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@redarmy : Okay so here's your problem :

waitUntil {!isNil "rvg_gearlist"};
{
0 = rvg_weapons;
}
forEach [];

That part does nothing; if you want to reset the weapons array, you would write something like this :

waitUntil {!isNil "rvg_gearlist"};
rvg_weapons = [];

...and then pushback your own items.

 

 

Anyway, I took a few minutes to write a couple scripts...

Here's one to define what items you can find on AI spawned by Ravage :

waitUntil {sleep 1; !isNil "rvg_gearlist"};//increase the sleep delay if it doesn't work - performances could impact script execution

rvg_uniforms_lv1 = [
"U_BG_Guerrilla_6_1",
"U_B_CombatUniform_mcam_worn"
];
rvg_uniforms_lv0 = [
"U_IG_Guerilla1_1",
"U_IG_Guerilla2_2"
];

rvg_vests = [
"V_BandollierB_khk",
"V_BandollierB_cbr"
];

rvg_headGears = [
"h_Cap_oli",
"h_Cap_blk"
];

rvg_goggles = [
"g_Bandanna_aviator",
"g_Bandanna_beast"
];

rvg_backpacks = [
"B_AssaultPack_cbr",
"B_AssaultPack_khk"
];

rvg_gasmasks = [
"Mask_M40",
"Mask_M40_OD"
];

rvg_items = [
"rvg_flare",
"rvg_rustyCanEmpty",
"rvg_money",
"rvg_notepad",
"rvg_docFolder",
"Chemlight_blue",
"Chemlight_red"];

rvg_uniqueItems = [
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"FirstAidKit",
"rvg_purificationTablets",
"rvg_beans",
"rvg_bacon",
"rvg_canteen",
"rvg_canisterFuel",
"rvg_toolkit",
"rvg_Geiger",
"rvg_tire",
"rvg_plasticBottleEmpty",
"rvg_hose",
"rvg_rustyCan",
"rvg_canOpener",
"rvg_guttingKnife",
"rvg_plasticBottle",
"rvg_antiRad",
"ItemMap",
"ItemRadio",
"ItemCompass",
"ItemWatch",
"rvg_matches",
"HandGrenade",
"SmokeShell"];

rvg_weapons = [
"arifle_AKS_F",
"arifle_AKM_F"
];
rvg_LMG = [//<<-- unlike what the variable name suggests, this array is not limited to LMGs, rather : high grade weapons
"arifle_MXC_Black_F",
"arifle_Katiba_C_F"
];

rvg_WeaponItems = ["optic_KHS_old"];
rvg_WeaponLights = ["acc_flashlight"];

 

And another one to define what items are to be used by the loot spawn system (untested!) :

waitUntil {sleep 1; !isNil "lootworldObject_list"};


///the vital stuff
lootVital_list = [
[ 0, [							// CIVIL
"rvg_plasticBottleEmpty",
"rvg_canteenEmpty",
"rvg_money",
"rvg_hose",
"rvg_canOpener",
"rvg_guttingKnife",
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"acc_flashlight",
"rvg_matches",
"rvg_plasticBottle",
"rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta",
"rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice",
"rvg_rustyCan",
"ItemWatch",
"FirstAidKit"
]],[ 1, [						// MILITARY
"acc_flashlight",
"rvg_money",
"rvg_notepad",
"rvg_docFolder",
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"rvg_plasticBottleEmpty",
"rvg_canteenEmpty",
"rvg_antiRad",
"FirstAidKit",
"rvg_purificationTablets",
"ItemMap",
"ItemRadio",
"ItemCompass",
"rvg_Geiger"

]],[ 2, [						// INDUSTRIAL
"acc_flashlight",
"rvg_hose",
"rvg_money", "rvg_notepad", "rvg_docFolder",
"rvg_plasticBottleEmpty", "rvg_canteenEmpty",
"rvg_canOpener",
"rvg_guttingKnife",
"rvg_canisterFuel_Empty",
"rvg_matches",
"rvg_toolkit",
"rvg_tire",
"FirstAidKit"

]],[ 3, [						// RESEARCH

"acc_flashlight",
"rvg_notepad",
"rvg_docFolder",
"rvg_Geiger",
"rvg_purificationTablets",
"rvg_antiRad",
"FirstAidKit",
"Mask_M40_OD",
"Mask_M40",
"Mask_M50",
"ItemRadio"

]]];


///weapons
lootWeapon_list = [
[ 0, [							// CIVIL
"Binocular",
"arifle_AKS_F",
"arifle_AKM_F"
]],
[ 1, [						// MILITARY
"Binocular",
"arifle_AKS_F",
"arifle_AKM_F"
]],
[ 2, [						// INDUSTRIAL
"Binocular",
"arifle_AKS_F",
"arifle_AKM_F"
]],
[ 3, [						// RESEARCH
"Binocular"
]]];
	

///magazines
lootMagazine_list = [
[ 0, [							// CIVIL
"Chemlight_blue",
"Chemlight_red",
"rvg_flare",

"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"

