GEORGE FLOROS GR 4207 Posted April 4, 2019 1 minute ago, RZNUNKWN said: Please share some ideas. If the tents have building positions then it's pretty much easy to do this, if you don't mind test if it's generating loot with my loot script and if yes , i can check about doing this. Share this post Link to post Share on other sites
acoustic 82 Posted April 4, 2019 Is there anything to the "spawn_dogs.sqf" found in the source files? Or just a WIP? Would love to have some sort of wild animal in the mission, considering I am not using zombies. Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted April 4, 2019 1 hour ago, RZNUNKWN said: Can someone give me an idea of how can I fill CUP army tents with random items? Place down empty containers and use the “addItemCargo” code and you can fill the containers with as much random Ravage loot you like! I’ve made tons of custom loot boxes this way, all using Ravage gear. Good luck! 👍 This way also the items on the ground wont be deleted. Cause they’re in containers. 🙂 1 1 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted April 4, 2019 1 hour ago, acoustic said: Would love to have some sort of wild animal in the mission, I’d recommend giving JBOYDOG a try, you can add feral dog packs via triggers, and even have Guards using the dogs as guard dogs! 1 Share this post Link to post Share on other sites
acoustic 82 Posted April 4, 2019 According to his thread, there is no multiplayer support. Is that still the case? My only real concern is the feral dog packs. Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted April 4, 2019 @acoustic I’m unsure if it still doesn’t work with MP or not, you’d have to probably ask on his thread, Or read through most of it to be sure. Share this post Link to post Share on other sites
acoustic 82 Posted April 4, 2019 It appears it doesn't, unfortunately. Great looking mod. Share this post Link to post Share on other sites
acoustic 82 Posted April 5, 2019 Does anyone have an example of how they had to set up the custom variables in GRAD for food/hunger from Ravage? Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted April 5, 2019 Updated "The Burning Rain" removed quite a lot, added quite a lot. Required items is down to 9 whereas it was at 15. Frames rates stay pretty high, of course towns drag a little but that's to be expected of course in CHR REDUX. The Ravage loot menu and sleep menu's are working good again after cleaning everything up. 7 Share this post Link to post Share on other sites
damsous 329 Posted April 6, 2019 On 4/4/2019 at 11:45 PM, acoustic said: Does anyone have an example of how they had to set up the custom variables in GRAD for food/hunger from Ravage? Use the ravage player persistency Share this post Link to post Share on other sites
Highlander 17 Posted April 6, 2019 Hi everyone. When the Ravage mod is enabled it switches off all the street lights/airfield lights etc... on all the maps. I understand this may be done for the purposes of it being a zombie apocalypse though I would like to set up some scenarios where the lights are on around the map being Altis in this case. I can normally work it out myself having sound knowledge in the past with dayz servers and enabling the street lights.... though I cannot work out for the life of me how to enable the lights on Ravage. Would really appreciate some help regarding this. Hope someone is able to help. Cheers Franky 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 6, 2019 1 hour ago, Highlander said: lights this is from the previous page , ( no idea if it works ) Spoiler On 4/4/2019 at 9:42 PM, GEORGE FLOROS GR said: Hello there acoustic ! If there is not any other option, you can check if they are not destroyed and they are just switched off , you can work with the example , to switch them back on https://community.bistudio.com/wiki/switchLight or else you can hideobjectglobal and create them again. Share this post Link to post Share on other sites
EO 11277 Posted April 6, 2019 Regarding street lights/airfield lights etc....they are disabled via the main Ravage config. Maybe, if possible, having this moved to the Atmosphere module as an on/off option would be a useful tool for mission makers. 1 Share this post Link to post Share on other sites
haleks 8212 Posted April 6, 2019 3 hours ago, EO said: Regarding street lights/airfield lights etc....they are disabled via the main Ravage config. Maybe, if possible, having this moved to the Atmosphere module as an on/off option would be a useful tool for mission makers. I will run tests with the newest commands; but the reason I did that via config is because interacting with too many objects at once causes the game to crash on saving. That's also why I made the Derelict mod : technically you can achieve the same result with a script, but it's too much for the saving system. 6 Share this post Link to post Share on other sites
