Tova 130 Posted May 21, 2018 Hi Haleks ! I noticed that, for playing ambient music, you are using a sleep command to wait for a track to finish before playing the next one. I believe that method is limited, since it causes problems for mission makers if they want to play a custom track at specific moments of the mission. In fact, your ambient music will "cut" the custom track once the sleep command is done. That is why I'd recommand you to use a music event handler to check if a song is done playing. I'd appreciate if you could make that modification to your otherwise amazing mod ! 1 Share this post Link to post Share on other sites
Jimmakos 168 Posted May 21, 2018 2 hours ago, Tova said: Hi Haleks ! I noticed that, for playing ambient music, you are using a sleep command to wait for a track to finish before playing the next one. I believe that method is limited, since it causes problems for mission makers if they want to play a custom track at specific moments of the mission. In fact, your ambient music will "cut" the custom track once the sleep command is done. That is why I'd recommand you to use a music event handler to check if a song is done playing. I'd appreciate if you could make that modification to your otherwise amazing mod ! That's actually very right, this reason kept me back from adding custom music/songs on my missions with ambient music enabled. Share this post Link to post Share on other sites
EO 11273 Posted May 21, 2018 On 20/05/2018 at 6:14 PM, haleks said: It's all WIP, as I am no anim specialist, but it feels a lot better already. ;) Damn, looks like I picked the wrong time to leave the Dev group......can't wait for these badboys to hit stable mate. Share this post Link to post Share on other sites
haleks 8212 Posted May 21, 2018 27 minutes ago, EO said: Damn, looks like I picked the wrong time to leave the Dev group......can't wait for these badboys to hit stable mate. There hasn't been any dev release in a while, but if you want to be back in, just say the word. ;) 1 Share this post Link to post Share on other sites
Gill93 342 Posted May 21, 2018 Hey guys I just finished up another scenario if anyone is interested in trying it out here is the link. https://steamcommunity.com/sharedfiles/filedetails/?id=1391633246 4 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 22, 2018 Anyone have any experience setting up a database? We are looking to start small. Would like to just have persistency with tents that are placed with stored loot inside, etc. Share this post Link to post Share on other sites
Hans(z) 56 Posted May 22, 2018 Hi dear ravagers, Friend provide me code, that make custom weapon classes. This work with ravage modules, so if you want AI can now spawn with weapons with attachements. I made first part for Breaking Point Weapons mod. My addon Include some basic WW2 rifles with optics and other stuff. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=1392096846 I want to make another weapons from BP, but not all. Maybe later I'll make some for RHS You are free to edit. Edit: You can suggest some typicaly Ravage weapons, that are not defined by class and I will make it. 2 Share this post Link to post Share on other sites
Chuc 83 Posted May 22, 2018 A easy to use radiation script that will kill you after 15 seconds if not wearing the M40 gas mask. Radiation_Zone.sqf Spoiler //Spawns over Kavala in Altis. Works well if a setDamage script/trigger to make it like a nuke hit. To move it just change the grid numbers to wear you want [3753.826, 12999.547,0]. _Rad_Zone_1 = createTrigger ["EmptyDetector", [3753.826, 12999.547,0]]; _Rad_Zone_1 setTriggerArea [1100, 1100, 0, false]; _Rad_Zone_1 setTriggerActivation ["ANY", "PRESENT", true]; _Rad_Zone_1 setTriggerStatements [ "this", "enableEnvironment false; { [_x,thisTrigger] spawn { _unit = _this select 0; _trg = _this select 1; private ['_timer','_dmg']; while {alive _unit && local _unit} do { waitUntil {sleep 0.5; _unit inArea _trg && {goggles _unit != 'Mask_M40'}}; if (isPlayer _unit) then { hint parseText format['<t size=""1.10"" font=""PuristaMedium"" color=""#F0133C"">Radiation hazard! Check your equipment</t>']; _unit setVariable ['radiat', ppEffectCreate ['ChromAberration', 200]]; (_unit getVariable 'radiat') ppEffectEnable true; (_unit getVariable 