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Just now, Vandeanson said:

i am working on a simple script that keeps generating randomly placed tasks (kill, destroy, recovery, search, patrol) connected with a reward system in an endless loop and random selection of which tasks comes after the other. needs some polishing and such but will post it here once finished;)

Cool! Good to hear it, perhaps my group will try having a ravage server again using that.

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before i open a new post, does anyone know how to pull an array of all weapon attachements (scopes, silencers, flashlights,...) from the config file?

 

_array = getArray (configFile >> "CfgVehicles" >> "Thing" >> "threat")

 

i changed "thing" to one specific weapon and "threat" to "magazines" to pull a magazine array on another case. now i dont get it to work for attachements and am wondering what the "magazines" equivalent is for scopes ans silencers..

 

i appreciate any input:)

cheeeers

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31 minutes ago, Vandeanson said:

before i open a new post, does anyone know how to pull an array of all weapon attachements (scopes, silencers, flashlights,...) from the config file?

 

_array = getArray (configFile >> "CfgVehicles" >> "Thing" >> "threat")

 

i changed "thing" to one specific weapon and "threat" to "magazines" to pull a magazine array on another case. now i dont get it to work for attachements and am wondering what the "magazines" equivalent is for scopes ans silencers..

 

i appreciate any input:)

cheeeers

Maybe try this as I believe scopes and attachments are considered items.  _array = getArray (configFile >> "srifle_EBR_F" >> "Item" >> "") not sure if that helps srry.

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37 minutes ago, Vandeanson said:

before i open a new post, does anyone know how to pull an array of all weapon attachements (scopes, silencers, flashlights,...) from the config file?

 

_array = getArray (configFile >> "CfgVehicles" >> "Thing" >> "threat")

 

i changed "thing" to one specific weapon and "threat" to "magazines" to pull a magazine array on another case. now i dont get it to work for attachements and am wondering what the "magazines" equivalent is for scopes ans silencers..

 

i appreciate any input:)

cheeeers

I'm not to good with scripting really but maybe you could get something like this to work minus the ravage stuff and vests

Spoiler

_Items =    ["MineDetector","rvg_toolkit","rvg_purificationTablets","rvg_Geiger","rvg_flare","Muzzle_snds_H","Muzzle_snds_L","Muzzle_snds_M","Muzzle_snds_B","optic_Arco","optic_Hamr","optic_ACO_grn","optic_Holosight","optic_SOS","acc_flashlight","acc_flashlight_pistol","muzzle_snds_acp","optic_Nightstalker","optic_tws","optic_DMS","optic_LRPS","muzzle_snds_338_black","muzzle_snds_93mmg","optic_Holosight_blk_F","rvg_franta","rvg_spirit","rvg_bacon","rvg_rice","rvg_milk","rvg_tire","rvg_matches","rvg_antiRad","rvg_canisterFuel_Empty","rvg_plasticBottle","CUP_Mxx_camo","CUP_optic_PSO_1","CUP_optic_kobra","CUP_muzzle_PBS4","CUP_muzzle_snds_M9","CUP_SVD_camo_g","CUP_optic_LeupoldMk4","CUP_optic_CompM2_Black","CUP_optic_RCO","CUP_muzzle_snds_M110","CUP_muzzle_snds_M14","CUP_muzzle_snds_M16","CUP_muzzle_snds_SCAR_H","V_TacVest_blk_POLICE","V_TacVest_oli","V_PlateCarrier1_rgr"];

 

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4 hours ago, Eogos said:

@Vandeanson Can you do me a favour and mention me when you post that script so I get a notification for it?

 

Or you follow the thread so you get a notification that a new reply has been added.

