tortuosit 486 Posted May 25, 2018 On 21.5.2018 at 3:46 PM, Tova said: 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. Yup, Haleks may want to look here. It does sleeps and uses EHs. Not sure, I think there were issues with continuation after loading of SP saves. I hated the usage of audio files is so static... I'm not doing anything in modding currently. 1 Share this post Link to post Share on other sites
Chuc 83 Posted May 25, 2018 updated my radiation script to use all rvg gas masks Radiation_Zone.sqf Spoiler //Spawns over Kavala in Altis. 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", " { [_x,thisTrigger] spawn { _unit = _this select 0; _trg = _this select 1; private ['_timer','_dmg','_GasMask']; _GasMask = ['Mask_M40_OD','Mask_M40','Mask_M50']; while {alive _unit && local _unit} do { waitUntil {sleep 0.5; _unit inArea _trg && !(goggles _unit in _GasMask)}; 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; _dmgTick = 0.2; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 3 or (goggles _unit in _GasMask)}; if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 6 or (goggles _unit in _GasMask)}; if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 9 or (goggles _unit in _GasMask)}; if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 12 or (goggles _unit in _GasMask)}; if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 15 or (goggles _unit in _GasMask)}; 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;", "" ]; _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"; Or if you want you can place a trigger on the map then add this in the onAct Spoiler { [_x,thisTrigger] spawn { _unit = _this select 0; _trg = _this select 1; private ['_timer','_dmg','_GasMask']; _GasMask = ['Mask_M40_OD','Mask_M40','Mask_M50']; while {alive _unit && local _unit} do { waitUntil {sleep 0.5; _unit inArea _trg && !(goggles _unit in _GasMask)}; 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; _dmgTick = 0.2; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 3 or (goggles _unit in _GasMask)}; if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 6 or (goggles _unit in _GasMask)}; if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 9 or (goggles _unit in _GasMask)}; if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 12 or (goggles _unit in _GasMask)}; if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)}; waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 15 or (goggles _unit in _GasMask)}; 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; You can even make multiple Radiation Zones by just copy and pasting the trigger around your map 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 25, 2018 4 hours ago, Chuc said: updated my radiation script to use all rvg gas masks Radiation_Zone.sqf Thanks and well done Chuc! I think you should open a topic with this script. Maybe to upload this somewhere as well. 1 Share this post Link to post Share on other sites
marksman122 2 Posted May 25, 2018 Good Evening From the Philippines Just downloaded the new update of ravage mod It seems that everything is working correctly except for the fact that i cant access lootable items, like boxes, crates, etc. Can you help me fix this?? Running the mission ravage on altis Share this post Link to post Share on other sites
EO 11273 Posted May 25, 2018 24 minutes ago, marksman122 said: Can you help me fix this?? Hi and welcome!.....are you running CBA?...which is a requirement for Ravage. Share this post Link to post Share on other sites
kodabar 607 Posted May 25, 2018 25 minutes ago, marksman122 said: It seems that everything is working correctly except for the fact that i cant access lootable items, like boxes, crates, etc. You should also realise that the Ravage loot system was changed quite recently. Instead of boxes and containers, the loot is contained in furniture. The buildings have furniture inside them (they're normally empty) and the loot is contained in that. When you approach one, you should see a circle and a message to hold space. Share this post Link to post Share on other sites
