MuRaZorWitchKING 725 Posted May 29, 2019 So I've been thinking of making vehicles within certain areas radioactive, since radiation bonds to all medals and basically anything it can get a hold of... Does anyone thing this would be a neat feature for my mission, or would it be too much? of course I'd make it a light amount but this is also for vehicles found within the deadliest part of the scenario Chernogorsk. Just an idea 🙂 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 30, 2019 22 hours ago, EO said: You can patch CfgSurfaces and increase dust on certain terrain surfaces, you can really make Altis a dust bowl... This would be very nice EO , for an addon (publishing or sharing ) ! 2 Share this post Link to post Share on other sites
haleks 8212 Posted May 31, 2019 On 5/30/2019 at 12:26 AM, MuRaZorWitchKING said: So I've been thinking of making vehicles within certain areas radioactive, since radiation bonds to all medals and basically anything it can get a hold of... Does anyone thing this would be a neat feature for my mission, or would it be too much? of course I'd make it a light amount but this is also for vehicles found within the deadliest part of the scenario Chernogorsk. Just an idea 🙂 Definitely dig the idea mate! Just in case you need it, here's the code to add radioactivity to the player : _amount = 100; player setVariable ["_radToProcess", (player getVariable ["_radToProcess", 0]) + _amount]; You could use the "getInMan" and "getOutMan" event handlers for this. 😉 1 Share this post Link to post Share on other sites
haleks 8212 Posted May 31, 2019 @Zakuaz: Vehicle Patrols need some improvements anyway, I'll certainly consider it. I'm thinking a new dedicated module for them would be best... Also a good occasion to work on improved AI driving too. ^^ 6 Share this post Link to post Share on other sites
EO 11277 Posted May 31, 2019 4 hours ago, haleks said: Also a good occasion to work on improved AI driving too. ^^ Brave man indeed, good luck with that hot potato. 1 1 Share this post Link to post Share on other sites
Zakuaz 195 Posted May 31, 2019 Don't make them too good. I gave those bastards several GM armor vehicles to use and they have been raising total hell with me... last thing they need is the ability to actually navigate the map lol. 1 2 Share this post Link to post Share on other sites
haleks 8212 Posted May 31, 2019 7 minutes ago, EO said: Brave man indeed, good luck with that hot potato. It's been discussed a lot lately, and an interesting lead came up : something that would help the AI detecting obstacles and avoid them before bumping into them. That's currently the biggest problem in Ravage, as the AI eventually ends up wrecking its own vehicles againts static objects. I think it's possible to solve this, but that's about it : it won't improve AI driving per say, nor will it solve more complex issues like convoy behaviours. 1 Share this post Link to post Share on other sites
EO 11277 Posted May 31, 2019 Lol, the "cans" thing?.....I was amazed by the videos of the UGV. Share this post Link to post Share on other sites
haleks 8212 Posted May 31, 2019 3 minutes ago, EO said: Lol, the "cans" thing?.....I was amazed by the videos of the UGV. I heard something about a canOpener meself, but I wouldn't mind a look at that video. 😉 Share this post Link to post Share on other sites
EO 11277 Posted May 31, 2019 20 minutes ago, haleks said: ....but I wouldn't mind a look at that video. 😉 First run is with can openers, second run without... https://www.dropbox.com/s/qxkn7zffxkckmtt/CanOpeners.mp4?dl=0 1 Share this post Link to post Share on other sites
Zakuaz 195 Posted May 31, 2019 As always coming in from far left of nowhere.. Does this {this addMagazineTurret ["200Rnd_127x99_mag_Tracer_Red",[0]]} foreach [1,2,3,4] still work? I have an NPC group holding out awaiting my Captain Save a Hoe team to rescue them but they keep getting over run by OP/INDFOR or Zeds... maybe I need to up the amount of ammo lol Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted May 31, 2019 3 hours ago, haleks said: something that would help the AI detecting obstacles and avoid them before bumping into them. Check into VCOM AI, he made some sort of “checker” that when AI is driving it loops every 5-10 seconds or so. But I believe it is a BETA setting as it isn’t fully functional yet. Maybe you can make something up from that? Or get ideas or something. Cheers mates! 1 Share this post Link to post Share on other sites
acoustic 82 Posted May 31, 2019 ^Vcom has had it for awhile. That man practices the dark arts to come up with his AI enhancements. Or maybe he's made contact with aliens. 2 2 Share this post Link to post Share on other sites
haleks 8212 Posted May 31, 2019 2 hours ago, MuRaZorWitchKING said: Check into VCOM AI, he made some sort of “checker” that when AI is driving it loops every 5-10 seconds or so. But I believe it is a BETA setting as it isn’t fully functional yet. Maybe you can make something up from that? Or get ideas or something. Cheers mates! I don't know about VCOM, but based on what we can deduct from the can opener experiment (AI only "see" physX simulated objects), I'll go with something like this : spawn an invisible object with physX enabled (there are a few), place it ahead of the vehicle based on its velocity vector and use it to detect collisions in time. The object would then be attached to the nearest obstacle if it doesn't have physX, making it "visible" to the AI. Might need more than one object per vehicle, but since they use a dummy 3d model, that shouldn't be a problem performance-wise. 4 Share this post Link to post Share on other sites