'radiat') ppEffectAdjust [0.03, 0.03, true]; (_unit getVariable 'radiat') ppEffectCommit 10; _unit setVariable ['radiat2', ppEffectCreate ['ColorInversion', 500]]; (_unit getVariable 'radiat2') ppEffectEnable true; (_unit getVariable 'radiat2') ppEffectAdjust [0.0, 0.0, 0.2]; (_unit getVariable 'radiat2') ppEffectCommit 10; }; _dmg = getDammage _unit; _timer = diag_tickTime; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 3 or {goggles _unit == 'Mask_M40'}}; if (diag_tickTime > _timer + 3) then {if (_dmg < .2) then {_unit setDamage .2}}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 6 or {goggles _unit == 'Mask_M40'}}; if (diag_tickTime > _timer + 6) then {if (_dmg < .4) then {_unit setDamage .4}}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 9 or {goggles _unit == 'Mask_M40'}}; if (diag_tickTime > _timer + 9) then {if (_dmg < .6) then {_unit setDamage .6}}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 12 or {goggles _unit == 'Mask_M40'}}; if (diag_tickTime > _timer + 12) then {if (_dmg < .8) then {_unit setDamage .8}}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 15 or {goggles _unit == 'Mask_M40'}}; if (diag_tickTime > _timer + 15) exitWith {_unit setDamage 1}; if (isPlayer _unit) then { hint parseText format['<t size=""1.10"" font=""PuristaMedium"" color=""#13F03C"">You are out of contamination</t>']; _unit setVariable ['noradiat', ppEffectCreate ['ChromAberration', 200]]; (_unit getVariable 'noradiat') ppEffectEnable true; (_unit getVariable 'noradiat') ppEffectAdjust [0.0, 0.0, true]; (_unit getVariable 'noradiat') ppEffectCommit 10; _unit setVariable ['noradiat2', ppEffectCreate ['ColorInversion', 500]]; (_unit getVariable 'noradiat2') ppEffectEnable true; (_unit getVariable 'noradiat2') ppEffectAdjust [0, 0, 0]; (_unit getVariable 'noradiat2') ppEffectCommit 10; }; } } } forEach allUnits;", "enableEnvironment true;" ]; _Radiation = _Rad_Zone_1 getRelPos [0,0]; _Rad_Obj_1 = "Land_HelipadEmpty_F" createVehicle _Radiation; _Warning_Marker = createMarker ["Warning_Marker_1", getPos _Rad_Obj_1]; _Warning_Marker setMarkerShape "ELLIPSE"; _Warning_Marker setMarkerColor "ColorRed"; _Warning_Marker setMarkerSize [1100, 1100]; _Warning_Marker setMarkerBrush "DIAGGRID"; _City_marker = createMarker ["Kavala", [3753.826, 12999.547,0]]; _City_marker setMarkerType "hd_warning"; _City_marker setMarkerSize [1,1]; _City_marker setMarkerColor "ColorYellow"; _City_marker setMarkerText "Warning"; Not sure how it works with more than one person but i run it form onPlayerRespawn.sqf so it will work after i respawn. You will also have to add the 'noradiat' parts into your onPlayerRespawn.sqf. In the process of trying to add ravage radiation to it. Still cant figure out how to add the other masks to it. 2 Share this post Link to post Share on other sites
Chuc 83 Posted May 22, 2018 Spoiler // Kill Altis Town Kavala _City_Trig_1 = createTrigger ["EmptyDetector", [3753.826, 12999.547,0]]; _City_Trig_1 setTriggerArea [1100, 1100, 0, false]; _City_Trig_1 setTriggerActivation ["ANY", "PRESENT", true]; _City_Trig_1 setTriggerStatements ["this", "enableEnvironment false;", "enableEnvironment true;"]; _City = _City_Trig_1 getRelPos [0,0]; _City_Object = "Land_HelipadEmpty_F" createVehicle _City; //_vehicles = "LandVehicle"; if (isServer) then { { _x hideObject true; } forEach nearestTerrainObjects [ [3753.826, 12999.547], ["Tree","Bush"], 1000, true ]; }; sleep 1; _buildings = (getPos _City_Object) nearObjects ["ALL",1000]; {_x setDamage 1} forEach _buildings; Goes well with my radiation script. This destroys everything and hides trees and bushes in Kavala 1 Share this post Link to post Share on other sites
LukasGaming 13 Posted May 22, 2018 On 5/21/2018 at 1:00 AM, CptStampede said: Never had that problem... Are u using any other AI spawning mods or scripts too like maybe ALiVE or something? Nope, the AI is vanilla. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 22, 2018 Hello to Everyone ! The following script will work also for Ravage. More info here: 50 minutes ago, GEORGE FLOROS GR said: One Ravage pic below: Thanks ! 1 1 Share this post Link to post Share on other sites
