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The most simple way would be to come up with a function extracting weapons from each mods, and filter them according to several parameters (I think Contention's incoming shop feature works on a similar idea).

Then mission makers could pick an array of weapons sorted by type, patch etc. and set their mission to use those.

But it also requires either adding support for it in the code or recompiling some of Ravage functions from the mission file itself.

Either way, it is technically possible but time-consuming; I would also need to write extensive documentation on it...

 

Meanwhile, if mission-makers have spare-time and patience, they can take a look at the loot config scripts, and adapt them for their own mission.

If need be, I could write a quick how-to detailing how to override or modify the weapons list from the mission file.

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That's what I would need : a simple script to add some chosen weapons from a existing mod without going into Ravage loot lists and modify them- what I previously done when I discovered your mods

For example: massi ak74 sf silenced was something I wanted to add as bonus in some places

I didn't managed to do it anywhere but directly in the mod files

I would prefer, like you do, a script directly into the mission files

I guess it can be done with any mod as long as we have the class name of the weaponry a only way I found for now to put some bonus in the mission is to put some Amos crate here and there and to choose what to put inside with the init in the editor

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The most simple way would be to come up with a function extracting weapons from each mods, and filter them according to several parameters (I think Contention's incoming shop feature works on a similar idea).

Then mission makers could pick an array of weapons sorted by type, patch etc. and set their mission to use those.

But it also requires either adding support for it in the code or recompiling some of Ravage functions from the mission file itself.

Either way, it is technically possible but time-consuming; I would also need to write extensive documentation on it...

 

Meanwhile, if mission-makers have spare-time and patience, they can take a look at the loot config scripts, and adapt them for their own mission.

If need be, I could write a quick how-to detailing how to override or modify the weapons list from the mission file.

I think the latter is a better choice, Haleks. I'm not sure if I'm in the minority, but I don't care about weapon-types at all. Not even a little bit. My vote (if it matters. Whatever you choose I agree with) is that you spend your time finishing balancing the framework and implementing the story and those REALLY COOL ideas about survivors and plot arch from a few pages ago rather than worrying about who's gun-pack I'll get to find.

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and once the framework is built I'm sure the configs for specific mods would be created and could be shared...

 

the most important thing there is the stability of the framework so the configs don't have to be constantly reworked...

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I've been playing Ravage quite a lot since the .2 update and I like how hard it is. As far as weapons go, I have had no trouble getting hold of them (I've got way too many piled up in the back of my truck). Everyone's got a favourite weapon that they want in the game, but I think appeasing them would spoil things. This is supposed to be a survival game, not a weapons bazaar.

I used to get a lot of questions from people about DayZ (over 100 emails a day at its peak). The most common question from people was "Which is the best gun?" They didn't realise what a pointless question it was. I mostly ran around with an M16 ACOG. If I killed someone, the most common excuse they used was that they didn't have the right gun. If they'd had their AS50 (or whatever), they'd have killed me for sure. I didn't go in for gunfights much. And I didn't win because I had the best gun or because I was the best shot (I definitely am not) - it was because I spotted them before they spotted me. This allowed me to decide if there was going to be a gunfight. And if there was, it was going to be on my terms. It didn't matter what gun they had. It didn't even matter what gun I had.

I lost a lot of interest in DayZ when people started modding servers to make guns and vehicles more readily available. It made the game easy and pointless. I still remember finding my first helicopter on a vanilla server. I was on my own and all my regular playing chums were offline. I spent eight hours (eight REAL hours) finding the parts and getting that helicopter fixed up. When you're carrying a main rotor assembly 10km across the map, there's very little room for supplies and ammo, so I spent those hours being stressed and paranoid. When I finally completed the heli and took off, the sense of achievement and relief was incredible. Now I can just join a modded server and there's five of them parked round the corner in perfect condition. Sod that.

Back in the olden days, games were hard. the only game I ever completed was Golden Axe in the arcade. I friend of mine completed Jet Set Willy on his ZX Spectrum and was legendary at our school for doing so. Now everyone feels that they have the right to complete every game for some reason. So maybe I'm just being old-fashioned when I saw that I like games to be hard. Too many games are really just vaguely-interactive films. When you play Call of Duty, it's very pretty and it has some neat tricks, but really I'm just walking down a corridor shooting at pre-determined targets until I reach the end of the script.

So I've enjoyed Ravage as an exemplar of what I liked about DayZ and 'proper' games. It's hard. Last night I had a camp with two tents, two vehicles (and I had marked several others). I'd even recruited a team mate and I had an anti-radiation suit and gas mask. I had so many guns and so much ammo that it wasn't even a concern. But I was dying of starvation. I was having to out and fight simply because I could not find any food in buildings. At the end of a looting run, I was returning to camp and risked everything to get into a big firefight just for the chance of a can of tactical bacon. And then my gunner got shot. And then I got shot. And I practically screamed because of the sense of loss.

