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OMG that is perfect!

Yes I like dust, you lost me when you said "You can patch" lol.

 

EO, sounds like an opportunity for another peripheral mod like Sullen Skies eh?  I'd use it and it'd be awesome if it had some dustier, really dusty and "I hope you have a 2080TI " dusty options haha!

 

Haleks, I am sorry I keep throwing out requests...well they aren't requests just ideas so with that, here is another.

Option to select frequency and number of spawned vehicles, then/and/OR it'd be awesome to have fields to customize OPFOR and INDFOR vehicles individually ... I have a drug lord on my current operation and his gear is top notch compared to what the surrounding simple folk can get their hands on. This is for the car patrols not wrecks if there was any wonder.

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So I've been thinking of making vehicles within certain areas radioactive, since radiation bonds to all medals and basically anything it can get a hold of... Does anyone thing this would be a neat feature for my mission, or would it be too much? of course I'd make it a light amount but this is also for vehicles found within the deadliest part of the scenario Chernogorsk. Just an idea 🙂

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22 hours ago, EO said:

You can patch CfgSurfaces and increase dust on certain terrain surfaces, you can really make Altis a dust bowl...

 

This would be very nice EO , for an addon (publishing or sharing  ) !

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On 5/30/2019 at 12:26 AM, MuRaZorWitchKING said:

So I've been thinking of making vehicles within certain areas radioactive, since radiation bonds to all medals and basically anything it can get a hold of... Does anyone thing this would be a neat feature for my mission, or would it be too much? of course I'd make it a light amount but this is also for vehicles found within the deadliest part of the scenario Chernogorsk. Just an idea 🙂

 

Definitely dig the idea mate!

Just in case you need it, here's the code to add radioactivity to the player :

_amount = 100;
player setVariable ["_radToProcess", (player getVariable ["_radToProcess", 0]) + _amount];

You could use the "getInMan" and "getOutMan" event handlers for this. 😉 

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@Zakuaz: Vehicle Patrols need some improvements anyway, I'll certainly consider it. I'm thinking a new dedicated module for them would be best...

Also a good occasion to work on improved AI driving too. ^^

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4 hours ago, haleks said:

Also a good occasion to work on improved AI driving too. ^^

 

Brave man indeed, good luck with that hot potato.   

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Don't make them too good.  I gave those bastards several GM armor vehicles to use and they have been raising total hell with me... last thing they need is the ability to actually navigate the map lol.

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7 minutes ago, EO said:

 

Brave man indeed, good luck with that hot potato.   

 

It's been discussed a lot lately, and an interesting lead came up : something that would help the AI detecting obstacles and avoid them before bumping into them. That's currently the biggest problem in Ravage, as the AI eventually ends up wrecking its own vehicles againts static objects. I think it's possible to solve this, but that's about it : it won't improve AI driving per say, nor will it solve more complex issues like convoy behaviours.

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Lol, the "cans" thing?.....I was amazed by the videos of the UGV.

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3 minutes ago, EO said:

Lol, the "cans" thing?.....I was amazed by the videos of the UGV.

 

I heard something about a canOpener meself, but I wouldn't mind a look at that video. 😉 

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As always coming in from far left of nowhere..

Does  this   {this addMagazineTurret ["200Rnd_127x99_mag_Tracer_Red",[0]]} foreach [1,2,3,4]   still work? 

I have an NPC group holding out awaiting my Captain Save a Hoe team to rescue them but they keep getting over run by OP/INDFOR or Zeds... maybe I need to up the amount of ammo lol

 

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3 hours ago, haleks said:

something that would help the AI detecting obstacles and avoid them before bumping into them.

 

Check into VCOM AI, he made some sort of “checker” that when AI is driving it loops every 5-10 seconds or so. But I believe it is a BETA setting as it isn’t fully functional yet. Maybe you can make something up from that? Or get ideas or something.

 

Cheers mates!  

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^Vcom has had it for awhile. That man practices the dark arts to come up with his AI enhancements. Or maybe he's made contact with aliens.

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2 hours ago, MuRaZorWitchKING said:

 

Check into VCOM AI, he made some sort of “checker” that when AI is driving it loops every 5-10 seconds or so. But I believe it is a BETA setting as it isn’t fully functional yet. Maybe you can make something up from that? Or get ideas or something.

 

Cheers mates!  

 

I don't know about VCOM, but based on what we can deduct from the can opener experiment (AI only "see" physX simulated objects), I'll go with something like this : spawn an invisible object with physX enabled (there are a few), place it ahead of the vehicle based on its velocity vector and use it to detect collisions in time. The object would then be attached to the nearest obstacle if it doesn't have physX, making it "visible" to the AI. Might need more than one object per vehicle, but since they use a dummy 3d model, that shouldn't be a problem performance-wise.

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12 hours ago, haleks said:

I don't know about VCOM

WTF?! You should. AI mod/script I enjoyed the most (but not using his driving enhancement, might try some day - he spawns can openers at places which cars otherwise bump into, haha). Can openers are eye openers here...

 

Stopped using most other of the rather low level AI scripts, but not VCom. Because it makes AI do meaningful things when engaging. Hiding, going prone, after they clear the area they are very careful first... To me, very convincing. It's more fun, own/enemy AI is hiding so much better and more fun.