]],[ 1, [						// MILITARY
"APERSBoundingMine_Range_Mag",
"APERSMine_Range_Mag",
"APERSTripMine_Wire_Mag",
"ATMine_Range_Mag",
"Chemlight_blue",
"Chemlight_red",
"HandGrenade",
"rvg_flare",
"rvg_antiRad",
"SatchelCharge_Remote_Mag",

"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"

]],[ 2, [						// INDUSTRIAL
"Chemlight_blue",
"Chemlight_red",
"rvg_flare",

"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"

]],[ 3, [						// RESEARCH
"rvg_antiRad",

"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"
]]];

//let's let the engine fill the mag arrays for us :
_civ = 0;
_mil = 1;
_ind = 2;
{
	private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0;
	((lootMagazine_list select _civ) select 1) pushBackUnique _magazine;
} forEach [(lootWeapon_list select _civ) select 1];
{
	private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0;
	((lootMagazine_list select _mil) select 1) pushBackUnique _magazine;
} forEach [(lootWeapon_list select _mil) select 1];
{
	private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0;
	((lootMagazine_list select _ind) select 1) pushBackUnique _magazine;
} forEach [(lootWeapon_list select _ind) select 1];


///various stuff : uniforms, vests, goggles, items etc
lootItem_list = [
[ 0, [							// CIVIL
"acc_flashlight",
"FirstAidKit",
"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty",
"rvg_money",
"rvg_notepad",
"rvg_docFolder",
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"rvg_matches",
"H_TurbanO_blk",
"H_Cap_oli",
"H_Cap_blk",
"H_Bandanna_cbr",
"H_Bandanna_gry",
"G_Bandanna_aviator",
"G_Bandanna_beast",
"G_Bandanna_khk",
"G_Bandanna_oli",
"G_Bandanna_shades",
"G_Bandanna_sport",
"G_Bandanna_tan",
"U_IG_Guerilla1_1",
"U_IG_Guerilla3_1",
"U_OG_Guerilla1_1",
"U_OG_Guerilla3_1",
"U_C_HunterBody_grn",
"U_C_Poor_1",
"U_C_Poor_2",
"ItemMap",
"ItemRadio",
"ItemCompass",
"ItemWatch"
]],[ 1, [						// MILITARY

"FirstAidKit",
"rvg_canisterFuel_Empty",
"rvg_Geiger",
"ItemMap",
"ItemRadio",
"ItemCompass",
"H_Shemag_khk",
"H_Booniehat_indp",
"H_Watchcap_blk",
"H_Watchcap_khk",
"H_Watchcap_sgg",
"H_MilCap_ocamo",
"H_MilCap_mcamo",
"H_HelmetSpecB_paint2",
"H_HelmetIA",
"H_HelmetSpecB_paint2",
"H_Cap_brn_SPECOPS",
"H_Bandanna_khk",
"H_Bandanna_camo",
"H_Bandanna_sgg",
"H_HelmetB_light_black",
"optic_MRCO",
"acc_flashlight",
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"U_B_CombatUniform_mcam",
"U_B_CombatUniform_mcam_worn",
"U_B_CombatUniform_mcam_tshirt",
"U_B_CombatUniform_mcam_vest"
]],[ 2, [						// INDUSTRIAL
"acc_flashlight",

"FirstAidKit",
"ItemCompass",
"ItemMap",
"ItemWatch",

"rvg_money",
"rvg_notepad",
"rvg_docFolder",

"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",

"H_Bandanna_gry",
"H_Cap_blu",
"H_Cap_grn",
"H_Cap_red",

"G_Bandanna_aviator",
"G_Bandanna_beast",
"G_Bandanna_khk",
"G_Bandanna_oli",
"G_Bandanna_shades",
"G_Bandanna_sport",
"G_Bandanna_tan",

"U_C_Poor_1",
"U_C_HunterBody_grn",
"U_OG_Guerilla2_3",
"U_OG_Guerilla2_2",
"U_OG_Guerilla2_1",
"U_IG_leader",
"U_I_G_Story_Protagonist_F",

"V_BandollierB_khk",
"V_BandollierB_blk",
"V_Rangemaster_belt",

"rvg_canisterFuel_Empty",
"rvg_matches",
"rvg_toolkit"

]],[ 3, [						// RESEARCH

"acc_flashlight",
"optic_SOS",
"optic_LRPS",
"optic_DMS",

"rvg_notepad",
"rvg_docFolder",

"rvg_Geiger",
"rvg_antiRad",
"FirstAidKit",

"Mask_M40_OD",
"Mask_M40",
"Mask_M50",

"H_MilCap_gry",
"H_Watchcap_blk",
"H_MilCap_ocamo",
"H_MilCap_mcamo",
"H_HelmetB_light_black",

"U_B_CombatUniform_mcam_worn",
"U_I_CombatUniform",
"U_I_CombatUniform_shortsleeve",
"U_I_pilotCoveralls",
"U_O_PilotCoveralls",
"U_C_WorkerCoverallsCamo",
"U_C_WorkerCoverallsBlack",
"U_C_WorkerCoverallsBandit",
"U_C_WorkerCoveralls",

"V_Rangemaster_belt",
"V_BandollierB_khk",
"V_BandollierB_blk",
"V_Chestrig_blk",
"V_HarnessOGL_brn",
"V_HarnessOSpec_brn",
"V_O2Tank",