If too many guns and too much food is added, then I'll just be spending my time making a campsite and working out which gun's my favourite. And that's not why I'm playing.

I quite understand people wanting to make their own variants with different settings and setups, but please be careful not to spoil what makes this good.

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the best gun is the one you have ammo for ... 

 

:blink:

 

 

and I agree with all of that ^^

the balance of survival, being hunted by bandits, and avoiding zeds is stellar... and gives you a sense of impact when things don't go your way...

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The Ravage mod has given the community a glorious framework for mission-makers to go wild with their own ideas....and one of the benefits of Ravage is the added support for community made content.....again, a mission-makers dream.

 

Let's not forget that these supported addons are the sprinkles on top of a very yummy cake..........

 

At the moment i'm more excited to see where Haleks takes his creativity developing his core vision for Ravage....... 

 

Edit....just read kodabars post which pretty much sums up my feelings atm.....

 

 

I quite understand people wanting to make their own variants with different settings and setups, but please be careful not to spoil what makes this good.

 

 

Says it all......

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It reminds me I began working on a small caching system at some point, but I never bothered actually finishing it as it wasn't needed : performances were quite good thanks to the dynamic spawn/removal mechanics.

But I hadn't thought about user-made missions and didn't really know how they would behave along with the background functions.

I guess I could re-work it and create a Caching-system module for heavy scenarios - it would be able to cache all vehicles (with a few safeguards for occupied ones) and maybe editor placed objects/compositions.

 

By the way, I'm adding the Walkers back.

It required a few changes on the modules so I also took the time to overhaul the Horde modules : each one will now use its own settings (Zombie types, Crawlers percentage etc).

 

 Changelog for the current DEVbuild :

 

Haleks, I have one written for CO18 Resistance you're welcome to use. 

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we are all agree:  the "magic" and the "point of interest" of Ravage is all about "survival".

 

 

to say the truth, I have added myself a pair of NVGs somewhere in my mission test  and.... let it in the crate because  Altis in total darkness with some firecamps here and there (bandits camps ) is something I really like.
it is really "the atmosphere " of Ravage.

it reminds me about a book I read a long time ago by  Paul Jean Herault , " le dernier pilote" (the last airnam )... a post apocalypse story where  the Haley comet went close to Earth and spread a lethal virus in the atmosphere that killed 99% of the world population.
and what the world becomes when the living ones are not enough to bury the dead ones.....

 

well

I guess I cannot tell more nor better that what was said by Kodabar (a newcomer  :P  :D  ;)  B)  :rolleyes: ) , Cosmic10r and Evil organ.

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The most simple way would be to come up with a function extracting weapons from each mods, and filter them according to several parameters (I think Contention's incoming shop feature works on a similar idea).

Then mission makers could pick an array of weapons sorted by type, patch etc. and set their mission to use those.

But it also requires either adding support for it in the code or recompiling some of Ravage functions from the mission file itself.

Either way, it is technically possible but time-consuming; I would also need to write extensive documentation on it...

 

Meanwhile, if mission-makers have spare-time and patience, they can take a look at the loot config scripts, and adapt them for their own mission.

If need be, I could write a quick how-to detailing how to override or modify the weapons list from the mission file.

I wasnt referring to the whole HCL pack - take >>some<< weapons, not all of them (we definitely dont need rocket launchers, antitank mines, antipersonnel mines, explosives, which I did find lol)

But do include assault rifles from both sides i.e. NATO 5.56x45 (M4) and Russian 5.45x39 cal (AK74)

Stuff with weapons revolve around attachments, so there's really no need to add 3-4 guns of same type (say AK74 with wood stock, folding stock, and AK74 shortbarrel = it's the same gun basically, hence it's is utterly excessive to have all)

Since it's time consuming as you say, you can add one type of gun like M4/AK74 but add attachments (flashlights, optics, and bipods, red-dot sights) - thus we can make and customize our own setup once we find necessary stuff.

I love the mechanics of attachments - especially different type of scopes - they effectively remove the need for numerous guns (as it was the case in Arma2 DayZ where you have different types of guns with fixed attachments)

Example: you can go with "naked" M14 battle rifle and use iron sights for 100-200m engagements (or red-dot provided you find one) but add a scope (when you find it) and you basically have a DMR to engage targets at 400m or more.

Therefore you can have 2-4 types of assault rifles (M4, AK74, and add something to your liking, but I'd like to see HK416 or G36) - really no need for more than 4.

