Jump to content

Recommended Posts

Anyone know of any scripts, or addons that would create a more spookier, stalker, horror type atmosphere aside the stalker music already in the mod, and without playing on the Namalsk map?

 

@Gunter Severloh.....give me a PM, I may have something that could help with that.   

  • Like 3

Share this post


Link to post
Share on other sites

@kodabear Yeah I know that is the story but it still sucks :P haha

 

@Gunter  I actually just took out ACE overall. There is nothing left of it when I play now and I actually prefer it that way. I don't like a lot of the changes that ACE makes so I just took it all out. Turns out that ACE was messing with a lot of stuff. My loot spawns are better, I found five cards with in a 1 click radius of each other (all variably destroyed,) and the game just works better in every way. I don't think I would ever use ACE again because there are just something I don't like and I cant turn it off. So screw it! lol

Share this post


Link to post
Share on other sites

ACE wasn't really intended for Single Player in the first place, although some of its features are SP compatible.

It does have some nice features IMHO; but yeah avoid it for now if it over-complicates things.

ACE compatibility will become more relevant with the next update...

Share this post


Link to post
Share on other sites

I honestly dont think I would use it anyways. There are just too many features that I dont like whether it was compatible or not, and there is no way to turn them off.

Share this post


Link to post
Share on other sites

@Gunter Severloh.....give me a PM, I may have something that could help with that.   

Checked it out.Cool but how about howling wolves?

Share this post


Link to post
Share on other sites

Checked it out.Cool but how about howling wolves?

 

Only after dark........ ;)

 

But enough with this thread-jacking. :P  

  • Like 1

Share this post


Link to post
Share on other sites

How do I make the editor so that way the template for this mod shows up so I can put it onto other maps?  Where do I put the template.pbo file?

 

 

 

Edit: I guess I am stuck on Altis cause I figured out how to get the template to show up but I have no idea how to make it show up on another map.... I know you have to copy and paste stuff but I don't know what to adjust and stuff, there is stuff that shows up outside the map area and I don't know if that has to be moved or not...

 

Edit 2: I have figured out how to transfer stuff over, my only issue now I kind of want to make like a couple small settlements  where banits are attacked if they enter it and zombies cant spawn in it. Like a base of some sort. Just small ones, because for me its weird being the only survivor besides the occasional one I find, why cant there be other military bases or small camps set up that I can go to with friendly AI. Also I wanted to know if it was at all possible to make traders or something. Somewhere I can go to buy and sell stuff I find... I do not know how easy this is or if its even possible at the moment. But I would love something like this because out of the weapons I tend to find on AI (usually AK varients) I dont really care for. I am actually kind of roleplaying my game plays and would love for a module or something like that where I could make my own bases and put some small buildings there or something with a trader in them that I could sell all the weapons I find and get something I actually enjoy using. That kind of thing. If its possible. I am still having fun anyways and I am sure I will continue to have fun, just a thought that would be awesome if someone could put into it or tell me how to do it. Also the video that is short that shows how to edit the mission onto a different template needs to be updated please lol. With a little more in depth discussion on it. There is a few things that I am still confused about because the video didnt go over how to properly use it.  Just some suggestions. Now I am gonna go back my mediocre Roleplay on Altis. Thanks! Keep up the great work, cant wait for future updates!

Share this post


Link to post
Share on other sites
@Gunter Severloh.....give me a PM, I may have
that could help with that. 

 

That vid of yours i seen before, its ok, add the rustling of the grass there, i'd like to hear more detail in nature, like if trees are by houses and the ends of the branches scratch against the windows,

distant howling of wolves as suggested, owl calls at night of course, dogs barking around houses once in a while, random crickets, ect,.

The atmosphere you had setup here 

was pretty cool, although currently with arma3's new sound system the thunder sounds amazing, i'd like to see lightening too light up the night like in Stalker,

remember this vid i recorded:

  • Like 1

Share this post


Link to post
Share on other sites

Hey guys.

Lots of stuff happened on Ravage all this time.

Lots of optimizations-additions-tweaking so..

I thought an upgrade on the existing *meat models was essential

so..Haleks will do it's best to incorporate those *soon

 

Old models

http://i579.photobucket.com/albums/ss239/Ayger74/Public/Meeeeaaat_zpsc7chtkc3.jpg

 

New models

http://i579.photobucket.com/albums/ss239/Ayger74/Public/NewMeat_zpss8tgnhhw.jpg

 

Have fun ;)

  • Like 6

Share this post


Link to post
Share on other sites

Quick update regarding ACE compatibility :

 

I think I have resolved the problem with damage dealt by zombies - and may have an interesting dynamic to play with...

 

Basically ACE medical system needs to know a few more informations than vanilla Arma3, like what type of projectile caused the damage, and to wich part.

