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3 hours ago, Gill93 said:

The Gf lootdrop script is awesome the only problem I had with it was from others complaining about not having to loot because they just needed to grab stuff off of dead zombies but aslong as you limit the items they drop you should be good.

I want to encourage looting, but I also would like to encourage the killing of zombies, so my idea was to try and make it so zombies would drop the money notes, and then have AI drop some medical items.

 

This is to encourage players to actually deal with obstacles, rather than outrun zombies, and avoid AI patrols (although I am sure they mainly target them due to the confirmation of weapons, ammo, and possible useful items)

 

I guess I mainly want to improve the gunplay with the AAPM mod, add in the medical aspect of ACE, and then improve the importance of zombies...because they mainly just become annoying bugs you try to avoid

 

*EDIT*: The main reason I say money notes, is because the ravage traders are set to use the Ravage currency rather than the above alternatives...and because I don't know how to make them use anything else :sad_o:

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2 minutes ago, BattleChief said:

I want to encourage looting, but I also would like to encourage the killing of zombies, so my idea was to try and make it so zombies would drop the money notes, and then have AI drop some medical items.

 

This is to encourage players to actually deal with obstacles, rather than outrun zombies, and avoid AI patrols (although I am sure they mainly target them due to the confirmation of weapons, ammo, and possible useful items)

 

I guess I mainly want to improve the gunplay with the AAPM mod, add in the medical aspect of ACE, and then improve the importance of zombies...because they mainly just become annoying bugs you try to avoid

If you want to enhance gunplay I would suggest trying out VCOM AI mod/script or the Fire Fire Improvement System http://www.armaholic.com/page.php?id=22096 https://steamcommunity.com/sharedfiles/filedetails/?id=721359761

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3 hours ago, Gill93 said:

If you want to enhance gunplay I would suggest trying out VCOM AI mod/script or the Fire Fire Improvement System

By enhance gunplay, I mean make it harder, as the armor system is too simple, all armor does in A3 is add extra HP, which is completely contradictory to what armor is supposed to do.. As actual armor can take a single bullet without causing major harm to the wearer, where as the standard system just makes you take more damage

 

*EDIT*: To negate this, you would have to shoot for weak spots, such as the exposed sides under the arms, the arms, the head, and the legs...

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2 minutes ago, BattleChief said:

By enhance gunplay, I mean make it harder, as the armor system is too simple, all armor does in A3 is add extra HP, which is completely contradictory to what armor is supposed to do..

Oh I see it wont do nothing for health or armor wise but it will make it more challenging to take on ai as they will flank you place explosives or mines, they will also search the dead for ammo when low along with hijacking vehicles. lol plus more (:

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3 hours ago, Gill93 said:

Oh I see it wont do nothing for health or armor wise but it will make it more challenging to take on ai as they will flank you place explosives or mines, they will also search the dead for ammo when low along with hijacking vehicles.

Now that would be a good quality of life change, makes them a bit more realistic..I will look into it, I do have Vcom Ai on my mods list..

 

*EDIT*: Just got the other one, great stuff, I love the ideas..

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5 minutes ago, BattleChief said:

Now that would be a good quality of life change, makes them a bit more realistic..I will look into it, I do have Vcom Ai on my mods list..

Awesome sounds good I have not tried the Fire Fight Improvement mod so if you decide to try that one aswell let me know how it goes.

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2 hours ago, Gill93 said:

Awesome sounds good I have not tried the Fire Fight Improvement mod so if you decide to try that one aswell let me know how it goes.

Will do, when I get the Loot script figured out, I try to test EVERYTHING in one sitting rather than having to go back and fix it later...its been a pain to do later when an animation doesn't work lol

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13 minutes ago, BattleChief said:

By enhance gunplay, I mean make it harder, as the armor system is too simple, all armor does in A3 is add extra HP, which is completely contradictory to what armor is supposed to do.. As actual armor can take a single bullet without causing major harm to the wearer, where as the standard system just makes you take more damage

 

*EDIT*: To negate this, you would have to shoot for weak spots, such as the exposed sides under the arms, the arms, the head, and the legs...

That would be pretty cool having actual plate carriers and plates to work with it would also be nice if the plates could become damaged overtime or after a few well placed shots.