"ItemMap",
"ItemRadio",
"ItemWatch"

]]];

///backpacks
[ 0, [							// CIVIL
"B_Kitbag_rgr",
"B_Kitbag_cbr",
"B_AssaultPack_mcamo",
"B_AssaultPack_rgr",
"B_AssaultPack_sgg",
"B_FieldPack_cbr",
"B_FieldPack_khk",
"B_FieldPack_oli"

]],[ 1, [						// MILITARY
"B_BergenG",
"B_Carryall_cbr",
"B_Carryall_khk",
"B_Carryall_oli",
"B_FieldPack_ocamo",
"B_FieldPack_oli",
"B_FieldPack_oucamo",
"B_BergenC_red",
"B_Bergen_mcamo",
"B_Kitbag_cbr",
"B_Kitbag_mcamo",
"B_Kitbag_rgr",
"B_Kitbag_sgg",

"B_Parachute",

"B_TacticalPack_blk",
"B_TacticalPack_mcamo",
"B_TacticalPack_ocamo",
"B_TacticalPack_oli",
"B_TacticalPack_rgr"
]],[ 2, [						// INDUSTRIAL
"B_AssaultPack_mcamo",
"B_AssaultPack_rgr",
"B_AssaultPack_sgg",
"B_FieldPack_cbr",
"B_FieldPack_khk",
"B_FieldPack_oli",
"B_TacticalPack_blk",
"B_TacticalPack_mcamo",
"B_TacticalPack_ocamo",
"B_TacticalPack_oli",
"B_TacticalPack_rgr"
]],[ 3, [						// RESEARCH
"B_Carryall_cbr",
"B_Carryall_khk",
"B_Carryall_oli",
"B_TacticalPack_mcamo",
"B_TacticalPack_ocamo",
"B_TacticalPack_rgr"
]]];


///static objects
lootworldObject_list = [
[ 0, [						// CIVIL
"Land_ExtensionCord_F",
"Land_Shovel_F",
"Land_Bucket_painted_F",
"Land_Bucket_F",
"Land_Bucket_clean_F",
"Land_FireExtinguisher_F",
"Land_HumanSkeleton_F",
"Land_CanisterPlastic_F"
]],[ 1, [						// MILITARY
"Land_ExtensionCord_F",
"Land_Bucket_painted_F",
"Land_Bucket_F",
"Land_Bucket_clean_F",
"Land_FireExtinguisher_F",
"Land_HumanSkeleton_F",
"Land_Axe_fire_F",
"Land_CanisterPlastic_F"
]],[ 2, [						// INDUSTRIAL
"Land_ExtensionCord_F",
"Land_Shovel_F",
"Land_Axe_fire_F",
"Land_Axe_F",
"Land_TinContainer_F",
"Land_BarrelTrash_grey_F",
"Land_Bucket_painted_F",
"Land_Bucket_F",
"Land_Bucket_clean_F",
"Land_FireExtinguisher_F",
"Land_HumanSkeleton_F",
"Land_Sacks_heap_F",
"Land_CanisterPlastic_F"
]],[ 3, [						// RESEARCH
"Land_ExtensionCord_F",
"Land_MetalWire_F",
"Land_Bucket_painted_F",
"Land_Bucket_F",
"Land_Bucket_clean_F",
"Land_FireExtinguisher_F",
"Land_HumanSkeleton_F",
"Land_CanisterPlastic_F"
]]];

//to be run server side :
{
	publicVariable _x;
} forEach ["lootVital_list", "lootWeapon_list", "lootMagazine_list", "lootItem_list", "lootBackpack_list", "lootworldObject_list"];

 

 

Just replace or add the classnames you want (that's the boring part...); from there you should have everything you need to customize Ravage to your needs.

Note that I will tweak (and simplify) the whole system eventually, but until then that should do it.

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Hey Haleks , love the mod . Been playing Tanoa , but wondering why there are no animals or music. I half expected to be attacked by a panther in these jungles XD. I cant find any food so i really need to hunt something.  i installed this mod http://www.armaholic.com/page.php?id=28402which aims to add a variety of animals , but saw no difference ingame , i tested it on Eden editor and they do seem to work , just not in the mod . Also tried copy and pasting the .pbo files in the mod , still to no avail.

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Hey Haleks , love the mod . Been playing Tanoa , but wondering why there are no animals or music. I half expected to be attacked by a panther in these jungles XD. I cant find any food so i really need to hunt something.  i installed this mod http://www.armaholic.com/page.php?id=28402which aims to add a variety of animals , but saw no difference ingame , i tested it on Eden editor and they do seem to work , just not in the mod . Also tried copy and pasting the .pbo files in the mod , still to no avail.

 

I didn't enable the mod soundtracks on Tanoa : they have a strong "Stalker" feeling and that doesn't really fit with that terrain.

Regarding animals : there's no custom script or anything in Ravage to spawn wild life. The mod relies on terrain configurations for this... In other words : terrains that are obsolete or mis-configured might not even have wild life, while the others will be limited to vanilla assets (not much, I admit). I will work on this eventually, but until then I'm afraid you're doomed to hunt rabbits. If you find any.

