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3 minutes ago, GEORGE FLOROS GR said:

script library

added indeed;)

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Guys of the amazing Ravage Community! 

 

I wanted to share with you my recent script release:

 

I hope this simple Dog Patrol Script brings a whole new level of Multiplayer compatible immersion for many Ravage missions out there.

 

Cheers!

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All these vests are written up for the incoming "Ravaged and Frithified Gear" update,  but they'll surely make an appearance within Ravage somewhere down the line...

Spoiler

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The textures only tell half the story, all the vests have slightly enhanced bullet protection and explosive resistance where applicable. Carrying capacity have also been slightly enhanced.

.....Tactical Vest (RVG) is a beast....zeds are gonna hate that one. :rthumb: 

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Hunter Z Coop Campaign for Ravage.

Coming soon (TM)...
 

Spoiler

Intro

885MMUh.jpg


 

Spoiler

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Spoiler

Camp Spartan...

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Spoiler

Mercenary Floating Base...

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Spoiler

Flags at UN Base...

oepktHA.jpg

 

Spoiler

Squad Selection Screen...

ulZqFIz.jpg

 

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On 4/12/2019 at 12:17 AM, Vandeanson said:

 

Looking forward to your findings!:icon_dj:

 

I used the actionMenu of an ingame laptop (addAction, Eventhandler) to save some data:

  • position and direction of player
  • player loadout
  • time and date
  • position and direction of (2) vehicles and (1) crate
  • inventory of those objects (Better not leaving mags inside guns in cargo and I'd probably not leave stuff in backpacks in cargo...)
  • fuel of those objects
  • and (5) custom variables for Ravage: Thirst, Hunger, Radiation, Status, and Rad_Status

       (I didn't have enough time to include player and vehicle damage.)

 

Then I restarted the dedicated server and the mission. I went to the ingame laptop and used the actionMenu to reload everthing. 

It's a rather crude script, but it does work. 

 

Here are some snippets from my script. It's the part where the custom variables for Ravage are saved or retrieved:

The _caller  is the unit using the addAction, i.e. the player.

_ravData is an array containing the custom variables from Ravage...and some more.

_nameDB2 is a variable containing a string: prefix+UID, something like "wf_DB2_1234567890". This is the adress in profileNamespace where _ravData is stored.

 

Looking on my script I'd change your player getvariable ["VABB_Wood",0]; into something like player getVariable "VABB_Wood"; after having it saved with player setVariable ["VABB_Wood",0]; the 0 being the value you want to save / load.

 

Spoiler

[......]


    // ********** Adding SAVE action to Laptops **********

        [(_this select 0), ["saveGameData_CAUTION", {
            _caller = (_this select 1);
            _nameDB1 = "wf_DB1_"+(getPlayerUID _caller);
            [_caller, [profileNamespace, _nameDB1]] call BIS_fnc_saveInventory;
            ("save player loadout file: "+_nameDB1) remoteExec ["systemChat"];

            _ravData = [
                _caller getVariable "thirst",
                _caller getVariable "hunger", 
                _caller getVariable "radiation", 
                _caller getVariable "status", 
                _caller getVariable "rad_status",
                getPosATL _caller,
                getDir _caller,
                date
            ];
            _nameDB2 = "wf_DB2_"+(getPlayerUID _caller);
            profileNamespace setVariable [_nameDB2, _ravData];
            ("save player status file: "+_nameDB2) remoteExec ["systemChat"];

            {
                _nameDB3 = "wf_DB_"+str (_x); 
                _data = [getItemCargo _x, getWeaponCargo _x, getMagazineCargo _x, getBackpackCargo _x,fuel _x,getPosATL _x, getDir _x];
                profileNamespace setVariable [_nameDB3, _data];

                ("save vehicle file: "+_nameDB3) remoteExec ["systemChat"];
            } forEach [pCache_0,pVehicle_0,pVehicle_1];

        }]] remoteExec ["addAction"];


[......]