Gill93 342 Posted May 22, 2018 Hey guys so I just recently created a scenario on Stratis and it seems players are having a issue with the looting wheel and action menu lagging and freezing up after an hour or so of playing has anyone else experienced this recently oh and I was also wondering if I should leave the equipment pool module preset blank as their is no option for Stratis. 1 Share this post Link to post Share on other sites
Chuc 83 Posted May 22, 2018 so i went to test my mission last night. So i believe i rushed it abit because i had a heap of errors and half my scripts/modules didnt load. But the mission was still working. So i thought i'd just play and see what would happen. Zombies attacked in full force straight away and i had to ditch my car and run for it. With only a little bit of ammo left, and not much of the right ammo spawning (script error), i managed to find 2 survivors (not where they were meant to be). So i thought i would save them and take them with me. I had been on my own for over an hour and wanted the company. We left the building and the first zombie we see as a group starts walking down the road towards us. We get ready. I take aim. Then im dead. One of the AI i saved shot me in the back of the head. Gotta love Arma AI 1 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 23, 2018 Wanted to announce our new server! INFECTION PODCAST - DayZ on Esseker NO DLC IS REQUIRED TO PLAY ON THIS SERVER Features Roaming AI bandits that are kill on sight. There are no friendlies. Server stats are maintained on gametracker. You can push "P" to check stats for the current session. Random respawn system with several spawns across the map. When you die you will parachute in Exile style. Full loot system. You can search objects throughout the world instead of finding items spawned on the ground. Dynamic weather system is randomly generated for a different experience each time you play. Full day and night cycles. NV goggles are in the world but have to be found through looting. Two traders are on the map. One for weapons and supplies. You can use banknotes found on AI and by looting to purchase items. You can also sell items to the traders. Radiation zone at Plava Vrana that you need a gas mask to go to. You can die of radiation poisoning without it. You can get gas masks by looting or killing AI that are wearing them. A Geiger counter is needed to check radiation levels if you get sick. Ear plugs in scroll bar. Mag repack in scroll bar. Find and fix vehicles using a "toolkit" and the proper supplies. Hunt and kill various types of animals (sheep, goats, chickens and yes... dogs) and gut them with a knife to get meat. We frown upon murdering dogs but survival is survival, right? You can make a campfire by collecting paper items and using matches. Cook meat harvested from animals. Crash sites with random loot script by George Floros. Stamina has been scripted out, sway has been greatly reduced. Atmospheric ambient music that adds to the experience. Group system. You must approach your friend on the map and close by in game to scroll and add to group. Server restarts are every three hours. The server locks at five minutes until reset. If you try to join during this time you will get auto kicked. You can find the server on the regular Arma launcher just search in the browser... SERVER NAME: Infection Podcast - Ravage - DayZ on Esseker (IP: 63.224.241.83 : 2310) REQUIRED MODS CBA_A3, Ravage, CUP Terrains Core, Esseker, Breaking Point Weapons, TRYK, Enhanced Movement 4 Share this post Link to post Share on other sites
bad benson 1733 Posted May 23, 2018 15 hours ago, Chuc said: We get ready. I take aim. Then im dead. One of the AI i saved shot me in the back of the head. you got betrayed bro. trust nobody! 1 1 Share this post Link to post Share on other sites
Zakuaz 195 Posted May 23, 2018 Oh man I hate mod conflicts, well I hate troubleshooting the culprit more so. Problem is I have lost my ability to repair, siphon/fill fuel for vehicles completely from the scroll menu when I approach any vehicle. I'm on this Ravage mission for weeks now and made the mistake of seeing several other attractive mods to spice things up. So I grabbed Goko's new head evisceration mod, I forget the name hah. Also got Dual Arms, MRH Satellite, Tactical Position Ready and Beazley's MAN trucks then last but not least BWmod for some (camo my weak spot) reason. I have no idea what, why or how the repair/refuel action got broken, I even removed the mods and fired the mission back up but the options still wont show, bleh. I will set up a quick mission with just Ravage, CBA, CUPS, SMA, VSM and the "known good" list tonight and then go in one by one to see who dunnit. 16 survivors ( lmao shh ) and hundreds of bank notes are at stake! Share this post Link to post Share on other sites
