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Mission makers can now specify different uniforms arrays for each Horde.

Haleks was this the idea I was telling you about in pm about horde module for the uniforms?

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Haleks was this the idea I was telling you about in pm about horde module for the uniforms?

 

Yep.

Will send you a dev build soon, if you want to try it on that project of yours. ;)

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Ooooh... secret projects ;)

Can I guess ... can I guess... ?? Lol

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Ok I think I found a bug? Last night I was playing the Bornholm mission. Found a group. They didnt shoot me when they first saw me. Got within 3 meters and BAM they unload o n me!!!!!! I thought that they were friendly. I guess not.

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Yep.

Will send you a dev build soon, if you want to try it on that project of yours. ;)

Cool, nah I'll wait til the release, im to busy working with my Ragnarok'44 missions right now, thanks anyways.

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Ok I think I found a bug? Last night I was playing the Bornholm mission. Found a group. They didnt shoot me when they first saw me. Got within 3 meters and BAM they unload o n me!!!!!! I thought that they were friendly. I guess not.

 

sounds like it could be intended behavior too. if not it'd still be great to have that option. getting too close to a stranger with a gun doesn't sound like a good idea in the apocalypse.

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sounds like it could be intended behavior too. if not it'd still be great to have that option. getting too close to a stranger with a gun doesn't sound like a good idea in the apocalypse.

 

This is a first for me. There are good and bad survivors. You can get the good ones to join so thats what I was thinking. Also there are random traders so again I thought I was good.  The bad guys usually start shooting as soon as they see me, 100 to 300 meters.

 

The area was also very open so again this was strange.

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It is not intended behaviour (although I like the idea).

I haven't experienced this myself; were you using any AI mod? Was it night ingame?

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Any plans to add support for the open chernarus project? :D

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It is not intended behaviour (although I like the idea).

I haven't experienced this myself; were you using any AI mod? Was it night ingame?

The only AI mod I use is, Vcom Driving. Nope it was daytime. Like I said this was a first for me. Played many hours of Ravage though this was the first time playing a Bornholm mission I didnt make.

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Hey, Haleks:

First off thank you for an amazing mod. I love being able to use modules to adjust things in the game. This is exactly the kind of thing I've been looking for out of a Dayz-ish mod and I think you've got it going great.

 

Second: I have a question about adding custom buildings and equipment to the spawn tables. Is there a way to do it other than cracking open the mod and essentially creating a 'custom version' of Ravage? I see the building list and the loot lists (amazing work on making that clear as day to read and understand....well commented code is happy code) but I am not sure if there is a way to add something in a mission file to add to that list or what-not. I intend on making one with the EDN Fortification builder materials spawning in as well as adding the buildings from the Austrialia map (and a few others in packs).

 

Thanks again!

 

-Obi

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Any plans to add support for the open chernarus project? :D

 

Once it's finished, yes, probably. I will take care of the JBAD buildings too, eventually.

 

Hey, Haleks:

First off thank you for an amazing mod. I love being able to use modules to adjust things in the game. This is exactly the kind of thing I've been looking for out of a Dayz-ish mod and I think you've got it going great.

 

Second: I have a question about adding custom buildings and equipment to the spawn tables. Is there a way to do it other than cracking open the mod and essentially creating a 'custom version' of Ravage? I see the building list and the loot lists (amazing work on making that clear as day to read and understand....well commented code is happy code) but I am not sure if there is a way to add something in a mission file to add to that list or what-not. I intend on making one with the EDN Fortification builder materials spawning in as well as adding the buildings from the Austrialia map (and a few others in packs).

 

Thanks again!

 

-Obi

 

Hi Obi!

You can add/modify pretty much everything except configs from mission files. Best practice is usually to wait for variables/arrays to be defined by the modules and then replace them.

Here's a sample code to give you the idea (can be used/spawned from the mission init.sqf) :

_null = [] spawn {
	waitUntil {!isNil "someLootList"};//we wait for the module to do its job
	sleep 1;//more or less useless precaution, but it doesn't hurt given the complexity of the code
	someLootList = [/*your array with custom stuff*/];
};

Or, if you just want to add items to an existing list :

_null = [] spawn {
	waitUntil {!isNil "someLootList"};
	sleep 1;
	{someLootList pushBack _x} forEach [/*your array with custom stuff*/];
};

 Keep one thing in mind : you're dealing with multidimensional arrays (the final code will be more complex than those examples), wich can quickly become a headache, so be patient and read the official documentation first. ;)

Give a shout if you need more detailed instructions.

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Once it's finished, yes, probably. I will take care of the JBAD buildings too, eventually.

 

 

Hi Obi!