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@GEORGE FLOROS GR

 

I have been fumbling around in your script, I can give you what I changed, and you can tell me if I am on the right path ( I don't want someone to do it for me, if I can do it myself) 

 

Spoiler

_Systemchat_Enabled                        = true;            //    Show spawn selections


_1_Remove_Everything_from_Unit            = false;         //    Remove Everything from Unit , else comment with //
_2_Clear_Unit_Items                        = false;         //    Clear Unit's items

_3_Link_Items_to_their_inventory        = false;         //    Link items to their inventory

_4_Add_a_random_side_weapon_in_hands    = false;         //    Add a random side weapon in hands 
_5_Add_a_random_weapon_in_hands            = false;         //    Add a random weapon in hands

_6_Add_a_random_uniform                    = false;         //    Add a random uniform 
_7_Add_a_random_item_in_uniform         = true;         //    Add a random item in their uniform

_8_Add_a_random_vest                    = false;         //    Add a random vest
_9_Add_a_random_item_in_vest            = false;         //    Add a random item in their vest

_10_Add_a_random_backpack                = false;         //    Add a random backpack
_11_Add_a_random_item_in_backpack        = false;         //    Add a random item in their backpack

_12_Drop_Items                            = false;         //    Add a random item in their backpack
_13_Drop_Magazines_Side_Weapon            = false;         //    Drop Magazines for Side Weapon
_14_Drop_Magazines_Primary_Weapons        = false;         //    Drop Magazines for Primary Weapon

 

And this is what else I have touched, nothing more

 

_items_loot1 = selectRandom [
            //for RyanZombies
            //"RyanZombiesAntiVirusTemporary_Item",
            //"RyanZombiesAntiVirusCure_Item",
            
            //Vanilla            
            "FirstAidKit",
            "FirstAidKit",
            "ACE_fieldDressing",
            "ACE_elasticBandage",
            "ACE_quikclot",
            "ACE_morphine",
            "ACE_packingBandage",
            "ACE_salineIV_500",
            "ACE_salineIV_250",
            "ACE_personalAidKit",
            "ACE_tourniquet",
            //Tools
            "Binocular",
            "Rangefinder",            
            "Laserdesignator",
            "Laserdesignator_02",
            "Laserdesignator_03"
            ];

 

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2 hours ago, Gill93 said:

That would be pretty cool having actual plate carriers and plates to work with it would also be nice if the plates could become damaged overtime or after a few well placed shots.

They actually do, or so I have gathered, it seems like a good system

*EDIT*: It seems like they got ceramics and metals down, Ceramic plates taking less than metal plates, and metal plates being heavier than ceramics

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2 hours ago, Gill93 said:

hey another mod you might want to check out is called Goko Ballistic impact if you have not already I have used it a few times pretty cool effects.  https://steamcommunity.com/sharedfiles/filedetails/?id=1273833677

I have looked at it, it seems like it would be pretty cool...I was just taken off guard with the boonie hat display, a hat would not come off with a 9mm..

 

*EDIT*: a rifle round, maybe, but nothing so absurd as it flying a few meters into the air

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@Gill93

But I do like it, I will probably incorporate it into my gameplay sometime soon, just watched the full on videos..the damage system seems pretty good with helmets, as small and medium calibers break the NVGS and what not on it

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Just now, BattleChief said:

@Gill93

But I do like it, I will probably incorporate it into my gameplay sometime soon, just watched the full on videos..the damage system seems pretty good with helmets, as small and medium calibers break the NVGS and what not on it

Sounds good lol one of the things I like most about that mod is the particle effect added to metal objects during bullet impacts. (: I have a few other scripts/mods that I have gathered for use with Ravage if your interested just let me know.

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A  few Mods and or scripts to Improve your Ravage Scenario.