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7 hours ago, Eogos said:

@Vandeanson Can you do me a favour and mention me when you post that script so I get a notification for it?

sure can do, but make sure to follow this thread to not miss out news and Community scripts going forward;) people are posting helpfull stuff regularely

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9 hours ago, Gill93 said:

I'm not to good with scripting really but maybe you could get something like this to work minus the ravage stuff and vests

  Reveal hidden contents

_Items =    ["MineDetector","rvg_toolkit","rvg_purificationTablets","rvg_Geiger","rvg_flare","Muzzle_snds_H","Muzzle_snds_L","Muzzle_snds_M","Muzzle_snds_B","optic_Arco","optic_Hamr","optic_ACO_grn","optic_Holosight","optic_SOS","acc_flashlight","acc_flashlight_pistol","muzzle_snds_acp","optic_Nightstalker","optic_tws","optic_DMS","optic_LRPS","muzzle_snds_338_black","muzzle_snds_93mmg","optic_Holosight_blk_F","rvg_franta","rvg_spirit","rvg_bacon","rvg_rice","rvg_milk","rvg_tire","rvg_matches","rvg_antiRad","rvg_canisterFuel_Empty","rvg_plasticBottle","CUP_Mxx_camo","CUP_optic_PSO_1","CUP_optic_kobra","CUP_muzzle_PBS4","CUP_muzzle_snds_M9","CUP_SVD_camo_g","CUP_optic_LeupoldMk4","CUP_optic_CompM2_Black","CUP_optic_RCO","CUP_muzzle_snds_M110","CUP_muzzle_snds_M14","CUP_muzzle_snds_M16","CUP_muzzle_snds_SCAR_H","V_TacVest_blk_POLICE","V_TacVest_oli","V_PlateCarrier1_rgr"];

 

thanks mate, this is also my current solution, various arrays with hand picked items. however, the advantage of the solution i am looking for is, that the attachement spawned always matches to the weapons that are available.

e.g. for magazine selection:

 

{_myWeapon = selectRandom _MyWeaponsArray;

 

_magazines = getArray (configFile >> "CfgWeapons" >> _myWeapon>> "magazines");

_MagForMyWeapon = selectRandom _magazines;

player addmagazinetovest _MagForMyWeapon, 1+ random 2;

player addweapon _myWeapon, 1;}

 

this will spawn a matching mag directly into my weapon.

i just dont know what references to use for scopes and such as Optic, Muzzles, Items,... wont work:)

 

PS. how to i embed code i to html via mobile? XD 

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18 hours ago, Gill93 said:

Hey guys does anyone else think that Radiation poisoning should have some symptoms such as coughing blurred vision or even tinnitus when really sick as to give players an Idea of how close to death they are instead of just having to check HUD. Maybe someone could make a script for this or Haleks could possibly add these in in future updates. (:

I think there already something like this with ravage mod, i did not try the last update so maybe it was removed, but when you are under heavely radiation poisonning there is little effect, its look like a graphic bug on your screen (weird little black dot) or my graphic card is dying :)

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6 hours ago, Vandeanson said:

thanks mate, this is also my current solution, various arrays with hand picked items. however, the advantage of the solution i am looking for is, that the attachement spawned always matches to the weapons that are available.

e.g. for magazine selection:

 

{_myWeapon = selectRandom _MyWeaponsArray;

 

_magazines = getArray (configFile >> "CfgWeapons" >> _myWeapon>> "magazines");

_MagForMyWeapon = selectRandom _magazines;

player addmagazinetovest _MagForMyWeapon, 1+ random 2;

player addweapon _myWeapon, 1;}

 

this will spawn a matching mag directly into my weapon.

i just dont know what references to use for scopes and such as Optic, Muzzles, Items,... wont work:)

 

PS. how to i embed code i to html via mobile? XD 

maybe something like this (currentWeapon player) call BIS_fnc_compatibleItems;

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22 hours ago, Eogos said:

Just a quick question, is it planned to eventually have some kind of built in random mission/encounter generator? I love the ambiance that Ravage creates but unfortunately my group kinda lost interest last time we played due to, well, running out of things to do so as it is right now it doesn't really work for us as a continuous ambient mission.

We created a mission 24/7, survival as civilian, tactical coop as NATO or PVP as mercenary vs NATO , all in this in zombie environment !

 

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Hello there to Everyone !

 

I have start creating a Missions Pack , that will be running into a mission , in order to add more depth to gameplay or to use this also , as a side missions Pack !

 

It will be very easy to use and adapt.

 

So far , the Scripts for this and 4 missions are ready.

 

There will be an option also for non stop tasks and also an option to complete and have a mission end.