You can add/modify pretty much everything except configs from mission files. Best practice is usually to wait for variables/arrays to be defined by the modules and then replace them.

Here's a sample code to give you the idea (can be used/spawned from the mission init.sqf) :

_null = [] spawn {
	waitUntil {!isNil "someLootList"};//we wait for the module to do its job
	sleep 1;//more or less useless precaution, but it doesn't hurt given the complexity of the code
	someLootList = [/*your array with custom stuff*/];
};

Or, if you just want to add items to an existing list :

_null = [] spawn {
	waitUntil {!isNil "someLootList"};
	sleep 1;
	{someLootList pushBack _x} forEach [/*your array with custom stuff*/];
};

 Keep one thing in mind : you're dealing with multidimensional arrays (the final code will be more complex than those examples), wich can quickly become a headache, so be patient and read the official documentation first. ;)

Give a shout if you need more detailed instructions.

 

Thanks for the reply!

I'll give it a try and if it becomes too rough to get my head around it I'll poke my head back over here.

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Quick question, does this seem correct?

 

_null = [] spawn {
waitUntil {!isNil "lootVital_list"};
sleep 1;
{lootVital_list pushBack _x} forEach [0, ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"]],[1, ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"]],[2, ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"]];
};

I gave it a go, but I didn't see anything spawning (could be RNG though).

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Could we have a list of Arma3 Terrains which are compatible with Ravage loot system as they use Arma1/2/3 buildings ?

I know already for CupTerrains but as i play Ravage everyday with friends for months now, we are getting bored of Altis/Tanoa/Chernarus terrains and wanted to try new ones...

 

I know that Chernobyl isn't compatible and that Esseker is.

I wanted to know about Panthera Island, Australia, Bornholm... I couldn't find it.

 

Thanks a lot for the amazing work !

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Quick question, does this seem correct?

 

_null = [] spawn {
waitUntil {!isNil "lootVital_list"};
sleep 1;
{lootVital_list pushBack _x} forEach [0, ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"]],[1, ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"]],[2, ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"]];
};

I gave it a go, but I didn't see anything spawning (could be RNG though).

 

 

Close, but not quite. ;)

_null = [] spawn {
	waitUntil {!isNil "lootVital_list"};
	sleep 1;
	_civ = 0;
	_mil = 1;
	_ind = 2;
	{((lootVital_list select _civ) select 1) pushBack _x} forEach ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"];
	{((lootVital_list select _mil) select 1) pushBack _x} forEach ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"];
	{((lootVital_list select _ind) select 1) pushBack _x} forEach ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"];
};

@extaz93 : There is no such list; it depends on the proportion of custom buildings being used on each map.

Australia should be partially compatible, Panthera & Bornholm should be fully compatible.

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Close, but not quite. ;)

_null = [] spawn {
	waitUntil {!isNil "lootVital_list"};
	sleep 1;
	_civ = 0;
	_mil = 1;
	_ind = 2;
	{((lootVital_list select _civ) select 1) pushBack _x} forEach ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"];
	{((lootVital_list select _mil) select 1) pushBack _x} forEach ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"];
	{((lootVital_list select _ind) select 1) pushBack _x} forEach ["edn_Cinderblock", "edn_Woodplank", "edn_camonet","edn_Metalpipe","edn_Sandbag","edn_Wirecoil"];
};

@extaz93 : There is no such list; it depends on the proportion of custom buildings being used on each map.

Australia should be partially compatible, Panthera & Bornholm should be fully compatible.

 

Ahh, okay. Many, many thanks on that!

 

Would it be possible to do similar to get in the custom Australia buildings with the init file?

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That's a tad more complex, gimme some time to dig through my files.

Do you have the classnames already?

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@extaz93....Napf Island and Caribou Frontier work well with Ravage....Caribou is a particular favorite of mine.  :)

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That's a tad more complex, gimme some time to dig through my files.

Do you have the classnames already?

I think I can grab them. Depends on if he kept the name constant between his standalone version of the items and the terrain.

 

I'll get back to you in a tick.

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@RGobi : I think I have a script somewhere to retrieve all buildings that aren't in the lists already - will post it in a bit.

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@RGobi : I think I have a script somewhere to retrieve all buildings that aren't in the lists already - will post it in a bit.

Cool! It would seem that he did change the classnames between the terrain and the standalone mod.

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Cool! It would seem that he did change the classnames between the terrain and the standalone mod.

 

what version are you using?

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Latest ones I think. Might just be my inexperience.

 

sorry.. i should have been more specific... is it the steam version or downloaded from another source.

I can run the code thru the map if you want to get the classnames

just want to know what version and the source of the download so i work off same one

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