Spoiler

Vcom AI 3.0. https://steamcommunity.com/sharedfiles/filedetails/?id=721359761 Fire-Fight Improvement System. http://www.armaholic.com/page.php?id=22096 CF_Woodland. https://steamcommunity.com/sharedfiles/filedetails/?id=1426365172 CF Better AI. https://steamcommunity.com/sharedfiles/filedetails/?id=1415343823&searchtext=CF+AI dzn Extended Weapon Jamming for ACE3. https://steamcommunity.com/sharedfiles/filedetails/?id=1379304937&searchtext=CF+AI Goko Ballistic Impact Mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1273833677&searchtext=CF+AI Fox Fuel Mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1369027575&searchtext=CF+AI UI Sounds 2. https://steamcommunity.com/sharedfiles/filedetails/?id=790393813&searchtext=CF+AI Enhanced Arma 3 Inventory. https://steamcommunity.com/sharedfiles/filedetails/?id=809527168&searchtext=CF+AI outlow_magrepack. https://steamcommunity.com/sharedfiles/filedetails/?id=683611755&searchtext=CF+AI Combat Realism Scripts. http://www.armaholic.com/page.php?id=33240 Ballistic Wind Simulation Script. http://www.armaholic.com/page.php?id=23731 Exile Creepy Ground fog script. https://www.exilemod.com/topic/9995-creepy-night-fog-for-exile/ Exile Detrimental Weather Script. https://www.exilemod.com/topic/7717-detrimental-weather-effects-script/ Hals Store script. http://www.armaholic.com/page.php?id=33051 Improved Fatigue system. http://www.armaholic.com/page.php?id=25495 Advanced Ballistics. http://www.armaholic.com/page.php?id=26488 Takedown & Knockout script. http://www.armaholic.com/page.php?id=25681 Jboy Random Boat Patrol. http://www.armaholic.com/page.php?id=32272 ETG Heli Crash/Drop script. http://www.armaholic.com/page.php?id=29519 Rally Point and Grass Cutter Script. http://www.armaholic.com/page.php?id=31545 GroundLoot Script. http://www.armaholic.com/page.php?id=25668 JTD flies on dead body script. http://www.armaholic.com/page.php?id=18946 Sullen Skys for CUP terrains. https://steamcommunity.com/sharedfiles/filedetails/?id=941263726&searchtext=Sullen+Skys Sullen Skys Complete pack. https://steamcommunity.com/sharedfiles/filedetails/?id=1093191358&searchtext=Sullen+Skys Ambient Rabbits for Tanoa. https://steamcommunity.com/sharedfiles/filedetails/?id=1046734662&searchtext=ambient+rabbits  Ambient Birds complete pack. https://steamcommunity.com/sharedfiles/filedetails/?id=1093186131&searchtext=ambient+birds  Double Weapon Mod. https://steamcommunity.com/sharedfiles/filedetails/?id=893533353&searchtext=double+weapons

 

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1 hour ago, BattleChief said:

if I am on the right path

 

Yes but , let's move to the current topic !

 

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40 minutes ago, Gill93 said:

A  few Mods and or scripts to Improve your Ravage Scenario.

 

What! no Sullen Skies?....you'll be unfriended within the hour.

Spoiler

:tounge2:

 

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1 hour ago, EO said:

 

What! no Sullen Skies?....you'll be unfriended within the hour.

  Reveal hidden contents

:tounge2:

 

lmao forgot about that one (: thanks EO

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5 hours ago, EO said:

 

What! no Sullen Skies?....you'll be unfriended within the hour.

  Reveal hidden contents

:tounge2:

 

Sullen skies? I am intrigued...where might I find this? I wish for something to make the game a little more...interesting..

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53 minutes ago, BattleChief said:

Sullen skies? I am intrigued...where might I find this? I wish for something to make the game a little more...interesting..

I added the link for sullen skies up above in the list of mods/scripts

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4 hours ago, Gill93 said:

I added the link for sullen skies up above in the list of mods/scripts

 

Now I see why EO was upset that it wasn't mentioned, If I had known he made those, I would have gone ahead and grabbed those when I started Ravage! :drinking2::icon_biggrin:

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So, I got a small little kink in my plans for release...The initplayerlocal.sqf tries to activate during the intro, I need it to work AFTER the intro...anyone got anything?

 

This is what is written in my initplayerlocal.sqf

Spoiler

private "_unit";
_markers = ["spawn1", "spawn2", "spawn3", "spawn4", "spawn5", "spawn6", "spawn7", "spawn8"];
_p = _markers call BIS_fnc_selectRandom;
_list = (getMarkerPos _p) nearRoads 50;
_road = _list call BIS_fnc_selectRandom;
_pos = getposATL _road;

enableSaving [ false, false ];


uiSleep 1;


private "_unit";
_markers = ["spawn1", "spawn2", "spawn3", "spawn4", "spawn5", "spawn6", "spawn7", "spawn8"];
_p = _markers call BIS_fnc_selectRandom;
_list = (getMarkerPos _p) nearRoads 50;
_road = _list call BIS_fnc_selectRandom;
_pos = getposATL _road;
_nextRoad = (_road nearRoads 50) select 0;