marksman122 2 Posted May 25, 2018 Yes im using the latest CBA A3 update and Ravage lastest, My apologies for my ignorance hehe, I've run in so many furniture and some wood crates, garbage dumps, and some wrecks, but i dont seem to see the hold space icon, i've re downloaded the cba a3 latest version and the ravage to, but after again, running around and come across loot able furniture, still doesnt appear on my screen, to be precise ive encountered 250 items, haha is it coincidence or just that there is something wrong in what i`m doing Also zombies of all types, they dont attack you when they see you they just stand in front of you, also when they hear some gun fires they just go to where the shots are and just stand there, and even though you shot at them, there's no reaction Patrol seems to be fine and ambient ai. . . . sorry if i am causing you some trouble too guys. . . . Thanks :) Share this post Link to post Share on other sites
marksman122 2 Posted May 25, 2018 so this error keeps coming up, Share this post Link to post Share on other sites
kodabar 607 Posted May 25, 2018 19 minutes ago, marksman122 said: so this error keeps coming up, Okay, this is all a bit odd. So first things first - do you have the latest version of ArmA 3? Do you have the Apex DLC? Are you running any other mods? Which mission are you playing (the included ones or something else)? Share this post Link to post Share on other sites
Chuc 83 Posted May 26, 2018 so im getting a problem that on the health tap when your in your inventory i do not see a radiation bit Share this post Link to post Share on other sites
marksman122 2 Posted May 26, 2018 I have all the dlc's i just have the cba a3 module and ravage No other mods installed cause i always test things with the new updated mods for error or in updated functions nope i donnot have the latest version of arma 3 which is 1.82v, my version is 1.70v So i think this might be the problem Share this post Link to post Share on other sites
EO 11273 Posted May 26, 2018 8 hours ago, marksman122 said: I have all the dlc's Surely it's impossible to have all DLC's if your running v1.70....Malden, Laws of War, Tac-Ops and Tanks all came after this version. Regardless, you'll most likely have plenty of issues running a version of A3 that's over a year old....best advice is to get your A3 updated to latest version before reporting problems. Share this post Link to post Share on other sites
Chuc 83 Posted May 26, 2018 heres a quick script that spawns player randomly on map with a camp and supplies. Even has its own respawn marker, Spoiler pos = [] call BIS_fnc_randomPos; _Starting_Point = "Land_HelipadEmpty_F" createVehicle pos; _Start_Pos = _Starting_Point getRelPos [0,0]; _Fire_LC = _Starting_Point getRelPos [0,5]; _Table_LC = _Starting_Point getRelPos [0,7]; _Chair_LC = _Starting_Point getRelPos [0,6]; _Box_1 = _Starting_Point getRelPos [0,3]; //_Box_2 = _Starting_Point getRelPos [0,8]; _Tent = "Land_TentDome_F" createVehicle _Start_Pos; _Table = "Land_CampingTable_F" createVehicle _Table_LC; _Fire = "FirePlace_burning_F" createVehicle _Fire_LC; _Chair = "Land_CampingChair_V1_F" createVehicle _Chair_LC; _Container = "rvg_basic_box_F" createVehicle _Table_LC; _Spawn = "Land_HelipadEmpty_F" createVehicle _Start_Pos; _Container_1 = "Land_MetalCase_01_small_F" createVehicle _Box_1; _Container_1 attachTo [_Table, [0,0,.5]]; player setPos (getPos _Spawn); _marker = createMarker ["StartingPoint",getPos _Starting_Point]; _marker setMarkerType "mil_dot"; _marker setMarkerSize [1,1]; _marker setMarkerColor "ColorBlack"; _marker setMarkerText "Starting Point"; _Respawn_marker = createMarker ["Respawn_west",getPos _Spawn]; _Respawn_marker setMarkerType "empty"; execute it from your init.sqf with execVM "WhatEverYouWant.sqf"; 3 Share this post Link to post Share on other sites
kodabar 607 Posted May 26, 2018 9 hours ago, marksman122 said: nope i donnot have the latest version of arma 3 which is 1.82v, my version is 1.70v So i think this might be the problem That's definitely your problem. There have been big changes between 1.70 and 1.82. Ravage always requires the latest version of ArmA 3. You need to update if you want to run Ravage. Sorry. Share this post Link to post Share on other sites