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@ Haleks

 

Took a read of it i will rewrite as you said and put my classnames in.

 

Thanks alot for the clarification.One of the reasons im using an alternative script to yours to spawn loot is mainly because of custom buildings i use and open cherno buildings do not ALL have positions to spawn loot.

 

so i sneaky little method i used was to find a wreck veihicle object from cup(its a kamaz something) which has loot spawning on it in 6 positions,set it as not to show model in editor options,and literally stuff it into any building on my map which has no available positions,this way loot spawns from now invisible veihicle,and drops to the floor of that building;)   That might work also with ravage loot if ravage would use that veihicle as a spawn point also,will test.

 

Cheers again for the script.

 

@ Stevetib95

 

you can use the animal module from the editor to spawn goats and sheep in a defined radius with defined amount,and gut them with ravage gutting knife.

Barring that,you can use a keen eye and be on the lookout for rabbits on the Altis mission if your not creating your own mission and cant use editor modules.

 

 

EDIT: also that animal pack mod is obsolete,the animals have no animations,and wont produce meat from ravage

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Haleks - that was a real joy to play (the 28 yeas after) even though it was quite straightforward, the feel, the colours and especially the loot and gear made it a real joy to play.

 

The framework is perfect around such a mission, as it adds so much, and gives you something to do all the time. You are on a constant edge, and always afraid that around the next corner you will meet your end from a Russian rifle, or the gnarly teeth of a walking dead.

 

I think the toned down presence of zombies fitted my likings perfectly, and the world never seemed empty, more... abandoned - I'm inspired.

 

Thank you.

 

 

Post Scriptum:

 

I've got a lot of footage, hopefully I can find some editing software, so I can cut it up and post it here =)

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Haleks - that was a real joy to play (the 28 yeas after) even though it was quite straightforward, the feel, the colours and especially the loot and gear made it a real joy to play.

 

The framework is perfect around such a mission, as it adds so much, and gives you something to do all the time. You are on a constant edge, and always afraid that around the next corner you will meet your end from a Russian rifle, or the gnarly teeth of a walking dead.

 

I think the toned down presence of zombies fitted my likings perfectly, and the world never seemed empty, more... abandoned - I'm inspired.

 

Thank you.

 

 

Post Scriptum:

 

I've got a lot of footage, hopefully I can find some editing software, so I can cut it up and post it here =)

 

Man... You finished it already? mellow.gif

I thougth it would be at least two or three days before anyone would complete it! ^^'

 

Well that's good news : I had tested the mission with a few "dev hacks", but I wasn't 100% sure it could be finished on a regular game session... Glad you could see the end of it without (significant) issues! ;)

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@Haleks :

I´ve encountered some issues with the current version and i´m quite sure it´s not intended :

I was are running around and got aggroed by some zeds. My idea was to run away, climb a nearby tower (chimney) and shoot the zeds from above.

Everything was fine until the first zed reaches the ladder, even while i was in the middle of the ladder (approx 25m above the zeds) the zed starts beating the ladder and hit me everytime he hits the ladder.... this adds up with every other zed that reaches the ladder. I reached top of the chimney with 50% hp. Afterwards the zeds starting to climb the ladder while going on with beating (the model climbs a few steps, stops, beats the ladder a few times, climbs a few steps... rinse and repeat). On top of the chimney if i got too close to the ladder the hit me again (even they have not arrived at the top or being at least in range).

 

Map was Chernarus.

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Man... You finished it already? mellow.gif

I thougth it would be at least two or three days before anyone would complete it! ^^'

 

Well that's good news : I had tested the mission with a few "dev hacks", but I wasn't 100% sure it could be finished on a regular game session... Glad you could see the end of it without (significant) issues! ;)

I've got some time - didn't get too much sleep this night - and - I was extreemely lucky finding a toolkit on my second encounter - that rng for you =) so I got meself a truck pretty much from the start. 

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Hey guys if anyone is interested in making their own factions for Ravage and don't want to write code you can use the "ALIVE" mod to create them. It's very easy and it makes creating random spawns or in my case ETG helicopter mission AI's much better. This also helps with not having to place custom units on the map that bogs down cpu. If you want to know more let me know. There are tons of youtube vids explaining everything.

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@redarmy : Okay so here's your problem :

waitUntil {!isNil "rvg_gearlist"};
{
0 = rvg_weapons;
}
forEach [];

That part does nothing; if you want to reset the weapons array, you would write something like this :

waitUntil {!isNil "rvg_gearlist"};
rvg_weapons = [];

...and then pushback your own items.

 

 

Anyway, I took a few minutes to write a couple scripts...