tortuosit 486 Posted June 1, 2019 12 hours ago, haleks said: I don't know about VCOM WTF?! You should. AI mod/script I enjoyed the most (but not using his driving enhancement, might try some day - he spawns can openers at places which cars otherwise bump into, haha). Can openers are eye openers here... Stopped using most other of the rather low level AI scripts, but not VCom. Because it makes AI do meaningful things when engaging. Hiding, going prone, after they clear the area they are very careful first... To me, very convincing. It's more fun, own/enemy AI is hiding so much better and more fun. 1 Share this post Link to post Share on other sites
haleks 8212 Posted June 1, 2019 @tortuosit: I know, I've heard nothing but praises about VCOM. ^^ Although I never got around actually using it, I used to follow its progress from afar. But I spend 99% of my time modding rather than playing these days : my mod set seldom goes beyond CBA + whatever mods I'm working on. Speaking of AI driving, it looks like the way AI want to stick to roads is also a major part of the problem : I'm toying around in VR, and the AI seems to be more capable in the absence of roads... The GC @MuRaZorWitchKING sent me should arrive within 2 or 3 days, I will be able to resume proper dev & testing on regular terrains - I will have a clearer picture then of the current driving behaviours. 3 Share this post Link to post Share on other sites
whiteface73 84 Posted June 1, 2019 I‘ve been using Vcom and now with Ravage we‘ve changed to ASRAI...but the real game changer for atmosphere is Project Injury Reaction. I‘ve observed distant AI-only firefights where AI dragged their wounded team members away to safety. We‘ve shot at an AI bandit who dropped his main weapon and tried to crawl away through the grass until I shot him with a pistol. Ravage + PIR generate a rather cruel world... 2 Share this post Link to post Share on other sites
tortuosit 486 Posted June 1, 2019 Hey guys, longer time no Ravage for me. I update it via Steam workshop. I just drop a Zombie module and Ambient AI module. Leave their values unchanged. Mod has a lot of undefined variables errors when I start it from Eden... Anyone else or will I have to go deeper into it? (Quite a lot of used mods). https://steamuserimages-a.akamaihd.net/ugc/804369128314492301/F04BADD8BF4E9C5CAAC78A281A7D80FABB1BD790/ Share this post Link to post Share on other sites
haleks 8212 Posted June 1, 2019 16 minutes ago, tortuosit said: Hey guys, longer time no Ravage for me. I update it via Steam workshop. I just drop a Zombie module and Ambient AI module. Leave their values unchanged. Mod has a lot of undefined variables errors when I start it from Eden... Anyone else or will I have to go deeper into it? (Quite a lot of used mods). https://steamuserimages-a.akamaihd.net/ugc/804369128314492301/F04BADD8BF4E9C5CAAC78A281A7D80FABB1BD790/ "rvg_weaponsA3" is an obsolete variable and is no longer used in Ravage. Was this happening from a fresh scenario with a new mission.sqm? Or does the RPT show what scripts or functions are throwing those errors? Share this post Link to post Share on other sites
UnDeaD. 82 Posted June 1, 2019 This one is useful: http://www.armaholic.com/page.php?id=27952 Share this post Link to post Share on other sites
tortuosit 486 Posted June 1, 2019 57 minutes ago, haleks said: "rvg_weaponsA3" is an obsolete variable and is no longer used in Ravage. Was this happening from a fresh scenario with a new mission.sqm? Or does the RPT show what scripts or functions are throwing those errors? Just dropped player and 2 modules into a fresh Eden (zedz and ai) and started mission. In case of above var there is no clue in rpt which script it comes from. But here's more stuff: 15:21:37 Error Undefined variable in expression: _headgear 15:21:37 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 42 15:21:37 Inventory item with given name: [ItemMap] not found 15:21:37 ERROR: Switch uniform! Uniform is not supported by soldier 15:21:37 Uniform U_BasicBody is not allowed for soldier class Bandit_Renegade 15:21:38 Error in expression <rvg_uniforms_lv0; _unit forceAddUniform _uniform; }; if (random 100 < 60) then {> 15:21:38 Error position: <_uniform; }; if (random 100 < 60) then {> 15:21:38 Error Undefined variable in expression: _uniform 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 29 15:21:38 Error in expression <= selectRandom rvg_vests; _unit addVest _vest; }; if (random 100 < 90) then { _b> 15:21:38 Error position: <_vest; }; if (random 100 < 90) then { _b> 15:21:38 Error Undefined variable in expression: _vest 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 33 15:21:38 Error in expression <Random rvg_backpacks; _unit addBackpack _backpack; clearAllItemsFromBackpack _un> 15:21:38 Error position: <_backpack; clearAllItemsFromBackpack _un> 15:21:38 Error Undefined variable in expression: _backpack 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 37 15:21:38 Error in expression <Random rvg_headgears; _unit addHeadgear _headgear; }; _numG = random 100; if (_n> 15:21:38 Error position: <_headgear; }; _numG = random 100; if (_n> 15:21:38 Error Undefined variable in expression: _headgear 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 42 15:21:38 Error in expression <ectRandom rvg_goggles; _unit addGoggles _goggle; }; }; if (!