5Rnd_762x51_M24", "CUP_20Rnd_9x39_SP5_VSS_M", "CUP_10Rnd_9x39_SP5_VSS_M", "CUP_10Rnd_762x54_SVD_M" ]; _lmgammo = [ "CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", "CUP_50Rnd_UK59_762x54R_Tracer" ]; _grenadelauncherammo = [ "CUP_6Rnd_HE_GP25_M", "CUP_1Rnd_Smoke_M203", "CUP_1Rnd_SmokeRed_M203", "CUP_1Rnd_SmokeGreen_M203", "CUP_1Rnd_SmokeYellow_M203" ]; _rocketlauncherammo = [ "CUP_Javelin_M", "CUP_Stinger_M", "CUP_Strela_2_M" ]; _gear = [ //sight "CUP_optic_GOSHAWK", "CUP_optic_Kobra", "CUP_optic_NSPU", "CUP_optic_PSO_1", "CUP_optic_PGO7V3", //Muzzle "CUP_muzzle_Bizon", "CUP_acc_Glock17_Flashlight", //Bipod "CUP_bipod_Harris_1A2_L", "CUP_bipod_VLTOR_Modpod", //Cammo "CUP_Mxx_camo", "CUP_SVD_camo_g_half" ]; _consumables = [ "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", "rvg_money", "rvg_money", "rvg_money", "rvg_money" ]; _items = [ //Vanilla items "Item_optic_LRPS", "Item_bipod_01_F_khk", //CUP Items "CUP_optic_LeupoldMk4", "CUP_optic_Leupold_VX3", "CUP_bipod_Harris_1A2_L", "CUP_bipod_VLTOR_Modpod", //Regular Items "Binocular", "FirstAidKit", "Medikit", "ToolKit", "ItemMap", //Ravage Items "rvg_canisterFuel_Empty", "rvg_toolkit", "rvg_tire", "rvg_money", "rvg_docFolder", "rvg_money", "rvg_hose", "rvg_guttingKnife", "rvg_foldedTent", "rvg_matches", "rvg_foldedTent" ]; _backpacks = [ "CUP_B_USPack_Coyote", "CUP_B_USPack_Black", "CUP_B_GER_Pack_Tropentarn", "CUP_B_GER_Pack_Flecktarn", "CUP_B_ACRPara_m95", "CUP_B_ACRScout_m95", "CUP_B_CivPack_WDL", "CUP_B_INS_AlicePack_Ammo" ]; _uniforms = [ "CUP_U_I_Pilot_01", "CUP_U_I_Leader_01", "CUP_U_I_Worker_02", "CUP_U_I_Woodlander_01", "CUP_U_I_Woodlander_02", "CUP_U_I_Woodlander_03", "CUP_U_I_Villager_03", "CUP_U_I_Villager_04", "CUP_I_B_PMC_Unit_1", "CUP_I_B_PMC_Unit_2", "CUP_I_B_PMC_Unit_3", "CUP_I_B_PMC_Unit_4", "CUP_I_B_PMC_Unit_5", "CUP_I_B_PMC_Unit_6", "CUP_I_B_PMC_Unit_7", "CUP_I_B_PMC_Unit_8", "CUP_I_B_PMC_Unit_9", "CUP_I_B_PMC_Unit_10", "CUP_I_B_PMC_Unit_11", "CUP_I_B_PMC_Unit_12", "CUP_I_B_PMC_Unit_13", "CUP_I_B_PMC_Unit_14", "CUP_I_B_PMC_Unit_15", "CUP_I_B_PMC_Unit_16", "CUP_I_B_PMC_Unit_17", "CUP_I_B_PMC_Unit_18", "CUP_I_B_PMC_Unit_19", "CUP_I_B_PMC_Unit_20", "CUP_I_B_PMC_Unit_21", "CUP_I_B_PMC_Unit_22", "CUP_I_B_PMC_Unit_23", "CUP_I_B_PMC_Unit_24", "CUP_I_B_PMC_Unit_25", "CUP_I_B_PMC_Unit_26", "CUP_I_B_PMC_Unit_27", "CUP_I_B_PMC_Unit_28", "CUP_U_C_Pilot_01", "CUP_U_C_Citizen_01", "CUP_U_C_Citizen_02", "CUP_U_C_Citizen_03", "CUP_U_C_Citizen_04", "CUP_U_C_Worker_01", "CUP_U_C_Worker_02", "CUP_U_C_Worker_03", "CUP_U_C_Worker_04", "CUP_U_C_Profiteer_01", "CUP_U_C_Profiteer_02", "CUP_U_C_Profiteer_03", "CUP_U_C_Profiteer_04", "CUP_U_C_Woodlander_01", "CUP_U_C_Woodlander_02", "CUP_U_C_Woodlander_03", "CUP_U_C_Woodlander_04", "CUP_U_C_Villager_01", "CUP_U_C_Villager_02", "CUP_U_C_Villager_03", "CUP_U_C_Villager_04", "CUP_U_C_Priest_01", "CUP_U_C_Policeman_01", "CUP_U_C_Suit_01", "CUP_U_C_Suit_02", "CUP_U_C_Labcoat_01", "CUP_U_C_Labcoat_02", "CUP_U_C_Labcoat_03", "CUP_U_C_Rocker_01", "CUP_U_C_Rocker_02", "CUP_U_C_Rocker_03", "CUP_U_C_Rocker_04", "CUP_U_C_Mechanic_01", "CUP_U_C_Mechanic_02", "CUP_U_C_Mechanic_03", "CUP_U_C_Fireman_01", "CUP_U_C_Rescuer_01", "CUP_U_O_Pilot_01", "CUP_U_O_Worker_02", "CUP_U_O_Woodlander_01", "CUP_U_O_Woodlander_02", "CUP_U_O_Woodlander_03", "CUP_U_O_Villager_03", "CUP_U_O_Villager_04", "U_O_officer_noInsignia_hex_F" ]; _headgear = [ "CUP_H_Ger_Boonie_desert", "CUP_H_Ger_Boonie_Flecktarn", "CUP_H_NAPA_Fedora", "CUP_H_PMC_PRR_Headset", "CUP_H_PMC_EP_Headset", "CUP_H_PMC_Cap_Grey", "CUP_H_PMC_Cap_Tan", "CUP_H_PMC_Cap_Burberry", "CUP_H_PMC_Cap_Back_Grey", "CUP_H_PMC_Cap_Back_Tan", "CUP_H_PMC_Cap_Back_Burberry", "CUP_H_PMC_Cap_PRR_Grey", "CUP_H_PMC_Cap_PRR_Tan", "CUP_H_PMC_Cap_PRR_Burberry", "CUP_H_ChDKZ_Cap" ]; _vests = [ "CUP_V_B_GER_Carrier_Rig", "CUP_V_OI_TKI_Jacket6_05", "CUP_V_OI_TKI_Jacket6_06", "CUP_V_I_Guerilla_Jacket" ]; //add random weapon to vehicle cargo _rndWeapon = selectRandom _weapons; _mags = getArray (configfile >> "CfgWeapons" >> _rndWeapon >> "magazines"); _rndMag = selectRandom _mags; _weapAmount = round (0 + random 1); _magAmount = round ((1 + random 2) * _weapAmount);//so you'll get enough mags for each weapon added _crate addWeaponCargoGlobal [_rndWeapon,_weapAmount]; _crate addMagazineCargoGlobal [_rndMag,_magAmount]; //consumables _consumablesAmount = round (0 + random 1); _rndConsumables = selectRandom _consumables; _crate addItemCargoGlobal [_rndConsumables,_consumablesAmount]; //Items _itemsAmount = round (0 + random 1); _rndItems = selectRandom _items; _crate addItemCargoGlobal [_rndItems,_itemsAmount]; //Backpacks _backpacksAmount = round (0 + random 1); _rndBackpacks = selectRandom _backpacks; _crate addItemCargoGlobal [_rndBackpacks,_backpacksAmount]; //Gear _gearAmount = round (0 + random 1); _rndGear = selectRandom _gear; _crate addItemCargoGlobal [_rndGear,_gearAmount]; //Headgear _headgearAmount = round (0 + random 1); _rndHeadgear = selectRandom _headgear; _crate addItemCargoGlobal [_rndHeadgear,_headgearAmount]; //Vests _vestsAmount = round (0 + random 1); _rndVests = selectRandom _vests; _crate addItemCargoGlobal [_rndVests,_vestsAmount]; }; That should work in the meantime until haleks fixes it. 1 Share this post Link to post Share on other sites
El' Rabito 164 Posted October 31, 2018 On 29.10.2018 at 10:10 PM, LSValmont said: Change the min distance in the default settings. Set it to 50 instead of the default 70. Still, Haleks is your man for these kind of questions. I've too experienced the low zombie population but it has been fixed on my server for some reason even thou I have all modules on default settings. Thx for all the help, but it didn't make any difference. We tried without blacklist, default settings, and all the stuff you mentioned but we still don't have more than 10-20 zombies on the server. I don't want to get back to Ryan zombies but players are crying all the time "Where are the zombies" :D Share this post Link to post Share on other sites
EO 11277 Posted October 31, 2018 9 minutes ago, PsG1988 said: Thx for all the help, but it didn't make any difference. We tried without blacklist, default settings, and all the stuff you mentioned but we still don't have more than 10-20 zombies on the server. I don't want to get back to Ryan zombies but players are crying all the time "Where are the zombies" :D Regarding the Ambient Zombie module, have you tried setting the Sun Factor to "No"....the default setting is "Yes" which will decrease zed spawn during daylight hours. 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted November 1, 2018 On 10/30/2018 at 2:15 PM, Malcain said: I would like to see(and work on) a "Madmax2: Road Warrior" style post-apoc sandbox survival mod on it. It looks just right and perfect for that kind of survival expirience. Btw, is there a discord group or smth like that for your projects? I did this exact thing. Had crazy dust storm scripts running and had AI spawning in Mad Max vehicles, etc. There were some bugs. It was almost ready for a server to run... but at the time I was ready to take a break from Arma and I did. I still have all the files and the entire project. 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted November 1, 2018 On 10/29/2018 at 4:42 PM, PsG1988 said: I set Global max to 300,no blacklist, everything else default settings. 