ContheJon 245 Posted July 1, 2018 Thanks a ton for the update Haleks! 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. Share this post Link to post Share on other sites
lv1234 75 Posted July 2, 2018 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 Share this post Link to post Share on other sites
K01F15H 1 Posted July 2, 2018 Hey guys! Can anybody help me with getting Zombies and AI to drop Exile respect and money on death? Any help is appreciated! Share this post Link to post Share on other sites
tortuosit 486 Posted July 2, 2018 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? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 2, 2018 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. Share this post Link to post Share on other sites
lv1234 75 Posted July 2, 2018 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 Share this post Link to post Share on other sites
EO 11275 Posted July 2, 2018 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 1 Share this post Link to post Share on other sites
lv1234 75 Posted July 2, 2018 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! 2 Share this post Link to post Share on other sites
lv1234 75 Posted July 2, 2018 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 Share this post Link to post Share on other sites
tourist 617 Posted July 2, 2018 @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? Share this post Link to post Share on other sites
section 20 458 Posted July 3, 2018 11 hours ago, EO said: Beep beep beep 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. They mostly come at night. Mostly. 2 Share this post Link to post Share on other sites
haleks 8212 Posted July 3, 2018 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. 2 Share this post Link to post Share on other sites
haleks 8212 Posted July 3, 2018 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; 2 1 Share this post Link to post Share on other sites
EO 11275 Posted July 3, 2018 2 hours ago, section 20 said: Whats it like when you're surrounded by Z's? 3 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted July 3, 2018 2 minutes ago, EO said: What's that fog effect in the video? Is that a mod? Share this post Link to post Share on other sites
EO 11275 Posted July 3, 2018 2 minutes ago, R0adki11 said: What's that fog effect in the video? Is that a mod? https://www.exilemod.com/topic/9995-creepy-night-fog-for-exile/ 2 Share this post Link to post Share on other sites
R0adki11 3949 Posted July 3, 2018 2 minutes ago, EO said: https://www.exilemod.com/topic/9995-creepy-night-fog-for-exile/ Thanks, perhaps it could be added into Ravage via Module. Only if @halekscould do it of course 3 Share this post Link to post Share on other sites
fabioankh 3 Posted July 3, 2018 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. 3 Share this post Link to post Share on other sites
EO 11275 Posted July 3, 2018 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. 1 Share this post Link to post Share on other sites
lv1234 75 Posted July 3, 2018 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? Share this post Link to post Share on other sites
Gill93 342 Posted July 3, 2018 20 hours ago, EO said: Nice one man do you plan on making this a scripted feature wouldn't mind having this as a option 1 Share this post Link to post Share on other sites
EO 11275 Posted July 3, 2018 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; }; }; 2 2 Share this post Link to post Share on other sites
Gill93 342 Posted July 3, 2018 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 Share this post Link to post Share on other sites
miasdad 94 Posted July 3, 2018 8 hours ago, EO said: https://www.exilemod.com/topic/9995-creepy-night-fog-for-exile/ Thanks for this^^^^Been trying to do it myself for ages but always turned out too high or too low..this one is perfect 1 Share this post Link to post Share on other sites