Now i'm adding more missions , i want to release this , as a start with 20 mission and it will be available soon.

 

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Hi all,

 

Here s a little sneak peek of the shop script i am currently working on. This should allow you to spawn in a trader that will sell you weapon attachements based on the list of weapons you define in an array.

 

I will probably polish it more and at some point make a thread about it.

This version requires ravage and CBA.

 

Step 1: Place a marker called mrkrTR_1. 

Step 2: create "TraderspawnAtt.sqf" and copy paste the below script:

 

NOTE: You can add more markers under _traderspawn =[] in TraderspawnAtt.sqf The script will then keep spawning and despawning the trader at these locations (e.g. the trader is wandering around).

 

Spoiler

while {true} do {
_traderspawn = selectRandom ["mrkrTR_1"];

traders = createGroup west;
trader1 = traders createUnit ["B_G_Survivor_F", getMarkerPos _traderspawn, [], 0, "FORM"];
[trader1] call rvg_fnc_equip;
trader1 allowDamage false;
trader1 disableAI "MOVE";

traderID0 = trader1 addAction ["Buy Attachements","AttachementsStore.sqf"];

sleep 3600;

removeAllActions trader1;
deleteVehicle trader1;

sleep 5;
};

 

 

Step 3: create "AttachementStore.sqf" and copy paste below script:

 

NOTE: you can add your own weapons to WeaponArray = [] in AttachementStore.sqf below

Spoiler


WeaponArray = [
"Rusty_srifle_DMR_04_F",
"Rusty_DMR_05_base_F",
"Rusty_srifle_DMR_02_F",
"Rusty_srifle_DMR_03_F",
"Rusty_srifle_EBR_F",
"Rusty_MMG_01_tan_F",
"Rusty_MMG_02_black_F",
"Rusty_LMG_Zafir_F"
];

AttachementCosts = 90 +(selectrandom [0,1,2,3,4,5,6,7,8,9,10]);
AttachementCosts1 = 90 +(selectrandom [0,1,2,3,4,5,6,7,8,9,10]);
AttachementCosts2 = 90 +(selectrandom [0,1,2,3,4,5,6,7,8,9,10]);
AttachementCosts3 = 90 +(selectrandom [0,1,2,3,4,5,6,7,8,9,10]);
AttachementCosts4 = 90 +(selectrandom [0,1,2,3,4,5,6,7,8,9,10]);

EquippedWeapons = weapons player;
RndEquippedWeapon = selectRandom EquippedWeapons;
RndWeapon = selectRandom WeaponArray;;
//AttachementArray = RndWeapon call BIS_fnc_compatibleItems;
AttachementArray = {_x call BIS_fnc_compatibleItems;} foreach WeaponArray;
if
(
weapons player isEqualTo []
)
then
{
Attachement = selectRandom AttachementArray;
}
else
{
persAttachementArray = RndEquippedWeapon call BIS_fnc_compatibleItems;
Attachement = selectRandom persAttachementArray;
};

Attachement1 = selectRandom AttachementArray;
Attachement2 = selectRandom AttachementArray;
Attachement3 = selectRandom AttachementArray;
Attachement4 = selectRandom AttachementArray;

traderID1 = trader1 addAction [format ["Buy %1 for %2",Attachement,AttachementCosts],"call BuyItem"];
traderID2 = trader1 addAction [format ["Buy %1 for %2",Attachement1,AttachementCosts1],"call BuyItem1"];
traderID3 = trader1 addAction [format ["Buy %1 for %2",Attachement2,AttachementCosts2],"call BuyItem2"];
traderID4 = trader1 addAction [format ["Buy %1 for %2",Attachement3,AttachementCosts3],"call BuyItem3"];
traderID5 = trader1 addAction [format ["Buy %1 for %2",Attachement4,AttachementCosts4],"call BuyItem4"];
traderID6 = trader1 addAction ["Back","Back.sqf"];
trader1 removeaction traderID0;