AKM = AK47 = M70 Zastava (From Massi pack for example) - this is basically the same gun. All 3 fire same 7.62x39 rounds, and they look pretty much the same.

M16 = M4 (or their variants with grenade launchers - which I never use tbh) - it's the same deal as AK above. Both are using 5.56x45, so no need to have both if it's time consuming to add.

2-3 DMRs 

Take your pick from M14/G3/FAL/HK417/SR25

2-3 "true" sniper rifles 

SVD, M24, AWM

So there you have it, it's basically 10 guns here, include 2-3 types of pistols (Makarov, Rook, and one with .45 ACP I forgot its name) and it ends with some 15 weapons (max.20) which is totally reasonable instead of having 3 "whole" weapon packs.

Just a suggestion... in the end, it's your mod - do what you please with it.

P.S. AND ADD NVGs!!!!!!!!!!!!!! :D

 

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Haleks, get back in touch with me. I've got a ton of code that will help you for this mod immensely. 

 

B

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Hey, I recently saw this MP compatible mission - http://www.armaholic.com/page.php?id=29657

 

It seems to work quite well, and I was wondering if anyone could make a more vanilla version of this.

 

this mission was made using Arma III mission builder tool

 

http://www.armaholic.com/page.php?id=26245

you can easily do your own with this tool .

use PBO manager to decompile the PBO file (copy and past all files and folder in your documents/arma3/mpmissions/doctorx.altis/ and then you'll be able to see how it has been build (most of the scripts are shared on Armaholic )

 

that will be a good idea to start to build your own missions ( one year ago I was unable to do a single one.....Google and this forum are your friends ;)  )

EDIT: @Lecter....

Ravage mod loot list offers antipersonnal mines (bounding , wired etc...) that is useful to kill a group of Zeds who are runing after you  ;)  ^_^ 

but I'm agree, basic guns are more common  about survival ( my son do love the Benelli M1014)

 

and try my mission, there are some NVGs in strategic points.......

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P.S. AND ADD NVGs!!!!!!!!!!!!!! :D

 

 

:annoy:

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NVG s ???

I don't know what you are talking about ..... B)

 

BTmYsf.jpg

 

 

 

 

EDIT:

 

I tried EricJ weapon mod a few times ago.... he have a very good Surefire to be attached on a rifle.....

(an PVS-14 too :P )

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just ran a quick test and Doctor X loads on a Dedi.

Now no zombies seem to spawn but other than that the mission seems to work.

 

So hopefully it isn't a nightmare to get it into coop on a Dedi.

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It won't be Cosmic but it will take work to do it. It'll take more work to make it persistent. I can do damn near every bit of it as I've already coded it in a mission I've spent over a year re-writing. I just need Haleks' collaboration and ok and I'd be happy to do it.

 

B

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just ran a quick test and Doctor X loads on a Dedi.

Now no zombies seem to spawn but other than that the mission seems to work.

 

So hopefully it isn't a nightmare to get it into coop on a Dedi.

 

Just tested as well, same result, all the roaming AI spawn, but no zombies.

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just ran a quick test and Doctor X loads on a Dedi.

Now no zombies seem to spawn but other than that the mission seems to work.

 

So hopefully it isn't a nightmare to get it into coop on a Dedi.

That's good news, I already have a few ideas to make zombies spawn in MP.

I'll work on a MP test mission once v013 is released - something basic to begin with.

More complex features will come later (thanks for the help bdc, I'll get in touch once I can dedicate time for MP! ;) ), but Coop should be coming soon(ish).

 

How about the loot system? Is it working?

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Hello from Russia, guys) 

BTW sry for my bad english)

haleks - big thx for this mod, very good start. Waiting ur mod on Steam Workshop and MP (Lan) version ;)

Do you plan to make this mod more hardcore? If yes, then I can tell you a very good source of inspiration.

One guy (Alexander "SanFan") made cool mod on Arma2, based on DayZ Mod.

Mod is called Land Of The Dead (LOTD). Lots of interesting things can be taken from there.

For example, you cant find toolbox, u need to collect parts of it (screwdrivers, wrenches, etc).

Blunt knife, blunt axe, grindstones.

Very difficult vehicle repair system. And hardcore health system (with over 10+ medical items)

If you are interested, you can find and test it on russian torrent tracker "rutracker(dot)org" 

 

Search for:

[Mods] DayZ Land Of The Dead [0.9.5] (Arma 2: Combined Operations) [RUS]

Thx for ur attention. Best wishes) :rolleyes:

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Hello from Russia, guys

 

Welcome to the forums arma8. Hello from England, and your English is very good mate.  ;)

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Welcome to the forums arma8. Hello from England, and your English is very good mate.  ;)

Thx :D

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Hello from Russia, guys) 

BTW sry for my bad english)

haleks - big thx for this mod, very good start. Waiting ur mod on Steam Workshop and MP (Lan) version ;)

Do you plan to make this mod more hardcore? If yes, then I can tell you a very good source of inspiration.