(vehicle player) setpos [_pos select 0, _pos select 1, 0];
_posV = [_pos, 6, 6, 1, 0, 35, 0] call BIS_fnc_findSafePos;

if (isNil "_posV") then {
    _posV = getPosATL (((getposASL player) nearRoads 10) select 1);
};

_vehicle = createVehicle ["BlackhawkWreck", _posV, [], 0, "NONE"];
_vehicle setDir (direction player - 187);
_vehicle setVectorUP (surfaceNormal [(getPosATL _vehicle) select 0, (getPosATL _vehicle) select 1]);


[getPosATL _vehicle,"FIRE_BIG"] spawn RVG_fnc_createFireEffect;
_soundSource = createSoundSource ["Sound_Fire", _posV, [], 0];

_unit = createVehicle ["Survivor_blue_1", _posV, [], 1, "FORM"];


uiSleep 1;


[_unit] call RVG_fnc_AddGear;
removeBackpack _unit;
removeVest _unit;
_unit addVest (selectRandom rvg_vests);
//[_unit] call RVG_fnc_AddWeapon;
if !(rvg_weapons isEqualTo []) then {
    _weapon = [_unit, rvg_weapons select (((floor random [(((count rvg_weapons) - 1)*1.25)*-1,((count rvg_weapons) - 1)*0.5,((count rvg_weapons) - 1)*1.5]) max 0) min ((count rvg_weapons) - 1)), 2] call BIS_fnc_addWeapon;
} else {
    _weapon = [_unit, rvg_weaponsA3 select (((floor random [(((count rvg_weaponsA3) - 1)*1.25)*-1,((count rvg_weaponsA3) - 1)*0.5,((count rvg_weaponsA3) - 1)*1.5]) max 0) min ((count rvg_weaponsA3) - 1)), 2] call BIS_fnc_addWeapon;
};
[_unit] call RVG_fnc_AddLoot;


_unit setdamage 1;

player switchMove "Acts_UnconsciousStandUp_part1";player playmovenow "Acts_UnconsciousStandUp_part2";


player setFatigue 1;


uiSleep 40;


_closesttown = (nearestLocations [player, ["NameCityCapital","NameCity","NameVillage"],2500]) select 0;
_PosT = _pos;
if !(isNil "_closesttown") then {
    _PosT = position _closesttown;
};

_posP = [getposASL player, 400, 600, 1, 0, 35, 0] call BIS_fnc_findSafePos;
_Grp = createGroup resistance;
for "_i" from 0 to 3 do 
{
     _unit = _Grp createUnit ["Bandit_green", _posP, [], 1.0, "FORM"];
    [_unit] spawn RVG_fnc_equip;
    [_unit, (["ENG", "GRK"] call bis_fnc_selectrandom)] call rvg_fnc_setName;
    rvg_garbage_collector pushBack _unit;

    //_unit addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}];
    _unit setCombatMode "RED";
    _unit setBehaviour "SAFE";
    [_unit] joinSilent _Grp;
};
_Grp move _pos;
0 = [_Grp, _pos, _PosT] spawn {
    _Grp = _this select 0;
    _pos = _this select 1;
    _posT = _this select 2;
    waitUntil {(leader _Grp) distance _pos < 10};
    [_Grp, _posT, 300] call BIS_fnc_taskPatrol;
};


enableSaving [true, true];

if (!isNil "_soundSource") then {
    WaitUntil {player distance _soundSource > 1000};
    deleteVehicle _soundSource;
};

 

it also seems to be that if the intro plays, the script fails to equip the dead body by the wreck, and he comes out without clothes...I have tried my past fix of disabling all the unused assets (CUP, Friths, etc in the equipment pool) and that failed to work..

 

*EDIT*: I am gonna toss the mission files into a download or something, someone see if you can see what I am doing wrong..

 

*EDIT V.2*: I am making some headway, but I can't seem to find a way to delay the initplayerlocal.sqf script till after the intro... I am trying to the waituntil command, but I can't find a piece that tells it to wait until the intro is over and the scenario starts...

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She's uploaded to the workshop, just gotta finish a few things here and there, fill in a gap or two, and release it to the workshop...

Its under private now, but I will release it in a few, with a link to it of course.

 

Edited by BattleChief
DA LINK HAS BEEN PASTED!
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I think I will hold off on a Chernarus with AAPM, and will pop out an Altis with AAPM..I did delete all my old scenarios..as I either couldn't access them (Looking at you Ravaged Altis #1) or because the mod list was crazy and didn't want to let me in (All the others)

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