((count rvg_nvgs) is> 15:21:38 Error position: <_goggle; }; }; if (!((count rvg_nvgs) is> 15:21:38 Error Undefined variable in expression: _goggle 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 51 15:21:38 Inventory item with given name: [rvg_franta] not found 15:21:38 ERROR: Switch uniform! Uniform is not supported by soldier 15:21:38 Uniform U_BasicBody is not allowed for soldier class Bandit_Renegade 15:21:38 Error in expression <rvg_uniforms_lv0; _unit forceAddUniform _uniform; }; 1 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted June 1, 2019 4 hours ago, tortuosit said: Just dropped player and 2 modules into a fresh Eden (zedz and ai) and started mission. In case of above var there is no clue in rpt which script it comes from. But here's more stuff: Reveal hidden contents 15:21:37 Error Undefined variable in expression: _headgear 15:21:37 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 42 15:21:37 Inventory item with given name: [ItemMap] not found 15:21:37 ERROR: Switch uniform! Uniform is not supported by soldier 15:21:37 Uniform U_BasicBody is not allowed for soldier class Bandit_Renegade 15:21:38 Error in expression <rvg_uniforms_lv0; _unit forceAddUniform _uniform; }; if (random 100 < 60) then {> 15:21:38 Error position: <_uniform; }; if (random 100 < 60) then {> 15:21:38 Error Undefined variable in expression: _uniform 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 29 15:21:38 Error in expression <= selectRandom rvg_vests; _unit addVest _vest; }; if (random 100 < 90) then { _b> 15:21:38 Error position: <_vest; }; if (random 100 < 90) then { _b> 15:21:38 Error Undefined variable in expression: _vest 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 33 15:21:38 Error in expression <Random rvg_backpacks; _unit addBackpack _backpack; clearAllItemsFromBackpack _un> 15:21:38 Error position: <_backpack; clearAllItemsFromBackpack _un> 15:21:38 Error Undefined variable in expression: _backpack 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 37 15:21:38 Error in expression <Random rvg_headgears; _unit addHeadgear _headgear; }; _numG = random 100; if (_n> 15:21:38 Error position: <_headgear; }; _numG = random 100; if (_n> 15:21:38 Error Undefined variable in expression: _headgear 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 42 15:21:38 Error in expression <ectRandom rvg_goggles; _unit addGoggles _goggle; }; }; if (!((count rvg_nvgs) is> 15:21:38 Error position: <_goggle; }; }; if (!((count rvg_nvgs) is> 15:21:38 Error Undefined variable in expression: _goggle 15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 51 15:21:38 Inventory item with given name: [rvg_franta] not found 15:21:38 ERROR: Switch uniform! Uniform is not supported by soldier 15:21:38 Uniform U_BasicBody is not allowed for soldier class Bandit_Renegade 15:21:38 Error in expression <rvg_uniforms_lv0; _unit forceAddUniform _uniform; }; The gear errors are a editor side errors only. (I get them too) but once you export the scenario to MP or SP there’s no errors, it’s just the editor. 1 Share this post Link to post Share on other sites
mstrmiyagi 11 Posted June 2, 2019 I made a ravage mission a few months ago and it was working fine. Starting playing again yesterday after a break and ran in to 2 issues: Raiders spawned in wearing only underwear and had no other gear. Renegades spawned in with uniforms, but no weapons. screenshot of raiders: https://ibb.co/JsyQsWR Traders have stopped working, cannot access trading menu. I placed one of each trader and made sure the code was correct in the init field. Has anyone else encountered this, or know of a fix? I've already tried repairing Ravage through the Arma launcher and also deleted and reinstalled Ravage. 1 Share this post Link to post Share on other sites
tortuosit 486 Posted June 2, 2019 10 hours ago, MuRaZorWitchKING said: The gear errors are a editor side errors only. (I get them too) but once you export the scenario to MP or SP there’s no errors, it’s just the editor. This is probably only because script errors are always right in your face when starting from editor. When I play Ravage from SP mission and with -showscripterrors, errors are shown as well. Result is Zombies in underwear. Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted June 2, 2019 36 minutes ago, tortuosit said: This is probably only because script errors are always right in your face when starting from editor. When I play Ravage from SP mission and with -showscripterrors, errors are shown as well. Result is Zombies in underwear. Did you add uniforms to the arrays? Or did you say “NO” to all content? (Allow Arma 3 Content?: “No” setting in equipment pool module) If you don’t allow too much then AI or zombies will have no clothes lol Mine still works flawlessly. Share this post Link to post Share on other sites