One guy (Alexander "SanFan") made cool mod on Arma2, based on DayZ Mod.

Mod is called Land Of The Dead (LOTD). Lots of interesting things can be taken from there.

For example, you cant find toolbox, u need to collect parts of it (screwdrivers, wrenches, etc).

Blunt knife, blunt axe, grindstones.

Very difficult vehicle repair system. And hardcore health system (with over 10+ medical items)

If you are interested, you can find and test it on russian torrent tracker "rutracker(dot)org" 

 

Search for:

[Mods] DayZ Land Of The Dead [0.9.5] (Arma 2: Combined Operations) [RUS]

Thx for ur attention. Best wishes) :rolleyes:

 

Welcome Arma8!

 

Glad you enjoy the mod! ;)

Thanks for your suggestions; I will definitely expand on the survival/repair mechanics as the mod evolves.

The current system is more like a proof concept; since this is my first "large scale" project, I wanted to make sure things were working smooth with basic systems.

I have a lot of plans for the future of Ravage. :)

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Welcome Arma8!

 

Glad you enjoy the mod! ;)

Thanks for your suggestions; I will definitely expand on the survival/repair mechanics as the mod evolves.

The current system is more like a proof concept; since this is my first "large scale" project, I wanted to make sure things were working smooth with basic systems.

I have a lot of plans for the future of Ravage. :)

Thx for answer)

When do you plan to release mod and on Workshop?
Sorry if you already wrote about it (release date) somewhere, I'm too lazy to find it  :D

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Before I begin, take into consideration that I am in love with this scenario/mod you've created, Mr. Haleks. Now, on with my frustrations, in the form of my most recent experience.

 

I spawn, loot the corpse next to the burning vehicle, then go hide in the rocks and wait for the roving fireteam of Raiders that had consistently appeared my last few playthroughs. I waited several minutes and finally opted to get moving instead, since they hadn't appeared and my petty Rook wasn't much good against rifles anyway. I set out, going through the barren wasteland that was now Altis, and a zombie targets me. I've got two magazines, I say confidently to myself, putting four rounds into the infected. I moved on, coming to a set of three or four houses at the base of a mountain. This, sir, is where my frustrations begin.

 

I went into the first house, looted the suitcases inside, then stepped out, and before I could even mouse wheel the door open, I heard an ungodly snarl and immediately turned, face-to-face with a Lovecraftian horror that once was a human, but now a sufferer of White Plague. I shoot him, several times, and he falls to the ground as I reload. I then noticed that these things only ever make any noise when they're within ten feet of me or closer while they attack, which is a little problematic. Killing things at close range in ArmA 3 is like trying to kill a bird with a broadsword.

 

Anyway, after my heart rate settled, I noticed that there were other infected around. Knowing the nature of Ravage, I knew that my frantic shooting had garnered their attention, so I ran for it. They chased me, a lot faster than I would have expected a mindless rotting corpse to run, and I turned, my Rook head-level with the small group of zombies, and exhausted my final magazine. A few dropped, the rest chased me. This wouldn't have been so bad, if they hadn't chased me for three miles. I, being human, dropped from a sprint to a jog in mere seconds, and they, being zombies, just kept sprinting.

 

I eventually made my way to some town, hoping local survivors or even Raiders would take pity on me and shoot the infected that were all but biting my heel, slapping me every time I slow down for even a second. Alas, I did not make it, because the other zombies sprinted up and hit me until I lost too much health to do anything but move at a brisk walk, and the infected killed me on the spot. This kind of thing has happened more than once. These bastards don't let up. On one hand, their inability to be exhausted mixed with their silence is terrifying and keeps me on my toes. On the other hand, getting blind-sided by infected is very irritating.

 

I understand that this is still WIP, and chances are some my issues are just operator error, like me not paying enough attention. However, audio cues are very important - some sort of grunting or idle growling would be nice to indicate that they're nearby, so when they march around the corner and see you digging through your inventory, it isn't such a kick to the balls when they sink their teeth into your flesh. As for their speed, I'm guessing it varies and I happened to find a group of infected that are faster than others, but I see these running zombies pretty commonly. Aside from being at the pain of numerous stealth-zombie-induced deaths, I'm still having a lot of fun with this. I can't wait to see what the future brings!

 

PS - I'm equally in love with the lore behind Ravage, I like the blurbs you've written for the loading screens.

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