17 Zombies with 53 players on the server. I will try this tweak aswell but i think there must be a problem somewhere else :/ It's possible Exile is doing something to the spawns or some sort of script that Exile runs to maintain their mod. There have been almost no Exile and Ravage servers and you are not the first person I have heard having zombie spawn issues. I think CrazyMike had the same problem on his server. Not sure if it was corrected or if they just changed zombies. 2 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted November 1, 2018 Anyone know how to get MP saves to work? me and some buddies were running a pick up server that was hosted by us, we played for a good 6+ hours, took like a 2 hour break re launched the server and only two of us had our saves still. my buddy hosting the mission didn't have one...? It has worked before so maybe it's a hit and miss? Notes: Yes server has mods in it, haven't been an issue before... Server also has re spawning enabled not sure if this can cause issues? Server is set to be persistent, and saving is allowed as well... Any help would be greatly appreciated, I know the MP in ArmA in general is hit and miss (Also, beyond buggy) usually even sometimes with getting a connection with friends. So could this just be one of those things? Thanks for the help! Share this post Link to post Share on other sites
El' Rabito 164 Posted November 1, 2018 9 hours ago, Donnie_Plays said: It's possible Exile is doing something to the spawns or some sort of script that Exile runs to maintain their mod. There have been almost no Exile and Ravage servers and you are not the first person I have heard having zombie spawn issues. I think CrazyMike had the same problem on his server. Not sure if it was corrected or if they just changed zombies. We came to the same conclusion, so sadly we had to remove ravage :-( Share this post Link to post Share on other sites
Donnie_Plays 435 Posted November 2, 2018 11 hours ago, PsG1988 said: We came to the same conclusion, so sadly we had to remove ravage :-( The difference between us... I would dump Exile 99 out of 100 times and would keep Ravage. While Exile can be a lot of fun, it's as close to arcade style Arma as you can get. Zombie apocalypse survival really has nothing in common with the Exile mod, despite all the servers. I had some interest recently in trying to use Exile with Ravage. I only wanted to use the basebuilding system for Exile though. 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted November 2, 2018 17 hours ago, MuRaZorWitchKING said: Anyone know how to get MP saves to work? me and some buddies were running a pick up server that was hosted by us, we played for a good 6+ hours, took like a 2 hour break re launched the server and only two of us had our saves still. my buddy hosting the mission didn't have one...? It has worked before so maybe it's a hit and miss? Notes: Yes server has mods in it, haven't been an issue before... Server also has re spawning enabled not sure if this can cause issues? Server is set to be persistent, and saving is allowed as well... Any help would be greatly appreciated, I know the MP in ArmA in general is hit and miss (Also, beyond buggy) usually even sometimes with getting a connection with friends. So could this just be one of those things? Thanks for the help! You can save your characters by enabling MP persistency. You will need to build a database to save everything else that happens on your server. I tried like hell to get help with building a database when we were running a server and not a single person would help. I tried to research it. It's an area I have no knowledge on. 1 1 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted November 2, 2018 @Donnie_Plays Thanks for the responses, and yeah I figured something of that sort would be needed... The save system works but if the server gets restarted then sometimes the saves don't load properly, so I'll definitely need to look into this. Thanks! :) Share this post Link to post Share on other sites