I've tweaked the code a bit and zombie attacks correctly register as far as ACE is concerned : I was able to heal inflicted wounds with ACE items.

 

The interesting thing is that damages inflicted this way didn't reflect in the player's stats (with the survival system) - my health was showing 100% eventhough I was wounded.

This means that we could have two health systems running along together :

- All physical damages & wounds handled by ACE ("physical health").

- All basic needs or illness handled by Ravage ("overall health").

 

Simply put : when playing with ACE, the only way to restore your "overall health" when suffering from starvation would be to eat - you could no longer use FAKs to delay starvation/thirst/radiation effects.

I would require some balancing, but we may have something fun to achieve from a realism perspective...

 

EDIT : to any ACE specialist around here : anyone knows if ACE medical applies to AI or players only?

In other words, does one need to use ACE built-in functions when applying custom damage to the AI?

  • Like 2

Share this post


Link to post
Share on other sites

 

 

 to any ACE specialist around here : anyone knows if ACE medical applies to AI or players only?

In other words, does one need to use ACE built-in functions when applying custom damage to the AI?

 

I m sure you can enable or disable ACE medical system being utilized by AI..

and *which features will be used on Players and/or AI on ACE MEDICAL related modules.

You can customize the needed complexity as YOU like :)

 

PS 1

Sorry..i cant be more specific atm because of months of ArmA inactivity.

I tend to forget *more often than average people do,the not-so important things ;/

 

PS 2

(Engl. grammar FTWWWWWW!!)

  • Like 1

Share this post


Link to post
Share on other sites

@Halek

 

Working on my mission this error pops up. Got the intro.sqf straight from the template.

 

200bw1.jpg

Share this post


Link to post
Share on other sites

Radiation system is literally a pain in the ass,at least for me.Skipping the ingame time will caught me being irradiated more than 12 hours of total game time so i forced myself to turn it off within the module, i usually got irradiated even if i wasn't to close to a radiation zone or while random roaming the wastes.I get that thats the point but it turns out to be one of the biggest enemies because you slowly degrade health since most of the time im beeing irradiated,any chance of getting that nerfed or tweaked on a future update Halek?

Share this post


Link to post
Share on other sites

Radiation system is literally a pain in the ass,at least for me.Skipping the ingame time will caught me being irradiated more than 12 hours of total game time so i forced myself to turn it off within the module, i usually got irradiated even if i wasn't to close to a radiation zone or while random roaming the wastes.I get that thats the point but it turns out to be one of the biggest enemies because you slowly degrade health since most of the time im beeing irradiated,any chance of getting that nerfed or tweaked on a future update Halek?

How did you turn it off?

Share this post


Link to post
Share on other sites

@Halek

 

Working on my mission this error pops up. Got the intro.sqf straight from the template.

This intro file was written for the demo mission - it wasn't really meant to be used as a template.

My guess is that you forgot to import some markers : the script relies on 4 or 5 different markers to work (those are used as semi-random spawn points).

  • Like 1

Share this post


Link to post
Share on other sites

This intro file was written for the demo mission - it wasn't really meant to be used as a template.

My guess is that you forgot to import some markers : the script relies on 4 or 5 different markers to work (those are used as semi-random spawn points).

 

oh yea, i saw those markers in the script. kool ty makes sense now.

Share this post


Link to post
Share on other sites

Is there a way to make it so I can spawn in with a custom loadout which is random everyime I start a new game or something? I kind know how to make a custom loadout but I don't know how to make it randomly choose one out of a list....

Share this post


Link to post
Share on other sites

Is there a way to make it so I can spawn in with a custom loadout which is random everyime I start a new game or something? I kind know how to make a custom loadout but I don't know how to make it randomly choose one out of a list....

 

At the moment you can't use custom loadouts with Ravage functions, sorry...

There is however a simple way to give players a random loadout at mission start; if you use the editor, simply paste the following code to the init field of any playable unit :

0 = [this] call rvg_fnc_equip

It will generate a random loadout based on what addons are active.

  • Like 2

Share this post


Link to post
Share on other sites

Okay Thanks Haleks. Yeah I have been going from your version of he mod to the extended version on Cosmics link but I am getting torn down by this overbearing thing called radiation ;P

Share this post


Link to post
Share on other sites

Any estimated time frame on the new update for the mod Haleks? No rush, just having a lot of fun with the way it is now and wondering what you got planned for the new update.

Share this post


Link to post
Share on other sites

Hi there, last time i played this i got to the point of nearly starving to death then i just quit the game. I couldn't find ANY food anywhere. The airport hangers were dry, the houses were dry. The places i was used to finding food etc in, in Arma 2 DayZ single player, weren't giving up anything at all here. Was there an issue or is something goofed up?

 

Hardly any zombies either. Actually, the whole map was pretty bare with nothing much at all going on. I spawned in a vehicle to get around the map so i could actually find things/people/zombies.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×