Zakuaz 195 Posted June 7, 2019 AAh yes The Crossroads, my favorite tactical bacon harvesting spot! Some of those look like TPW Skirmish technicals eh? 4 Share this post Link to post Share on other sites
EO 11274 Posted June 7, 2019 26 minutes ago, Vald77r said: Need to correct / change the behavior of car patrols. There is a place in Altis where they go all the time, with short breaks - you get tired of shooting. This not normal. Let's remember vanilla AI driving is total shit, haleks can't make wine out of piss water. 3 Share this post Link to post Share on other sites
lv1234 75 Posted June 7, 2019 25 minutes ago, Vald77r said: Need to correct / change the behavior of car patrols. There is a place in Altis where they go all the time, with short breaks - you get tired of shooting. This not normal. Yeah, car patrol system has been out of control these days. Not only in their pathing but spawning too much no matter how much you change the ai multiplier. Share this post Link to post Share on other sites
Vald77r 20 Posted June 7, 2019 6 minutes ago, EO said: Let's remember vanilla AI driving is total shit, haleks can't make wine out of piss water. I understand this and do not say that haleks is to blame. But it would be cool to have a module where you could tweak the likelihood of a patrol (list of cars), rare meetings (list of cars). Share this post Link to post Share on other sites
EO 11274 Posted June 7, 2019 It's okay man were all good here.^^ I don't know if increasing the setWaypointCompletionRadius would make a difference here? Share this post Link to post Share on other sites
haleks 8212 Posted June 7, 2019 Regarding car patrols : that feature will be handled by a dedicated module in the near future, with improvements, fixes and new options. At the moment I'm still waiting for the GC Murazor kindly sent me (the postal service had an issue and is taking longer than planned), once my hardware problems are fixed, I'll be able to resume dev & testing on various terrains. For now I've been working on small fixes and easy-to-test features. Here's some of the changes for the next update : 177 Tweaked : Disabled footstep sounds on bolter walk anim. Disabled unnecessary init functions. Improved damage handlers for zombies. Fixed : Dismissed units could switch to an incorrect side. Players can only recruit survivors of the same side. Error caused by breathfog init. New : Added a damage coef parameter to the zombie module. Added a 'corrupted android' face. A lot of people have been asking for an option to make zombies more resistant to damage : that's now done. The 'damage coef' can be used to reduce or increase damage applied to zombies; the code won't reduce damage on headshots, so aiming for the head is always the way to go. 6 2 Share this post Link to post Share on other sites
Weapon-Fetish 26 Posted June 7, 2019 I Have a another Idea to this but didnt know if this is easy possible with the current Ravage Version . An option to list custom Loot to the loot pool like the gear pool . I combine Ace 3 at most with ravage and its even frustrating to cant put these things in the loot pool Share this post Link to post Share on other sites
haleks 8212 Posted June 7, 2019 1 minute ago, Weapon-Fetish said: I Have a another Idea to this but didnt know if this is easy possible with the current Ravage Version . An option to list custom Loot to the loot pool like the gear pool . I combine Ace 3 at most with ravage and its even frustrating to cant put these things in the loot pool You mean like adding mod-specific items such as bandages from ACE? Share this post Link to post Share on other sites
Weapon-Fetish 26 Posted June 7, 2019 Just now, haleks said: You mean like adding mod-specific items such as bandages from ACE? Exactly ! 🙂 1 Share this post Link to post Share on other sites
haleks 8212 Posted June 7, 2019 Should be doable, I'll see what I can do this week-end. 😉 1 3 Share this post Link to post Share on other sites
whiteface73 84 Posted June 7, 2019 I know A3 AI driving has a lot of opportunity for improvement, but during my last game - on wednesday - we experienced pure gold of vehicular action in A3+Ravage co-op. That moment seemed to be directly from a 90s action movie and looked like a 100% scripted game sequence. 😎🤩 Share this post Link to post Share on other sites
haleks 8212 Posted June 7, 2019 1 hour ago, whiteface73 said: I know A3 AI driving has a lot of opportunity for improvement, but during my last game - on wednesday - we experienced pure gold of vehicular action in A3+Ravage co-op. That moment seemed to be directly from a 90s action movie and looked like a 100% scripted game sequence. 😎🤩 I want a video! ^^ Share this post Link to post Share on other sites
Vandeanson 1677 Posted June 8, 2019 Hiho all, the VA mod now includes a simple dynamic loot economy, spawning loot as per VA loot settings (adjustable by user) in Buildings using Building Positions. This might come in handy for ravagers playing on maps with little or no furniture in buildings: Spoiler Vandeanson's Apocalypse is updated to v2.03! VA Loot Economy added: - loot spawner in buildings at building positions - dynamic spawn/despawn based on player location - blacklisting areas with spawned loot (so other players wont spawn in loot as well) - should be MP compatible - all settings can be adjusted under "Vandeanson's Apocalypse - Loot Economy" - equipment settings are considered (disabled mod features, e.g. disable CUP Pistol) This is disabled by default, you need to access the CBA settings for VA - Loot Economy to activate the feature and adjust the settings I ll do some testing and hope for some feedback from the community. Will likely add separate spawn systems targeting: industrial area, military area, hospitals,.. cheers VD 3 1 Share this post Link to post Share on other sites
whiteface73 84 Posted June 8, 2019 9 hours ago, haleks said: I want a video! ^^ Me too, but I haven‘t used Fraps since Arma 2. Share this post Link to post Share on other sites