tourist 617 Posted November 2, 2018 @MuRaZorWitchKING Check out ALIVE or this https://github.com/gruppe-adler/grad-persistence/wiki for persistence. I personally use ALIVE, but this is because it offers additional features I want in my missions and I'm used to mission building with ALIVE. But I did a quick test setup with GRAD Persistence and I suggest it for ease of use. One caveat though: like ALIVE savegames, the GRAD persistence offers you the possibility to save EVERY unit on the map. The RAVAGE ambient AI and/or the RAVAGE random equipment script doesn't take this treatment well; the ambient AI appear in underwear if you load the savegame. So don't set GRAD (or ALIVE) to save every unit on the map - it will lead to armed bandits becoming unarmed molesters suddenly... 1 2 1 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted November 3, 2018 4 hours ago, tourist said: @MuRaZorWitchKING Check out ALIVE or this https://github.com/gruppe-adler/grad-persistence/wiki for persistence. I personally use ALIVE, but this is because it offers additional features I want in my missions and I'm used to mission building with ALIVE. But I did a quick test setup with GRAD Persistence and I suggest it for ease of use. One caveat though: like ALIVE savegames, the GRAD persistence offers you the possibility to save EVERY unit on the map. The RAVAGE ambient AI and/or the RAVAGE random equipment script doesn't take this treatment well; the ambient AI appear in underwear if you load the savegame. So don't set GRAD (or ALIVE) to save every unit on the map - it will lead to armed bandits becoming unarmed molesters suddenly... Thanks @tourist I'll definitely see what I can get working man, thanks for the feedback! :) Share this post Link to post Share on other sites
LSValmont 789 Posted November 3, 2018 On 25/10/2018 at 12:39 PM, haleks said: O... Okay, well that's a surprise... I will load up the files you sent me this week-end - hopefully it won't take long to find the script causing the mess. Haleks, if you haven't found what was causing the issue yet... I might have some more clues but nothing conclusive. I added the ambient breath effect but just that script and then I was able to reproduce the FPS loss again. Can't confirm it 100% but I think that could be the guilty script. Perhaps you already managed to reproduce/fix the issue anyway. 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted November 3, 2018 11 hours ago, tourist said: Check out ALIVE or this https://github.com/gruppe-adler/grad-persistence/wiki for persistence thanks for sharing! Share this post Link to post Share on other sites
haleks 8212 Posted November 3, 2018 15 hours ago, LSValmont said: Haleks, if you haven't found what was causing the issue yet... I might have some more clues but nothing conclusive. I added the ambient breath effect but just that script and then I was able to reproduce the FPS loss again. Can't confirm it 100% but I think that could be the guilty script. Perhaps you already managed to reproduce/fix the issue anyway. I have been busy and couldn't find the time to launch Arma... Thanks for the help - actually I think I know already what causes this in the script, most likely an easy fix. I'll try to push a tiny update in a week or so. 2 1 Share this post Link to post Share on other sites