BuyItem = {
  CurrentCash = {"rvg_money" == _x} count magazines player;
  if (CurrentCash >= AttachementCosts && player canAdd Attachement && player canAdd Attachement) then {
  for "_i" from 1 to (AttachementCosts) do {
  	player removemagazine "rvg_money";};
    player additem Attachement; hint format ["Bought %1", Attachement];
  	trader1 removeaction traderID1;
  }
  else
  {
  	hint "Not enough money or not enough space in your inventory!";
  };
};

BuyItem1 = {
  CurrentCash = {"rvg_money" == _x} count magazines player;
if (CurrentCash >= AttachementCosts && player canAdd Attachement) then {
for "_i" from 1 to (AttachementCosts) do {
	player removemagazine "rvg_money";};
  player additem Attachement1; hint format ["Bought %1", Attachement1];
	trader1 removeaction traderID2;
}
else
{
	hint "Not enough money or not enough space in your inventory!";
};
};

BuyItem2 = {
  CurrentCash = {"rvg_money" == _x} count magazines player;
  if (CurrentCash >= AttachementCosts && player canAdd Attachement) then {
  for "_i" from 1 to (AttachementCosts) do {
  	player removemagazine "rvg_money";};
    player additem Attachement2; hint format ["Bought %1", Attachement2];
  	trader1 removeaction traderID3;
  }
  else
  {
  	hint "Not enough money or not enough space in your inventory!";
  };
};

BuyItem3 = {
  CurrentCash = {"rvg_money" == _x} count magazines player;
  if (CurrentCash >= AttachementCosts && player canAdd Attachement) then {
  for "_i" from 1 to (AttachementCosts) do {
  	player removemagazine "rvg_money";};
    player additem Attachement3; hint format ["Bought %1", Attachement3];
  	trader1 removeaction traderID4;
  }
  else
  {
  	hint "Not enough money or not enough space in your inventory!";
  };
};

BuyItem4 = {
  CurrentCash = {"rvg_money" == _x} count magazines player;
  if (CurrentCash >= AttachementCosts && player canAdd Attachement) then {
  for "_i" from 1 to (AttachementCosts) do {
  	player removemagazine "rvg_money";};
    player additem Attachement3; hint format ["Bought %1", Attachement4];
  	trader1 removeaction traderID5;
  }
  else
  {
  	hint "Not enough money or not enough space in your inventory!";
  };
};

 

Tadaa, a trader will spawn giving you nice things for hard earned money!

 

Enjoy, I welcome any feedback while i further work on this.

 

To dos:

1. check if goods bought can be sold to original rvg traders, else create function

2. add vehicle (Heli, Plane, Cars trader

3.  will see;)

 

Edited by Vandeanson
Updated script to check for free inventory space before it deducts money and tries to spawn the item. Each vendor position has now a unique random price
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13 minutes ago, Vandeanson said:

Hi all,

 

Here s a little sneak peek of the shop script i am currently working on. This should allow you to spawn in a trader that will sell you weapon attachements based on the list of weapons you define in an array.

 

I will probably polish it more and at some point make a thread about it.

This version requires ravage and CBA.

 

Step 1: Place a marker called mrkrTR_1. 

Step 2: create "TraderspawnAtt.sqf" and copy paste the below script:

 

NOTE: You can add more markers under _traderspawn =[] in TraderspawnAtt. The script will then keep spawning and despawning the trader at these locations (e.g. the trader is wandering around).

 

  Hide contents


while {true} do {
_traderspawn = selectRandom ["mrkrTR_1"];

traders = createGroup west;
trader1 = traders createUnit ["B_G_Survivor_F", getMarkerPos _traderspawn, [], 0, "FORM"];
[trader1] call rvg_fnc_equip;
trader1 allowDamage false;
trader1 disableAI "MOVE";

traderID0 = trader1 addAction ["Buy Attachements","AttachementsStore.sqf"];

sleep 3600;

removeAllActions trader1;
deleteVehicle trader1;

sleep 5;
};

 

 

Step 3: create "AttachementStore.sqf" and copy paste below script:

 

NOTE: you can add your own weapons to WeaponArray = [] in AttachementStore.sqf below

