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On 29.01.2017 at 2:35 AM, EO said:

Sorry guys, there was a rogue addon in the Altis mission file i uploaded.  :face_palm:

@Psychosocial, thats why you were getting bumped back to the main menu.

Here is a new link for Walker versions on Altis and Tanoa. https://www.dropbox.com/sh/f4ytk35syt4brgh/AAATccupozRx7CkwzPwxnOZ2a?dl=0

 

Hi EO, it's me again, could you please help me again, and upload a new version without running zombies.

Thanks, and sorry for my bad english.

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Thanks a ton for the update Haleks! :icon_biggrin: I'm looking forward to testing it out at some point.

 

Nice video Evil Organ! I've always loved the idea of mixing in supernatural with the apocalypse, and those ghosts look spooky as hell, especially since they make no noise.

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Hi, everyone (ignore my last question)

 

Has anybody tried placing weapons on tables and then seeing them in multiplayer? It seems to just disappear when you do see them in multiplayer

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Hey guys! Can anybody help me with getting Zombies and AI to drop Exile respect and money on death? Any help is appreciated!

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On 1.7.2018 at 10:10 AM, EO said:

[Ghosts video]                                                  

                                                   

EO, interesting coloring, please post the ppfx code. Or is it Ravage's athmosphere module?

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21 hours ago, lv1234 said:

Is there any way to disable manual saving BUT allow the "save & exit" option?

https://community.bistudio.com/wiki/enableSaving

Spoiler

Examples

 

enableSaving false; // Saving disabled and make autosave.

enableSaving true; // Saving enabled without autosave.

enableSaving [ false, false ]; // Saving disabled without autosave.

enableSaving [ false, true ]; // Saving disabled and make autosave.

enableSaving [ true, false ]; // Saving enabled without autosave.

enableSaving [ true, true ]; // Saving enabled and make autosave.

 

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1 hour ago, GEORGE FLOROS GR said:

https://community.bistudio.com/wiki/enableSaving

  Reveal hidden contents

Examples

 

enableSaving false; // Saving disabled and make autosave.

enableSaving true; // Saving enabled without autosave.

enableSaving [ false, false ]; // Saving disabled without autosave.

enableSaving [ false, true ]; // Saving disabled and make autosave.

enableSaving [ true, false ]; // Saving enabled without autosave.

enableSaving [ true, true ]; // Saving enabled and make autosave.

 

Got it covered for my MP mission...Seems like you can save in MP missions but can't load them << making the manual saving system useless in MP LOL.

 

Luckily, the save and exit option works just fine

 

 

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4 hours ago, tortuosit said:

EO, interesting coloring, please post the ppfx code.

 

Preset for ReColor...

"EO_PR_7",0.8,0.77,-0.1,0,0,0,-1,2,2,2,1.14,1.1,-3.61,3.51,0,0,1,1,0,1

I also run a custom preset in my main Arma 3 video options...

Brightness: 98

Contrast: 105

Saturation: 70

:rthumb:

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Finally done with my Ravage MP mission! Going to take a break from editing my ravage Cherno Isles mission after this.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1429443104&searchtext=Altis+Ravage+wasteland

 

Will add more pics and maybe a slightly better description for this mission. I'll also post this on the bohemia and armaholic forums when I have time. Please report any bugs you see!

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Wait @haleks

does ravage make fuel stations empty by default? Or is there another addon we have to add?

 

Edit: never mind, it doesn't matter, we need to siphon them either way

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@haleks:

 

Quick question on the limited ammo for AI feature which I post here to make it easy to track for mission makers who use forum search:

 

How to enable that feature for all the units who are spawned by the RAVAGE AI system?

 

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11 hours ago, EO said:

Beep beep beep :icon16:

 

Lol EO, lovin that. 

 

Whats it like when you're surrounded by Z's?

Can see that being very alienesque, as you're trapped somewhere. That thing beeping away, surrounded by zombies. :soldier::t:

 

They mostly come at night. Mostly.

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Hi guys!

 

Just letting you know a hotfix has been released (in some cases zombies were unable to detect targets).

See the OP for the download links.

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16 hours ago, tourist said:

@haleks:

 

Quick question on the limited ammo for AI feature which I post here to make it easy to track for mission makers who use forum search:

 

How to enable that feature for all the units who are spawned by the RAVAGE AI system?