Hans(z) 56 Posted May 23, 2018 @haleks how does the custom weapon module works?....What exactly means "civil, military, rare" for weapon loot spawning and how does every of this class affect pool for AI? What I want to know is probability that AI is equiped with weapon from specific class. THX for answer. Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 24, 2018 6 hours ago, Zakuaz said: Oh man I hate mod conflicts, well I hate troubleshooting the culprit more so.... I'm on this Ravage mission for weeks now and made the mistake of seeing several other attractive mods to spice things up. Let this be a lesson learned. I recently had a guy throw a fit and gripe on one of my missions that he was not experiencing long term stability while playing. He told me he was using 55 mods. If you need a ton of mods to play... Arma is not the game for you. 10-15 should be enough and you have to proceed with caution. I mean in this one guy's case.... 55 man. I can't even find 55 mods I would want to use. Especially in Arma which already has performance issues as it is. 1 2 Share this post Link to post Share on other sites
Zakuaz 195 Posted May 24, 2018 Turns out the culprit was me as is normally the case =P I failed to add the damn Vehicles module... well I should say I must have inadvertently deleted it in some eden session haha! Back to siphoning! Edit for Donnie =) I have a few mods that change core parts of the game, CBA, JSRS, Ravage and TPW, most of the other stuff I have is some what innocuous like new units, weapons, retextures and so on. It's rare of me to use mods that do "things" in the game as in my experience they can hose a lot of work in short order. That being said I can stack up a shit load of mods and not have any performance loss or instability as I am very familiar with the mod set/sets I always run. I've also got this rats nest of a game installed on a pretty good system, I7 8700k on air at 4.7Ghs, 32GB of DDR3400, 1080 TI with the OS on a 850 EVO SSD and the game on a nvme m.2 960 evo, 4k screen to boot. Arma never looked so good =) 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 24, 2018 Hey guys i need an advice, how can i prevent a house from spawning furniture? Share this post Link to post Share on other sites
EO 11273 Posted May 24, 2018 5 minutes ago, CptStampede said: Hey guys i need an advice, how can i prevent a house from spawning furniture? Find the classname for said building then add to the Structures Blacklist array in the Loot System module. 1 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 24, 2018 Ok that would be a workaround, but if i just want it for 1 or 2 self placed house? I mean your workaround would stop spawning for all buildings with the same class, right? Share this post Link to post Share on other sites
EO 11273 Posted May 24, 2018 2 minutes ago, CptStampede said: I mean your workaround would stop spawning for all buildings with the same class, right? I guess so... Why not select Arma 3 Structures: Yes, then Arma 3 Apex Structures: No, then hand place some Apex structures. (or vice versa) 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 24, 2018 Yeah that was also my first idea but i already placed a building with very much stuff in it, and i dont want to change everything... I thought of a function like the Quote Prevent vehicles from being a part of the mission start vehicle destruction. this setVariable ["rvg_owned", true, true]; from the wiki. But i will blacklist it then first. Thnx a lot EO! 2 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 25, 2018 We are now doing FIRST PERSON ONLY FRIDAYS on our server! 24 hours of first person horror! SERVER NAME: Infection Podcast - Ravage - DayZ on Esseker (IP: 63.224.241.83 : 2310) REQUIRED MODS CBA_A3, Ravage, CUP Terrains Core, Esseker, Breaking Point Weapons, TRYK, Enhanced Movement 3 Share this post Link to post Share on other sites