    // ********** Adding LOAD action to Laptops **********

        [(_this select 0), ["loadPlayerData", {
            _caller = (_this select 1);
            _nameDB1 = "wf_DB1_"+(getPlayerUID _caller);
            [_caller, [profileNamespace, _nameDB1]] call BIS_fnc_loadInventory;
            ("load player loadout file: "+_nameDB1) remoteExec ["systemChat"];

            _nameDB2 = "wf_DB2_"+(getPlayerUID _caller);
            _ravData = profileNamespace getVariable _nameDB2;
            _caller setVariable ["thirst", (_ravData select 0)];    
            _caller setVariable ["hunger", (_ravData select 1)];    
            _caller setVariable ["radiation", (_ravData select 2)];    
            _caller setVariable ["status", (_ravData select 3)];    
            _caller setVariable ["rad_status", (_ravData select 4)];    
            _caller setPosATL (_ravData select 5);
            _caller setDir (_ravData select 6);
            _currentDate = dateToNumber date;
            _savedDate = dateToNumber (_ravData select 7);
            if ((_savedDate > _currentDate) or ((_savedDate select 0) > (_currentDate select 0))) then {
                [_savedDate] remoteExec ["setDate", 0, true];
            };
            ("load player status file: "+_nameDB2) remoteExec ["systemChat"];    
        
        }]] remoteExec ["addAction"];

 

[......]

 

 

Edited by whiteface73
4:00 AM was too early to type...
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14 hours ago, Vandeanson said:
  Reveal hidden contents


_VD_Animalspawn = {

  waitUntil {count ((allPlayers select {lifeState _x != "DEAD-RESPAWN"}) - entities "HeadlessClient_F") > 0};

  _allplayer = (allPlayers select {lifeState _x != "DEAD-RESPAWN"}) - entities "HeadlessClient_F";
  _player = selectRandom _allplayer;

_pos1 = [getPosATL _player, 90, 700, 0, 0, 0.9	, 0,[]] call BIS_fnc_findSafePos; // the first two numbers are the minimum and maximum range that the animals spawn related to the players position
_type = ["Goat_random_F","Sheep_random_F"] call BIS_fnc_selectRandom; // you can add more animals here - rabbits spawn by default. other animals might not be recognized by ravage as edible

_animals = createGroup east;
 	_animal = _animals createUnit [_type, _pos1, [], 1, "FORM"];
	_animal setVariable ["BIS_fnc_animalBehaviour_disable", true];
	_animal setSpeaker "NoVoice";
  _animal disableAI "FSM";
	_animal disableAI "AIMINGERROR";
	_animal disableAI "SUPPRESSION";
	_animal disableAI "AUTOTARGET";
	_animal disableAI "TARGET";
	_animal setCombatMode "BLUE";
	_animal setBehaviour "CARELESS";
[_animals, _pos1, 250] call BIS_fnc_taskPatrol;



sleep 600; // increase fix amount of time before animals may check for distance to player and wait for despawn.
sleep random 400; // ads a random amount 0-400 to above
waituntil {{_x distance _animal > 900}foreach allplayers - entities [["allplayers"], ["HeadlessClient_F"], true, true]}; // 900 is the distance to player, if the player is more than 900 meters away, and time timers have run out - animals will despawn and respawn closer to you.

{	deleteVehicle _x;
}forEach units _animals;
call _VD_Animalspawn;
};

waitUntil {count ((allPlayers select {lifeState _x != "DEAD-RESPAWN"}) - entities "HeadlessClient_F") > 0};


call _VD_Animalspawn;

 

 

very welcome=)

 

copy + paste the above code in a new file in your mission folder called VD_Animalspawner.sqf.

 

create a file init.sqf in your mission folder or add the following line to it:

 

[] execVM "VD_Animalspawner.sqf";

 

It is a very old script and surely not perfect, but it does the job. let me know if you need help tunig it to your needs.

 

cheers

vd

Thank you so much!!!

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Some news on the next update :

I'm overhauling the way zombies react to sounds. The current system only works in a 75 meters range around zombies and they can only hear gunshots, with different reactions if the weapon is suppressed.

With the new approach, zombies will hear gunshots based on their actual audio range and the script will be better at detecting silencers. That means gunshots can alert zombies hundreds meters around - the zed module will include a new option to adjust their hearing sensitivity.

With some work, I reckon I can extend that to other types of sounds and make zombies react to people speaking too loud for instance. Combined with the custom hearing range, it means you can make completely deaf zombies (range to 0) or monsters à la "A Quiet Place"...

 

While I'm at it, I'll probably add another option for their visual range too; those changes should greatly expand the possibilities (zombies à la XCOM2 <3).

 

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13 hours ago, LSValmont said:

Mercenary Floating Base... 

Nice base

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11 minutes ago, haleks said:

While I'm at it, I'll probably add another option for their visual range too; those changes should greatly expand the possibilities (zombies à la XCOM2 <3).