haleks 8212 Posted June 8, 2019 All right, this should please ACE lovers... I kept things simple for those new entries : those arrays will add items to existing lists - they won't override said lists. Custom items will be added to the loot lists as "survival items" and to NPC random loadouts. Traders won't sell them though, those items will have to be added manually to their stocks (I'll provide a script for that). 9 3 Share this post Link to post Share on other sites
Zakuaz 195 Posted June 8, 2019 Ok I have another probably pain in the ass idea. Evacuees, a new survivor class. When you stumble onto one, you don't option to recruit but to escort/evacuate. An Evac zone/module sets the location. You place this down in the editor. It can Evac on module location or maybe have a random location generated each time you stumble onto and context menu select "Escort/Evac Survivor". 2 Share this post Link to post Share on other sites
EO 11274 Posted June 10, 2019 A very nice Dev Branch update today, I'm off to blast some zeds with a vanilla shotgun.... 2 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted June 11, 2019 Just got a pop up from the Forums on mobile as a “fraudulent website”... THESE forums. Just a reminder to watch what you click. EDIT: Could have possibly been from the page file not being loaded fully, as I’m browsing at work, and have limited connection. Or maybe it caught a bad advertisement? Share this post Link to post Share on other sites
haleks 8212 Posted June 11, 2019 I had maldvertising on another trusted website - despite adBlock+... Time to try UBlock. 😕 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted June 11, 2019 Any thoughts on the new map coming with the Contact DLC? It's looking more and more like I"m going to shell out the $28 for this map. I've been considering pre-ordering it so I can play around in the editor with the map and look around. 1 Share this post Link to post Share on other sites
EO 11274 Posted June 11, 2019 29 minutes ago, Donnie_Plays said: Any thoughts on the new map coming with the Contact DLC? It's looking more and more like I"m going to shell out the $28 for this map. I've been considering pre-ordering it so I can play around in the editor with the map and look around. I'm a big fan of Livonia, it feels like a mix of all the great terrains that came with Arma 2. It has a great sound ambience especially in the forests....oh man, the forests... A wee heads up for all Ravagers, I've just updated Ravaged and Frithified Gear with some hoodies and a few civilian hats. 3 2 Share this post Link to post Share on other sites
Gill93 342 Posted June 12, 2019 On 6/7/2019 at 2:04 PM, haleks said: You mean like adding mod-specific items such as bandages from ACE? On 6/8/2019 at 10:56 AM, haleks said: All right, this should please ACE lovers... I kept things simple for those new entries : those arrays will add items to existing lists - they won't override said lists. Custom items will be added to the loot lists as "survival items" and to NPC random loadouts. Traders won't sell them though, those items will have to be added manually to their stocks (I'll provide a script for that). That's awesome I've Been using outside scripts to include Ace Gear this will make things much easier Thank You. 2 Share this post Link to post Share on other sites
cosmic10r 2331 Posted June 12, 2019 On 6/4/2019 at 3:48 AM, EO said: The man responsible for the rusty guns in Ravage was the much missed @cosmic10r, he did some awesome work on the vanilla handguns but i'm not sure if they were ever finished. We still talk from time to time, I'll ask him about the handguns the next time we chat. Hi all, EO messaged me and it's been awhile since I looked at where I left off. Having seen Contact, I may get back into this but I got a promotion at work and have to do quite a bit of traveling. The next time I'm home, I'll have a look at things and talk to EO and Haleks and see if we can get that work out to you guys in one form or another... No promises but I haven't forgotten about this! 8 2 Share this post Link to post Share on other sites
haleks 8212 Posted June 12, 2019 @cosmic10r, good to see you mate - it's been a while! 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted June 12, 2019 Hi all, I pushed an update for Vandeanson's Apocalypse, now including a ravage exclusive feature;) *** Point of Interest EH: - with ravage, you have a chance to find information about points of interest in document folders. - such info will add a local (to player) marker to the players map (question-mark) - this may indicate the location of any of the sites of the mod ( e.g. Bandit Camps, Crashsites,...) - POI marker disappears once you are within 10 meters of POI - POI markers do not disappear when the site is despawned, simulating that intel you looted might be outdated - chance of rvg_docFolder containing such intel can be adjusted The looted doc folder is always deleted and turned into a rvg_notepad to avoid exploit. *** Further I have - added the option to have FAKs turn into (gets deleted in the process) Anti Virus Medicine (if the infection feature is enabled) when picked up. The chance that this happens can be adjusted. - added an option to change the damage effect base frequency between harmful effects of the infection feature. The frequency is increased by 5% every time it hits. - added military and industrial structures (based on config) to the dynamic loot spawner of the loot economy feature - removed CUP Terrain - Core dependency to avoid dependency of a 6gb mod. I would still recommend to play it with that mod, due to the cooler assets. - minor fixes Got quite excited when I saw that Prospekt Mir dedicated a video to testing Ravage along with VA and I wanted to share it here: I was on eggshells while watching the video, always waiting for that big massive error pop up mentioning my tag somewhere..;) Got some good feedback out of it, if you get to playtest VA - please let me know about any issues you might notice! cheers vd 6 3 Share this post Link to post Share on other sites