LSValmont 789 Posted November 3, 2018 1 hour ago, haleks said: I have been busy and couldn't find the time to launch Arma... Thanks for the help - actually I think I know already what causes this in the script, most likely an easy fix. I'll try to push a tiny update in a week or so. By the way, GEORGE FLOROS' implementation of the Breath Effect doesn't seem to cause this issue. I've been testing that and seems to work without hitting FPS at all in my case. Perhaps that would be a good replacement or perhaps you already have something on your mind. Anyway, it is a small thing so take your time, at least the problem has been identified and you are on your way to fix it... it could have taken a much longer time =) 1 Share this post Link to post Share on other sites
Gunter Severloh 4056 Posted November 4, 2018 Surely a Ravage fan interested in Stalker has seen this: STALKER VOICES FOR AI https://steamcommunity.com/sharedfiles/filedetails/?id=1310092312&searchtext= 2 3 Share this post Link to post Share on other sites
Vandeanson 1677 Posted November 4, 2018 Hiho ravagers I am pleased to upload V2 of my Dynamic Spawn Script Pack. All site spawners have been redone and some new features have beed added. Usage is pretty easy, place a few markers and you are good to go. The script requires CUP Terrains - Core I am pretty sure that I managed to make the scripts both SP and MP compatible, but I would really love some feedback from anyone using the script in MP to see if everything works:) cheers vd 2 3 Share this post Link to post Share on other sites
LSValmont 789 Posted November 4, 2018 2 hours ago, Vandeanson said: Hiho ravagers I am pleased to upload V2 of my Dynamic Spawn Script Pack. All site spawners have been redone and some new features have beed added. Usage is pretty easy, place a few markers and you are good to go. The script requires CUP Terrains - Core I am pretty sure that I managed to make the scripts both SP and MP compatible, but I would really love some feedback from anyone using the script in MP to see if everything works:) cheers vd This is so cool!! Gonna test it right now! Question: Does it include the latest version of JBOY dog from the mission that was released by johnnyboy yesterday? Share this post Link to post Share on other sites
Vandeanson 1677 Posted November 5, 2018 8 hours ago, LSValmont said: This is so cool!! Gonna test it right now! Question: Does it include the latest version of JBOY dog from the mission that was released by johnnyboy yesterday? im afraid not, but i should indeed update that, thanks;) 1 Share this post Link to post Share on other sites
haleks 8212 Posted November 5, 2018 On 03/11/2018 at 10:59 PM, LSValmont said: By the way, GEORGE FLOROS' implementation of the Breath Effect doesn't seem to cause this issue. I've been testing that and seems to work without hitting FPS at all in my case. Perhaps that would be a good replacement or perhaps you already have something on your mind. Anyway, it is a small thing so take your time, at least the problem has been identified and you are on your way to fix it... it could have taken a much longer time =) I'm looking at the script right now (it's actually one very old script) and - hell, how did I not realize it was going to cause issues... ^^' It will be an easy fix indeed, I'll definitely try to push an update sometime this week. 3 2 Share this post Link to post Share on other sites