Here's one to define what items you can find on AI spawned by Ravage :

waitUntil {sleep 1; !isNil "rvg_gearlist"};//increase the sleep delay if it doesn't work - performances could impact script execution

rvg_uniforms_lv1 = [
"U_BG_Guerrilla_6_1",
"U_B_CombatUniform_mcam_worn"
];
rvg_uniforms_lv0 = [
"U_IG_Guerilla1_1",
"U_IG_Guerilla2_2"
];

rvg_vests = [
"V_BandollierB_khk",
"V_BandollierB_cbr"
];

rvg_headGears = [
"h_Cap_oli",
"h_Cap_blk"
];

rvg_goggles = [
"g_Bandanna_aviator",
"g_Bandanna_beast"
];

rvg_backpacks = [
"B_AssaultPack_cbr",
"B_AssaultPack_khk"
];

rvg_gasmasks = [
"Mask_M40",
"Mask_M40_OD"
];

rvg_items = [
"rvg_flare",
"rvg_rustyCanEmpty",
"rvg_money",
"rvg_notepad",
"rvg_docFolder",
"Chemlight_blue",
"Chemlight_red"];

rvg_uniqueItems = [
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"FirstAidKit",
"rvg_purificationTablets",
"rvg_beans",
"rvg_bacon",
"rvg_canteen",
"rvg_canisterFuel",
"rvg_toolkit",
"rvg_Geiger",
"rvg_tire",
"rvg_plasticBottleEmpty",
"rvg_hose",
"rvg_rustyCan",
"rvg_canOpener",
"rvg_guttingKnife",
"rvg_plasticBottle",
"rvg_antiRad",
"ItemMap",
"ItemRadio",
"ItemCompass",
"ItemWatch",
"rvg_matches",
"HandGrenade",
"SmokeShell"];

rvg_weapons = [
"arifle_AKS_F",
"arifle_AKM_F"
];
rvg_LMG = [//<<-- unlike what the variable name suggests, this array is not limited to LMGs, rather : high grade weapons
"arifle_MXC_Black_F",
"arifle_Katiba_C_F"
];

rvg_WeaponItems = ["optic_KHS_old"];
rvg_WeaponLights = ["acc_flashlight"];

 

And another one to define what items are to be used by the loot spawn system (untested!) :

waitUntil {sleep 1; !isNil "lootworldObject_list"};


///the vital stuff
lootVital_list = [
[ 0, [							// CIVIL
"rvg_plasticBottleEmpty",
"rvg_canteenEmpty",
"rvg_money",
"rvg_hose",
"rvg_canOpener",
"rvg_guttingKnife",
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"acc_flashlight",
"rvg_matches",
"rvg_plasticBottle",
"rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta",
"rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice",
"rvg_rustyCan",
"ItemWatch",
"FirstAidKit"
]],[ 1, [						// MILITARY
"acc_flashlight",
(["rvg_money", "rvg_notepad", "rvg_docFolder"] call bis_fnc_selectrandom),
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
(["rvg_plasticBottleEmpty", "rvg_canteenEmpty"] call bis_fnc_selectrandom),
"rvg_antiRad",
"FirstAidKit",
"rvg_purificationTablets",
"ItemMap",
"ItemRadio",
"ItemCompass",
"rvg_Geiger"

]],[ 2, [						// INDUSTRIAL
"acc_flashlight",
"rvg_hose",
(["rvg_money", "rvg_notepad", "rvg_docFolder"] call bis_fnc_selectrandom),
(["rvg_plasticBottleEmpty", "rvg_canteenEmpty"] call bis_fnc_selectrandom),
"rvg_canOpener",
"rvg_guttingKnife",
"rvg_canisterFuel_Empty",
"rvg_matches",
"rvg_toolkit",
"rvg_tire",
"FirstAidKit"

]],[ 3, [						// RESEARCH

"acc_flashlight",
"rvg_notepad",
"rvg_docFolder",
"rvg_Geiger",
"rvg_purificationTablets",
"rvg_antiRad",
"FirstAidKit",
"Mask_M40_OD",
"Mask_M40",
"Mask_M50",
"ItemRadio"

]]];


///weapons
lootWeapon_list = [
[ 0, [							// CIVIL
"Binocular",
"arifle_AKS_F",
"arifle_AKM_F"
]],
[ 1, [						// MILITARY
"Binocular",
"arifle_AKS_F",
"arifle_AKM_F"
]],
[ 2, [						// INDUSTRIAL
"Binocular",
"arifle_AKS_F",
"arifle_AKM_F"
]],
[ 3, [						// RESEARCH
"Binocular"
]]];
	

///magazines
lootMagazine_list = [
[ 0, [							// CIVIL
"Chemlight_blue",
"Chemlight_red",
"rvg_flare",

"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"

]],[ 1, [						// MILITARY
"APERSBoundingMine_Range_Mag",
"APERSMine_Range_Mag",
"APERSTripMine_Wire_Mag",
"ATMine_Range_Mag",
"Chemlight_blue",
"Chemlight_red",
"HandGrenade",
"rvg_flare",
"rvg_antiRad",
"SatchelCharge_Remote_Mag",

"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"

]],[ 2, [						// INDUSTRIAL
"Chemlight_blue",
"Chemlight_red",
"rvg_flare",

"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"

]],[ 3, [						// RESEARCH
"rvg_antiRad",

"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"
]]];