 

 

For Ravage only units, you would use something like this :

myCustomEH = {
	_unit = _this # 0;
	sleep 1;
	if (_unit in rvg_garbage_collector) then {
		_unit setVariable ["limitedAmmo", true, true]
	};
};
["CAManBase", "init", {_this spawn myCustomEH}, true, [], true] call CBA_fnc_addClassEventHandler;

 

To do that on any unit :

["CAManBase", "init", {(_this # 0) setVariable ["limitedAmmo", true, true]}, true, [], true] call CBA_fnc_addClassEventHandler;

 

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2 hours ago, section 20 said:

Whats it like when you're surrounded by Z's?

 

:rthumb:

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2 minutes ago, EO said:

 

:rthumb:

 

What's that fog effect in the video? Is that a mod?

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Awesome mod!

 

Thanks from Brazil!!!

 

If you have problems with zombies not attacking,  try to replace the ambient zombie module in the editor.

 

Sorry for bad english.

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1 hour ago, fabioankh said:

If you have problems with zombies not attacking,  try to replace the ambient zombie module in the editor.

Golden Rule with every update. ^^ 

 

Great first post man!  You are warmly welcomed. :rthumb:

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HI, everyone

 

Back here again with another small question about the ambient ai module and the safe zone. For the ai multiplier, what is the recommended number for that? I want it so that I'll experience enemy ai's once in a while and not so many

 

For the safe zone, when i force the enemy ai to retreat, they don't really retreat but just still go towards inside the safe zone?

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20 hours ago, EO said:

:icon16:

Nice one man do you plan on making this a scripted feature wouldn't mind having this as a option

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20 hours ago, Gill93 said:

Nice one man do you plan on making this a scripted feature wouldn't mind having this as a option

 

Something like this may well make it's way into Ravage/Tales from Nowhere, of course with haleks twist on it. ^^

 

Those videos are just me having fun with an existing working script by @mrcurry, I just modified it to be compatible with Ravage zeds...

Spoiler

//motionDetector.sqf
if(!isDedicated) then {
	private _mineClass = "DemoCharge_Remote_Ammo";
	CMD_run = true;
	private _nearObjects = [];

	while { CMD_run } do {
		private _newObjects = (player nearEntities [["zombie"], 50]);

		{ 
			private _mine = _x getVariable ["CMD_attachedMine", objNull];
			deleteVehicle _mine;
			_x setVariable ["CMD_attachedMine", nil];
		} forEach (_nearObjects-_newObjects);
		
		_nearObjects = _newObjects;

		{
			if( !(player isEqualTo _x) && (vehicle _x isEqualTo _x) ) then {
				private _mine = _x getVariable ["CMD_attachedMine", objNull];
				if(abs speed _x >= 3) then {
					if(isNull _mine) then {
						_mine = _mineClass createVehicleLocal getPos _x;
						_mine attachTo [_x, [0,0,0]];
						_mine hideObject true;
						_x setVariable ["CMD_attachedMine", _mine];
						if(group _x isEqualTo group player) then {
							playerSide revealMine _mine;
						};
					};
				} else {
					if(!isNull _mine) then {
						detach _mine;
						deleteVehicle _mine;
					};
				};
			};
		} forEach _nearObjects;
		sleep 0.1;
	};
};

 

 

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21 minutes ago, EO said:

 

Something like this may well make it's way to into Ravage/Tales from Nowhere, with haleks twist on it. ^^

 

Those videos are just me having fun with an existing working script by @mrcurry, I just modified it to be compatible with Ravage zeds...

  Reveal hidden contents


//motionDetector.sqf
if(!isDedicated) then {
	private _mineClass = "DemoCharge_Remote_Ammo";
	CMD_run = true;
	private _nearObjects = [];

	while { CMD_run } do {
		private _newObjects = (player nearEntities [["zombie"], 50]);

		{ 
			private _mine = _x getVariable ["CMD_attachedMine", objNull];
			deleteVehicle _mine;
			_x setVariable ["CMD_attachedMine", nil];
		} forEach (_nearObjects-_newObjects);
		
		_nearObjects = _newObjects;

		{
			if( !(player isEqualTo _x) && (vehicle _x isEqualTo _x) ) then {
				private _mine = _x getVariable ["CMD_attachedMine", objNull];
				if(abs speed _x >= 3) then {
					if(isNull _mine) then {
						_mine = _mineClass createVehicleLocal getPos _x;
						_mine attachTo [_x, [0,0,0]];
						_mine hideObject true;
						_x setVariable ["CMD_attachedMine", _mine];
						if(group _x isEqualTo group player) then {
							playerSide revealMine _mine;
						};
					};
				} else {
					if(!isNull _mine) then {
						detach _mine;
						deleteVehicle _mine;
					};
				};
			};
		} forEach _nearObjects;
		sleep 0.1;
	};
};

 

 

Thanks man awesome idea

 

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