  Hide contents



WeaponArray = [
"Rusty_srifle_DMR_04_F",
"Rusty_DMR_05_base_F",
"Rusty_srifle_DMR_02_F",
"Rusty_srifle_DMR_03_F",
"Rusty_srifle_EBR_F",
"Rusty_MMG_01_tan_F",
"Rusty_MMG_02_black_F",
"Rusty_LMG_Zafir_F"
];

AttachementCosts = 100 +(selectrandom [0,1,2,3,4,5,6,7,8,9,10]);

EquippedWeapons = weapons player;
RndEquippedWeapon = selectRandom EquippedWeapons;
RndWeapon = selectRandom WeaponArray;;
//AttachementArray = RndWeapon call BIS_fnc_compatibleItems;
AttachementArray = {_x call BIS_fnc_compatibleItems;} foreach WeaponArray;
if
(
weapons player isEqualTo []
)
then
{
Attachement = selectRandom AttachementArray;
}
else
{
persAttachementArray = RndEquippedWeapon call BIS_fnc_compatibleItems;
Attachement = selectRandom persAttachementArray;
};

Attachement1 = selectRandom AttachementArray;
Attachement2 = selectRandom AttachementArray;
Attachement3 = selectRandom AttachementArray;
Attachement4 = selectRandom AttachementArray;

traderID1 = trader1 addAction [format ["Buy %1 for %2",Attachement,AttachementCosts],"call BuyItem"];
traderID2 = trader1 addAction [format ["Buy %1 for %2",Attachement1,AttachementCosts],"call BuyItem1"];
traderID3 = trader1 addAction [format ["Buy %1 for %2",Attachement2,AttachementCosts],"call BuyItem2"];
traderID4 = trader1 addAction [format ["Buy %1 for %2",Attachement3,AttachementCosts],"call BuyItem3"];
traderID5 = trader1 addAction [format ["Buy %1 for %2",Attachement4,AttachementCosts],"call BuyItem4"];
traderID6 = trader1 addAction ["Back","Back.sqf"];
trader1 removeaction traderID0;


BuyItem = {

  CurrentCash = {"rvg_money" == _x} count magazines player;

  if (CurrentCash >= AttachementCosts) then {
  for "_i" from 1 to (AttachementCosts) do {
  	player removemagazine "rvg_money";};
    player additem Attachement; hint format ["Bought %1", Attachement];
  	trader1 removeaction traderID1;
  }
  else
  {
  	hint "No no no, I want my Money first!";
  };

};

BuyItem1 = {

  CurrentCash = {"rvg_money" == _x} count magazines player;

if (CurrentCash >= AttachementCosts) then {
for "_i" from 1 to (AttachementCosts) do {
	player removemagazine Money;};
  player additem Attachement1; hint format ["Bought %1", Attachement1];
	trader1 removeaction traderID2;
}
else
{
	hint "No no no, I want my Money first!";
};
};

BuyItem2 = {

  CurrentCash = {"rvg_money" == _x} count magazines player;

  if (CurrentCash >= AttachementCosts) then {
  for "_i" from 1 to (AttachementCosts) do {
  	player removemagazine "rvg_money";};
    player additem Attachement2; hint format ["Bought %1", Attachement2];
  	trader1 removeaction traderID3;
  }
  else
  {
  	hint "No no no, I want my Money first!";
  };

};

BuyItem3 = {
  CurrentCash = {"rvg_money" == _x} count magazines player;

  if (CurrentCash >= AttachementCosts) then {
  for "_i" from 1 to (AttachementCosts) do {
  	player removemagazine "rvg_money";};
    player additem Attachement3; hint format ["Bought %1", Attachement3];
  	trader1 removeaction traderID4;
  }
  else
  {
  	hint "No no no, I want my Money first!";
  };
};

BuyItem4 = {

  CurrentCash = {"rvg_money" == _x} count magazines player;

  if (CurrentCash >= AttachementCosts) then {
  for "_i" from 1 to (AttachementCosts) do {
  	player removemagazine "rvg_money";};
    player additem Attachement3; hint format ["Bought %1", Attachement4];
  	trader1 removeaction traderID5;
  }
  else
  {
  	hint "No no no, I want my Money first!";
  };
};

 

Tadaa, a trader will spawn giving you nice things for hard earned money!