marksman122 2 Posted May 26, 2018 Kodabar & EO Thanks guys, that might be the prob, Yeah i forgot to say that my DLC's are only up to jets Im just waiting to the update to be installed and lets see what else there is to it ::) Thank you again 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 26, 2018 6 hours ago, Chuc said: _Starting_Point = "Land_HelipadEmpty_F" createVehicle pos; Hello there Chuc ! Just an info. It's not good to use helipads , because the ai pilots will use these helipads! Share this post Link to post Share on other sites
aussiebobby 1 Posted May 26, 2018 On 5/25/2018 at 1:25 PM, Donnie_Plays said: 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 Breaking Point Weapons. Do I download Breaking Point and copy the weapon file and is this ok by the Breaking point Devs to use BP weapons other than in their Mod? Share this post Link to post Share on other sites
EO 11273 Posted May 26, 2018 34 minutes ago, aussiebobby said: Breaking Point Weapons. Do I download Breaking Point and copy the weapon file and is this ok by the Breaking point Devs to use BP weapons other than in their Mod? Breaking Point is now open source, you can safely download the Breaking Point Weapons mod on Steam, permissions have been sought and granted from all relevant parties. Share this post Link to post Share on other sites
aussiebobby 1 Posted May 26, 2018 Just now, EO said: Breaking Point is now open source, you can safely download the Breaking Point Weapons mod on Steam, permissions have been sought and granted from all relevant parties. I didn't know that deathly had did this. If the ballistic are the same as in BP Mod,I'll be rocking with the Kar98 Share this post Link to post Share on other sites
miasdad 94 Posted May 26, 2018 22 minutes ago, aussiebobby said: If the ballistic are the same as in BP Mod,I'll be rocking with the Kar98 They are but afaik the Marksman glitch is still there(just don't reload while prone) Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 26, 2018 54 minutes ago, aussiebobby said: If the ballistic are the same as in BP Mod,I'll be rocking with the Kar98 Every mod needed for the server is on steam workshop. The Kar98 is in the game but it's rare and the ammo is not easy to find. You can find it though. I was playing with it the other day until someone killed me. More info on the server... https://www.gametracker.com/server_info/games.infectionpodcast.com:2310/ Share this post Link to post Share on other sites
Chuc 83 Posted May 27, 2018 On 5/25/2018 at 10:58 PM, GEORGE FLOROS GR said: Thanks and well done Chuc! I think you should open a topic with this script. Maybe to upload this somewhere as well. good to know. Thanks Share this post Link to post Share on other sites
EO 11273 Posted May 27, 2018 Someone asked over in the Ravage Steam Workshop page about editing a single zombie unit.... Place a single zombie unit, edit it's loadout, then add this piece of code to it's init: this setVariable ["BIS_enableRandomization", false] 3 1 Share this post Link to post Share on other sites
haleks 8212 Posted May 27, 2018 Alrighty yo, here's a changelog preview for the next update (coming soon, promised)! Quote 158Tweaked : AI hunting behaviour added as a new function (rvg_fnc_hunters). Tweaked Hunting behaviour so hunters don't run all the time. Reduced the number of items sold by supply traders. Various minor optimizations.* New : New set of animations for Bolters. Scripted animation variations for Runners and Walkers. * note : I've updated about a hundred of scripts to use some of the latest optimizations made by BIS recently. Not sure if it's a placebo effect on my end, but it seems to make a sensible difference overall... Once the update happens, I'd be curious to hear your feedback on the recent changes made in that regard. ;) Also, along with the update, rvg_apex and rvg_cup will be released separately on the WS - since the WS doesn't like mod structures with optional files or addons... 8 2 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 28, 2018 8 hours ago, haleks said: rvg_apex and rvg_cup will be released separately on the WS - since the WS doesn't like mod structures with optional files or addons... I know I sound like a noob asking this... but what exactly does it mean to have separate releases for apex and cup? Does this mean that APEX or CUP buildings and items will not work with Ravage without it? Will I need to add another mod dependency for my Rambo mission which is on Tanoa? Share this post Link to post Share on other sites