//let's let the engine fill the mag arrays for us :
_civ = 0;
_mil = 1;
_ind = 2;
{
	private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0;
	((lootMagazine_list select _civ) select 1) pushBackUnique _magazine;
} forEach [(lootWeapon_list select _civ) select 1];
{
	private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0;
	((lootMagazine_list select _mil) select 1) pushBackUnique _magazine;
} forEach [(lootWeapon_list select _mil) select 1];
{
	private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0;
	((lootMagazine_list select _ind) select 1) pushBackUnique _magazine;
} forEach [(lootWeapon_list select _ind) select 1];


///various stuff : uniforms, vests, goggles, items etc
lootItem_list = [
[ 0, [							// CIVIL
"acc_flashlight",
"FirstAidKit",
"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty",
"rvg_money",
"rvg_notepad",
"rvg_docFolder",
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"rvg_matches",
"H_TurbanO_blk",
"H_Cap_oli",
"H_Cap_blk",
"H_Bandanna_cbr",
"H_Bandanna_gry",
"G_Bandanna_aviator",
"G_Bandanna_beast",
"G_Bandanna_khk",
"G_Bandanna_oli",
"G_Bandanna_shades",
"G_Bandanna_sport",
"G_Bandanna_tan",
"U_IG_Guerilla1_1",
"U_IG_Guerilla3_1",
"U_OG_Guerilla1_1",
"U_OG_Guerilla3_1",
"U_C_HunterBody_grn",
"U_C_Poor_1",
"U_C_Poor_2",
"ItemMap",
"ItemRadio",
"ItemCompass",
"ItemWatch"
]],[ 1, [						// MILITARY

"FirstAidKit",
"rvg_canisterFuel_Empty",
"rvg_Geiger",
"ItemMap",
"ItemRadio",
"ItemCompass",
"H_Shemag_khk",
"H_Booniehat_indp",
"H_Watchcap_blk",
"H_Watchcap_khk",
"H_Watchcap_sgg",
"H_MilCap_ocamo",
"H_MilCap_mcamo",
"H_HelmetSpecB_paint2",
"H_HelmetIA",
"H_HelmetSpecB_paint2",
"H_Cap_brn_SPECOPS",
"H_Bandanna_khk",
"H_Bandanna_camo",
"H_Bandanna_sgg",
"H_HelmetB_light_black",
"optic_MRCO",
"acc_flashlight",
"rvg_sleepingBag_Blue",
"rvg_foldedTent",
"U_B_CombatUniform_mcam",
"U_B_CombatUniform_mcam_worn",
"U_B_CombatUniform_mcam_tshirt",
"U_B_CombatUniform_mcam_vest"
]],[ 2, [						// INDUSTRIAL
"acc_flashlight",

"FirstAidKit",
"ItemCompass",
"ItemMap",
"ItemWatch",

"rvg_money",
"rvg_notepad",
"rvg_docFolder",

"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",

"H_Bandanna_gry",
"H_Cap_blu",
"H_Cap_grn",
"H_Cap_red",

"G_Bandanna_aviator",
"G_Bandanna_beast",
"G_Bandanna_khk",
"G_Bandanna_oli",
"G_Bandanna_shades",
"G_Bandanna_sport",
"G_Bandanna_tan",

"U_C_Poor_1",
"U_C_HunterBody_grn",
"U_OG_Guerilla2_3",
"U_OG_Guerilla2_2",
"U_OG_Guerilla2_1",
"U_IG_leader",
"U_I_G_Story_Protagonist_F",

"V_BandollierB_khk",
"V_BandollierB_blk",
"V_Rangemaster_belt",

"rvg_canisterFuel_Empty",
"rvg_matches",
"rvg_toolkit"

]],[ 3, [						// RESEARCH

"acc_flashlight",
"optic_SOS",
"optic_LRPS",
"optic_DMS",

"rvg_notepad",
"rvg_docFolder",

"rvg_Geiger",
"rvg_antiRad",
"FirstAidKit",

"Mask_M40_OD",
"Mask_M40",
"Mask_M50",

"H_MilCap_gry",
"H_Watchcap_blk",
"H_MilCap_ocamo",
"H_MilCap_mcamo",
"H_HelmetB_light_black",

"U_B_CombatUniform_mcam_worn",
"U_I_CombatUniform",
"U_I_CombatUniform_shortsleeve",
"U_I_pilotCoveralls",
"U_O_PilotCoveralls",
"U_C_WorkerCoverallsCamo",
"U_C_WorkerCoverallsBlack",
"U_C_WorkerCoverallsBandit",
"U_C_WorkerCoveralls",

"V_Rangemaster_belt",
"V_BandollierB_khk",
"V_BandollierB_blk",
"V_Chestrig_blk",
"V_HarnessOGL_brn",
"V_HarnessOSpec_brn",
"V_O2Tank",

"ItemMap",
"ItemRadio",
"ItemWatch"

]]];

///backpacks
[ 0, [							// CIVIL
"B_Kitbag_rgr",
"B_Kitbag_cbr",
"B_AssaultPack_mcamo",
"B_AssaultPack_rgr",
"B_AssaultPack_sgg",
"B_FieldPack_cbr",
"B_FieldPack_khk",
"B_FieldPack_oli"