 

Enjoy, I welcome any feedback while i further work on this.

 

To dos:

1. check if goods bought can be sold to original rvg traders, else create function

2. add vehicle (Heli, Plane, Cars trader

3.  will see;)

 

Awesome glad you got it working (:

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On 18.8.2018 at 9:23 PM, Gill93 said:

maybe something like this (currentWeapon player) call BIS_fnc_compatibleItems;

 

This was it=D thanks man!

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Quick look over the code - it looks like "AttachementCost" is only defined once... one price for all?

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2 hours ago, tortuosit said:

Quick look over the code - it looks like "AttachementCost" is only defined once... one price for all?

hola! yep, it varies each time the shop is opened (100 + rnd extra amount) but basically yes,each of the 5 vendor positions have the same price then.

i can add a individual price calculation per vendor position, i think that would actually be better indeed. if i want to add differend price brackets for different item types (scopes vs silencers vs mounted lights) i would first have to find a way how to get that information. 

 

generally i looked at the original rvg trader prices (below 50 for mags, arround 100 for rifles) and figured attachements should be fancy and expensive to get.

 

just figured, currently it doesnt check if you have enough space to add the item before subtracting the money and attempting to add the item, i should probably change that too:)

 

 

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Guys...still no fix to an essential feature like zombies NOT attacking helicopters or people nearby ?

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On 15/08/2018 at 3:19 PM, dlegion said:

Zpmbies does not attack helicopters, people in helicopters, or people really near to helicopters (in the bounding box)...

Can this be fixed ?

 

On 17/08/2018 at 2:45 PM, dlegion said:

Any idea how fix the zombies not attacking landed helicopters ?

 

13 minutes ago, dlegion said:

Guys...still no fix to an essential feature like zombies NOT attacking helicopters or people nearby ?

 

I think you've raised it enough times now that if it can be reproduced, and fixed, I'm sure haleks will do his best to remedy it.

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Ah ok...seeing no direct answers i supposed noone readed it !

 

It can be easily reproduced by placing a big helicopter, like the chinhook, and hordes around...noone will dare to come near the helo or dismounted people in close proximityof the helo !

 

Thanks for answering !

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No direct answer doesn't mean it hasn't been duly noted. :f:

 

 

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Would it be possible to make/have RAVAGE scan ( I have no idea the proper wording here) a user made mission upon loading and alter the ammo loot drops to be inline with what I or my ai dudes are using?

 

I played the entire  -spawn- find gear and see how long I can go-  for well over a year now, shit maybe 2 years  0_o  with Ravage. Now I make myself a base in the editor and a few ai Spec op tacticool dudes and we set out daily to rescue survivors..PJ style, its pretty badass.

 

I'll take a wild guess and say there is probably a script snippet sitting somewhere in this very thread that does what I asked but my ignorant ass decided to just ask anyway.

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41 minutes ago, Zakuaz said:

Would it be possible to make/have RAVAGE scan ( I have no idea the proper wording here) a user made mission upon loading and alter the ammo loot drops to be inline with what I or my ai dudes are using?

 

I played the entire  -spawn- find gear and see how long I can go-  for well over a year now, shit maybe 2 years  0_o  with Ravage. Now I make myself a base in the editor and a few ai Spec op tacticool dudes and we set out daily to rescue survivors..PJ style, its pretty badass.

 

I'll take a wild guess and say there is probably a script snippet sitting somewhere in this very thread that does what I asked but my ignorant ass decided to just ask anyway.

you can add your weapon class names into the Equipment module (under Systems/Ravage in the editor) and only these weapons and the respective ammo will spawn, is that what you look for?

 

edit: to find the weapo. classnames, place your soldiers, rightclick/edit loadout and then press "export". open notepad in windowns and press ctrl + v to paste the exported content.

now search for the weapom names in "weapon_name" next to the code lines add primaryWeapon, add SecondaryWeapon and such.

 

do that for each soldier that has uniquie weapons equiped and extract each weapon classname into this format

 

["weaponclassname1","weaponclassname2","weaponclassname3","weaponclassname4"]

vopy and paste this into the respective fields of the equipment module of ravage (in your Editor).

 

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