EO 11277 Posted April 6, 2019 16 minutes ago, haleks said: ...the reason I did that via config is because interacting with too many objects at once causes the game to crash on saving. That's also why I made the Derelict mod : technically you can achieve the same result with a script, but it's too much for the saving system. And that, my friends, is what separates the wheat from the chaff. #CoverAllBases. 4 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted April 6, 2019 7 hours ago, Highlander said: how to enable the lights on Ravage. Try this: Spoiler if (!isserver) exitWith {}; call compile preprocessFileLineNumbers "scripts\light.sqf"; waituntil{time > 5}; // off: 0 = [0.95] execVM "lights.sqf"; // on: 0 = [0.95] execVM "lights.sqf"; _types = [ "PowerLines_base_F", "Land_PowerPoleWooden_F", "Land_LampHarbour_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampSolar_F", "Land_LampAirport_F", "Land_Ind_MalyKomin", "Land_TTowerBig_2_F", "Land_TTowerBig_1_F", "Land_FuelStation_Build_F", "Land_FuelStation_Shed_F", "Land_A_GeneralStore_01", "Land_PowLines_WoodL", "Land_lampa_sidl", "Land_Com_tower_ep1", "Land_Mil_ControlTower", "Land_Ind_Expedice_2", "Land_Ind_Expedice_1", "Land_Ind_Expedice_3", "Land_Ind_Vysypka", "Land_Ind_SiloVelke_01", "Land_Ind_Mlyn_02", "Land_Ind_Mlyn_04", "Land_Ind_Mlyn_03", "Land_A_Hospital", "Land_Mil_Guardhouse", "Land_Vez_Silo", "Land_Vez_Pec", "Land_NAV_Lighthouse", "Land_NAV_Lighthouse2", "Land_Majak", "Land_Majak2", "Land_Majak_v_celku", "Land_LampAirport_intact_F", "Land_Mil_House", "Land_Mil_House_EP1"]; _onoff = _this select 0; for [{_i=0},{_i < (count _types)},{_i=_i+1}] do { // powercoverage is a marker I placed. _lamps = getMarkerPos "LIGHTSOURCE" nearObjects [_types select _i, 25000]; sleep 1; {_x setDamage _onoff} forEach _lamps; }; Activated via trigger, this script is used to DISABLE lighting, but I do in fact believe you can reverse it to where it will activate them as well, someone care to look? I used to use this script, but now I use the editor. Credits to "dark_spectre" worth a shot! 🙂 Share this post Link to post Share on other sites
Vandeanson 1677 Posted April 6, 2019 It sets damage of the light object to above 0.9, in that state, it is too damaged to emmit light. If you set damage to 0 again, the light goes on. Atleast this is how I use this. // on: 0 = [0] execVM "lights.sqf"; Should be the calling line to turn lights on with above script. I hope this helps:) Cheers Vd 2 Share this post Link to post Share on other sites
haleks 8212 Posted April 6, 2019 Try this guys : _center = getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"); _mapSize = [worldName] call bis_fnc_mapSize; if (_mapSize isEqualTo -1) then { _mapSize = 25000; }; { _x setdamage [0.9,false]; } forEach nearestObjects [ _center, [ "Lamps_base_F", "PowerLines_base_F", "PowerLines_Small_base_F", "Land_LampAirport_F" ], _mapSize*2, true ]; It disables all lights on the map, and it doesn't mess up saving in SP. 3 1 Share this post Link to post Share on other sites
haleks 8212 Posted April 6, 2019 Ravage update coming soon! Quote 170Tweaked : AutoWalk now works when a weapon is equipped. Improved Breathfog script. Dynamic static wrecks are assigned a vehicleVarName. Optimized Vehicles and wrecks spawns.* Settings Module : dynamic anim speed is now optional. Various improvements and optimizations to the dynamic furnitures system.** Enabled Dead Rising on the Altis demo mission. "walk with lowered rifle" anim speed increased. Removed redundant check in zed attack process.Fixed : Fixed a potential issue with the dynamic furnitures system. Fixed undefined variable when searching an object. Zeds could get stuck in attack loops. Fixed several issues with zed attacks on vehicles. 'Dead Rising' wasn't 100% working when set to "killed by zeds only".New : Added wetsuits w/ hidden fins (Survival Suits). Added new uniforms by EO. Atmosphere Module : 'Disabled Lights' is now optional and has a range parameter.*** Notes : * The vehicles module was causing a lot of micro-freezes as it was spawning a lot of vehicles at once and then caching them. The new spawn process runs a lot smoother and doesn't spike anymore. ** The function handling dynamic furnitures spawn and placement runs about twice as fast. *** Only affects terrain objects, mission objects are left intact. Mission makers can disable all light sources in a defined range - or on the entire map. I'm still testing stuff before the release, but I'm quite happy with the performance gain so far : players should feel a sensible difference with missions using most of the ravage modules. The Myst preview on Patreon will be out right after the update. 7 2 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted April 6, 2019 55 minutes ago, haleks said: The Myst preview on Patreon will be out right after the update. YESSSS. 1 Share this post Link to post Share on other sites
EO 11277 Posted April 6, 2019 That's a sweet looking update man. Quote AutoWalk now works when a weapon is equipped. A wee sneak peek of the uniforms... Spoiler 5 2 Share this post Link to post Share on other sites
Vandeanson 1677 Posted April 6, 2019 1 hour ago, EO said: A wee sneak peek of the uniforms... just awesome man.... really enjoying your gear! 1 Share this post Link to post Share on other sites
tourist 617 Posted April 6, 2019 Looking forward to the update & to the new Uniforms! @haleksSpecial THX for all the performance improvements - might empower the SP misssion makers to create more "script heavy, but intense" content which otherwise would break savegames! 2 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted April 6, 2019 2 hours ago, tourist said: might empower the SP misssion makers to create more "script heavy, but intense" content which otherwise would break savegames! ^^^This. I just had to remove most the content from my mission because of too many scripts, after the optimizations I may take a peek back into adding JBOYDOG back into my scenario, cause with it the game wasn’t having it, after a good hour the UI and everything would lag terribly, even if not I can still squeeze in a couple more scripts with the slightest performance optimization! Excited!! 😏😁 Share this post Link to post Share on other sites
Highlander 17 Posted April 7, 2019 Thanks for all your help people. And a special thanks to haleks (Where can I donate)... I will try the suggestions put forward though I really look forward to the update. Great mod... Great community... What more can I say! Thanks everyone! Cheers Franky 3 Share this post Link to post Share on other sites