]],[ 1, [						// MILITARY
"B_BergenG",
"B_Carryall_cbr",
"B_Carryall_khk",
"B_Carryall_oli",
"B_FieldPack_ocamo",
"B_FieldPack_oli",
"B_FieldPack_oucamo",
"B_BergenC_red",
"B_Bergen_mcamo",
"B_Kitbag_cbr",
"B_Kitbag_mcamo",
"B_Kitbag_rgr",
"B_Kitbag_sgg",

"B_Parachute",

"B_TacticalPack_blk",
"B_TacticalPack_mcamo",
"B_TacticalPack_ocamo",
"B_TacticalPack_oli",
"B_TacticalPack_rgr"
]],[ 2, [						// INDUSTRIAL
"B_AssaultPack_mcamo",
"B_AssaultPack_rgr",
"B_AssaultPack_sgg",
"B_FieldPack_cbr",
"B_FieldPack_khk",
"B_FieldPack_oli",
"B_TacticalPack_blk",
"B_TacticalPack_mcamo",
"B_TacticalPack_ocamo",
"B_TacticalPack_oli",
"B_TacticalPack_rgr"
]],[ 3, [						// RESEARCH
"B_Carryall_cbr",
"B_Carryall_khk",
"B_Carryall_oli",
"B_TacticalPack_mcamo",
"B_TacticalPack_ocamo",
"B_TacticalPack_rgr"
]]];


///static objects
lootworldObject_list = [
[ 0, [						// CIVIL
"Land_ExtensionCord_F",
"Land_Shovel_F",
"Land_Bucket_painted_F",
"Land_Bucket_F",
"Land_Bucket_clean_F",
"Land_FireExtinguisher_F",
"Land_HumanSkeleton_F",
"Land_CanisterPlastic_F"
]],[ 1, [						// MILITARY
"Land_ExtensionCord_F",
"Land_Bucket_painted_F",
"Land_Bucket_F",
"Land_Bucket_clean_F",
"Land_FireExtinguisher_F",
"Land_HumanSkeleton_F",
"Land_Axe_fire_F",
"Land_CanisterPlastic_F"
]],[ 2, [						// INDUSTRIAL
"Land_ExtensionCord_F",
"Land_Shovel_F",
"Land_Axe_fire_F",
"Land_Axe_F",
"Land_TinContainer_F",
"Land_BarrelTrash_grey_F",
"Land_Bucket_painted_F",
"Land_Bucket_F",
"Land_Bucket_clean_F",
"Land_FireExtinguisher_F",
"Land_HumanSkeleton_F",
"Land_Sacks_heap_F",
"Land_CanisterPlastic_F"
]],[ 3, [						// RESEARCH
"Land_ExtensionCord_F",
"Land_MetalWire_F",
"Land_Bucket_painted_F",
"Land_Bucket_F",
"Land_Bucket_clean_F",
"Land_FireExtinguisher_F",
"Land_HumanSkeleton_F",
"Land_CanisterPlastic_F"
]]];

//to be run server side :
{
	publicVariable _x;
} forEach ["lootVital_list", "lootWeapon_list", "lootMagazine_list", "lootItem_list", "lootBackpack_list", "lootworldObject_list"];

 

 

Just replace or add the classnames you want (that's the boring part...); from there you should have everything you need to customize Ravage to your needs.

Note that I will tweak (and simplify) the whole system eventually, but until then that should do it.

Hey Haleks,

 

If I use these scripts I just need to name them "something.sqf"  then call it from the init file?

Something like this?

 

execVM "aI_Loot.sqf";

execVM "loot_Table.sqf";

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Hey Haleks , love the mod . Been playing Tanoa , but wondering why there are no animals or music. I half expected to be attacked by a panther in these jungles XD. I cant find any food so i really need to hunt something.  i installed this mod http://www.armaholic.com/page.php?id=28402which aims to add a variety of animals , but saw no difference ingame , i tested it on Eden editor and they do seem to work , just not in the mod . Also tried copy and pasting the .pbo files in the mod , still to no avail.

 

Hey man.

You could try TPW MODS (you can download it from Armaholic or BI Forums)

I remember reading in the thread that someone was using it and worked well...altough you'll have to choose what options you want (such as civilians, vehicles, etc...)

Hope it helps.

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Hey guys if anyone is interested in making their own factions for Ravage and don't want to write code you can use the "ALIVE" mod to create them. It's very easy and it makes creating random spawns or in my case ETG helicopter mission AI's much better. This also helps with not having to place custom units on the map that bogs down cpu. If you want to know more let me know. There are tons of youtube vids explaining everything.

Just a note on this. Even though ALiVE is required to physically make the faction from, ALiVE would not be required to use the faction afterwards. It's an excellent tool.

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Hey Haleks,

 

If I use these scripts I just need to name them "something.sqf"  then call it from the init file?

Something like this?

 

execVM "aI_Loot.sqf";

execVM "loot_Table.sqf";

 

Yup. :)

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I can confirm that the animal mod i posted above works if your not placing single animal, they move around in a designated radius. Wish there was a way i could import Ravage Tanoa mission into Eden editor , then id just start placing animals everywhere. Boars and goats in the forest , cows and chickens in the open fields , and dogs in the cities and towns. Also they are under the same list as rabbits , which makes me think they might be able to be gutted. @Gaverio just downloaded TPW mod and gonna see if it adds animals! Thank you. If this doesn't work im thinking of downloading http://www.armaholic.com/page.php?id=19580known as "MCC" from what it seems , id be able to edit while in mission and add these animal herd units. If any one knows more about MCC please tell me if im wrong. 