 

I love Xcom and will be doing an Xcom mission soon! Loving the amazing updates you are pooling out.

 

Now you could even use my recently released patrol dogs script to add zombie dogs!

 

In the future if could make a zombie faction to allow placement individual customized and perhaps playable zombies just like Zombies and Demons would be awesome... and would make it possible to ditch Zombies and Demons completely from most of my missions.

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3 hours ago, haleks said:

That means gunshots can alert zombies hundreds meters around

 

Very nice, it should have dire consequences to fire a gun. Looking forward to it! 

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24 minutes ago, Vandeanson said:

 

Very nice, it should have dire consequences to fire a gun. Looking forward to it! 

I fear the AI won‘t think twice about firing a gun...

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Just now, whiteface73 said:

I fear the AI won‘t think twice about firing a gun...

 

That's a good point; I will certainly try to tweak the AI to be smarter in that regard.

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4 hours ago, LSValmont said:

 

I love Xcom and will be doing an Xcom mission soon!

 

Man, if only I had the skills, I woulda made a "xcom zombie" texture; they look awesome and in many ways are more credible than the more conventional zombie concepts.

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23 hours ago, ArteyFlow said:

The distance you have to be from cars to repair and scavenge them seems to be a bit bugged, here's a picture example of what I'm talking about: https://steamcommunity.com/sharedfiles/filedetails/?id=1710702534

 

It's possible the detection range has been tweaked, maybe it needs to be confirmed by haleks, this was my test...

Spoiler

LiiYCDT.jpg

...the player has the repair/scavenge/syphon action available at this distance.

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19 minutes ago, EO said:

@LSValmont, what's confusing about my post?....seems legit.

 

Sorry EO what I meant was a worrying face rather a confused one... I had your issue on an old Ravage version but with the holdAction for looting appearing like 50 mtrs away from the cursor object... it should appear like 2 mtrs away...

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Lol, maybe we should hit up the moderators for some extra emojis just for the Ravage thread. zombie-mask-smiley-emoticon.gif

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On 4/11/2019 at 9:41 PM, zagr said:

we marked that as a bug for now, he told me that he is going to fix it next week

 

Maybe the issue is that Ravage thirst, hunger...etc variables are defined locally ?

Grad persistence only saves server side variables. If that's the case, would it be possible to make the Ravage variables public ?

Just my two cents on this.

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What if you make a separate option in the module for Autonomus Machines and instead of the UAV to enter the helicopter

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Speaking about machines.. I ll try to add AI mechs patrol script 🙂

 

 

Just because it would be awesome to run into such a thing at night. Gg if you do not have an rpg on your back:) 

 

Ps: not familiar with vehicle movement scripting, but will see how it works out

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Player search action time, while holding down the spacebar, where can I find it? I want to make it just a tiny bit shorter.

Any ideas? loot_action.sqf > 1.75 value ?

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2 hours ago, RZNUNKWN said:

Player search action time, while holding down the spacebar, where can I find it? I want to make it just a tiny bit shorter. Any ideas?

 

I think that's located in the loot_action.sqf ^^

The only thing i would say about wanting to make the action a little shorter, if you make it too short the rummage sounds may get knocked out of sync. (the current search time is around 1.75 seconds, the rummage sounds are around 2.8 seconds) 

If you still plan on editing it check out BIS_fnc_holdActionAdd for a better description of whats going on 

 

 

 

 

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Spent an hour or so in the MySt, a pretty mind blowing experience that turns the original Ravage demo mission on it's head and some... 

 

From the gargantuan trees to the creeping mist, my eyes and ears were really starting to play tricks on me, flipped on my headphones, The Phantom Song kicks in, playing some eerie but ever so soothing music offering a welcome distraction to my surreal surroundings.

It's getting dark...I find an abandoned Taru Pod, seems like a good place to hunker down for the night and ponder my next move...

Spoiler

swdiuKw.jpg

 

 

 

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On 4/13/2019 at 4:45 PM, EO said:

 

It's possible the detection range has been tweaked, maybe it needs to be confirmed by haleks, this was my test...

  Hide contents

LiiYCDT.jpg

...the player has the repair/scavenge/syphon action available at this distance.

 

Ravage Changelog

ADDED:

- Telekinesis vehicle repairing and scavenging. Use your zombie brain power to repair vehicles from up to 25 meters away!

😂

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