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@Haleks :

I´ve encountered some issues with the current version and i´m quite sure it´s not intended :

I was are running around and got aggroed by some zeds. My idea was to run away, climb a nearby tower (chimney) and shoot the zeds from above.

Everything was fine until the first zed reaches the ladder, even while i was in the middle of the ladder (approx 25m above the zeds) the zed starts beating the ladder and hit me everytime he hits the ladder.... this adds up with every other zed that reaches the ladder. I reached top of the chimney with 50% hp. Afterwards the zeds starting to climb the ladder while going on with beating (the model climbs a few steps, stops, beats the ladder a few times, climbs a few steps... rinse and repeat). On top of the chimney if i got too close to the ladder the hit me again (even they have not arrived at the top or being at least in range).

 

Map was Chernarus.

Same here. I am playing on Napf. Going up a ladder and zeds are at the bottom hitting ladder and kill me. I am also having an issue with searching furniture inside buildings. It gives me the option to search then opens and closes inventory before i can click items. Outside trash and wrecks work fine.

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I can confirm that the animal mod i posted above works if your not placing single animal, they move around in a designated radius. Wish there was a way i could import Ravage Tanoa mission into Eden editor , then id just start placing animals everywhere. Boars and goats in the forest , cows and chickens in the open fields , and dogs in the cities and towns. Also they are under the same list as rabbits , which makes me think they might be able to be gutted. @Gaverio just downloaded TPW mod and gonna see if it adds animals! Thank you. If this doesn't work im thinking of downloading http://www.armaholic.com/page.php?id=19580known as "MCC" from what it seems , id be able to edit while in mission and add these animal herd units. If any one knows more about MCC please tell me if im wrong. 

TPW mod works great. Just remeber to edit the user config so you dont get all of the other stuff. I also turned down the number and adjusted the area down a little.

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TPW mod works great. Just remeber to edit the user config so you dont get all of the other stuff. I also turned down the number and adjusted the area down a little.

Yo im having trouble installing this ...it has an auto installer but its not working , and i just have no idea what im doing with this one XD

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Yo im having trouble installing this ...it has an auto installer but its not working , and i just have no idea what im doing with this one XD

let the installer install everything. Then open your Arma 3 directory usually (C:\Program Files (x86)\Steam\steamapps\common\Arma 3). Make sure @TPW_Mods is there. Then go to "userconfig" folder, open it then open TPW_MODS folder. In there you can edit the TPW_MODS.hpp file. Read the EDITING_SETTINGS text file and it should walk you through everything. There is also a file called TPW setup or something like that that should have been installed on your desktop.

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On the 28 Years Later mission, I get the occasional appearance of an error. Click past it and it's fine.

'default/' is not a class ('protocol' accessed)

EERURR_zpspvx5julq.jpg

 

 

Hi mate!

 

As far as I know, both those errors are caused by the RHS mod : it hasn't been updated in quite some time now.

 

Hey Haleks, just to report that this error isn't tied to RHS exclusively. I've seen it today while randomly wandering Altis on foot without using RHS (or any other big weapon mods for the matter, just the "official" ADR-97 one).

 

To help you track where it eventually came from, I was using the following mods :

 

- CBA (naturally)

- JSRS 4 Apex

(- Ravage)

- Blastcore Eagle

- KH Lowgrass

- ADR-97 Weapon Pack

 

Hope it helps!

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Ok so after much hassle with TPW mod not installing no matter what , I've installed MCC and OMFG it works great . I went into zues mode with MCC and added all kinds of different animals in the forest around Georgetown for now , will be adding animals to all parts of the mainland of Tonoa in the morning. Even better news is they all can be poached for meat !!!! I'm so fuckin happy !!! MCC also gave me access to alot of the gear from gear add-ons I had that where not spawning in ravage , and so much more like in game jute box for nice battle music!

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Ok so after much hassle with TPW mod not installing no matter what , I've installed MCC and OMFG it works great . I went into zues mode with MCC and added all kinds of different animals in the forest around Georgetown for now , will be adding animals to all parts of the mainland of Tonoa in the morning. Even better news is they all can be poached for meat !!!! I'm so fuckin happy !!! MCC also gave me access to alot of the gear from gear add-ons I had that where not spawning in ravage , and so much more like in game jute box for nice battle music!

 

Hmm but they dissapear when you go out of zeus and close the mission I suppose? If not - how do you save the mission file with zeus?

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Hmm but they dissapear when you go out of zeus and close the mission I suppose? If not - how do you save the mission file with zeus?

the zues which Im talking about is an in mission editor part of mcc mod and you don't have to save anything other than the regular ravage save system :) once you place them they are there for good. Right now I'm working on building a base!! Complete with walls and all sorts of nice little ambiances like water coolers, fires, tents , even pillows !!
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