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@tortuosit: I know, I've heard nothing but praises about VCOM. ^^

Although I never got around actually using it, I used to follow its progress from afar. But I spend 99% of my time modding rather than playing these days : my mod set seldom goes beyond CBA + whatever mods I'm working on.

 

Speaking of AI driving, it looks like the way AI want to stick to roads is also a major part of the problem : I'm toying around in VR, and the AI seems to be more capable in the absence of roads...

The GC @MuRaZorWitchKING sent me should arrive within 2 or 3 days, I will be able to resume proper dev & testing on regular terrains - I will have a clearer picture then of the current driving behaviours.

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I‘ve been using Vcom and now with Ravage we‘ve changed to ASRAI...but the real game changer for atmosphere is Project Injury Reaction. I‘ve observed distant AI-only firefights where AI dragged their wounded team members away to safety.

We‘ve shot at an AI bandit who dropped his main weapon and tried to crawl away through the grass until I shot him with a pistol. Ravage + PIR generate a rather cruel world...

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Hey guys, longer time no Ravage for me. I update it via Steam workshop. I just drop a Zombie module and Ambient AI module. Leave their values unchanged. Mod has a lot of undefined variables errors when I start it from Eden... Anyone else or will I have to go deeper into it? (Quite a lot of used mods).

 

https://steamuserimages-a.akamaihd.net/ugc/804369128314492301/F04BADD8BF4E9C5CAAC78A281A7D80FABB1BD790/

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16 minutes ago, tortuosit said:

Hey guys, longer time no Ravage for me. I update it via Steam workshop. I just drop a Zombie module and Ambient AI module. Leave their values unchanged. Mod has a lot of undefined variables errors when I start it from Eden... Anyone else or will I have to go deeper into it? (Quite a lot of used mods).

 

https://steamuserimages-a.akamaihd.net/ugc/804369128314492301/F04BADD8BF4E9C5CAAC78A281A7D80FABB1BD790/

 

"rvg_weaponsA3" is an obsolete variable and is no longer used in Ravage. Was this happening from a fresh scenario with a new mission.sqm?

Or does the RPT show what scripts or functions are throwing those errors?

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57 minutes ago, haleks said:

 

"rvg_weaponsA3" is an obsolete variable and is no longer used in Ravage. Was this happening from a fresh scenario with a new mission.sqm?

Or does the RPT show what scripts or functions are throwing those errors?

Just dropped player and 2 modules into a fresh Eden (zedz and ai) and started mission. In case of above var there is no clue in rpt which script it comes from. But here's more stuff:

 

 

15:21:37   Error Undefined variable in expression: _headgear
15:21:37 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 42
15:21:37 Inventory item with given name: [ItemMap] not found
15:21:37 ERROR: Switch uniform! Uniform is not supported by soldier
15:21:37 Uniform U_BasicBody is not allowed for soldier class Bandit_Renegade
15:21:38 Error in expression <rvg_uniforms_lv0;
_unit forceAddUniform _uniform;
};
if (random 100 < 60) then {>
15:21:38   Error position: <_uniform;
};
if (random 100 < 60) then {>
15:21:38   Error Undefined variable in expression: _uniform
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 29
15:21:38 Error in expression <= selectRandom rvg_vests;
_unit addVest _vest;
};
if (random 100 < 90) then {
_b>
15:21:38   Error position: <_vest;
};
if (random 100 < 90) then {
_b>
15:21:38   Error Undefined variable in expression: _vest
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 33
15:21:38 Error in expression <Random rvg_backpacks;
_unit addBackpack _backpack;
clearAllItemsFromBackpack _un>
15:21:38   Error position: <_backpack;
clearAllItemsFromBackpack _un>
15:21:38   Error Undefined variable in expression: _backpack
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 37
15:21:38 Error in expression <Random rvg_headgears;
_unit addHeadgear _headgear;
};
_numG = random 100;
if (_n>
15:21:38   Error position: <_headgear;
};
_numG = random 100;
if (_n>
15:21:38   Error Undefined variable in expression: _headgear
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 42
15:21:38 Error in expression <ectRandom rvg_goggles;
_unit addGoggles _goggle;
};
};
if (!((count rvg_nvgs) is>
15:21:38   Error position: <_goggle;
};
};
if (!((count rvg_nvgs) is>
15:21:38   Error Undefined variable in expression: _goggle
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 51
15:21:38 Inventory item with given name: [rvg_franta] not found
15:21:38 ERROR: Switch uniform! Uniform is not supported by soldier
15:21:38 Uniform U_BasicBody is not allowed for soldier class Bandit_Renegade
15:21:38 Error in expression <rvg_uniforms_lv0;
_unit forceAddUniform _uniform;
};
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4 hours ago, tortuosit said:

Just dropped player and 2 modules into a fresh Eden (zedz and ai) and started mission. In case of above var there is no clue in rpt which script it comes from. But here's more stuff:

 

  Reveal hidden contents


15:21:37   Error Undefined variable in expression: _headgear
15:21:37 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 42
15:21:37 Inventory item with given name: [ItemMap] not found
15:21:37 ERROR: Switch uniform! Uniform is not supported by soldier
15:21:37 Uniform U_BasicBody is not allowed for soldier class Bandit_Renegade
15:21:38 Error in expression <rvg_uniforms_lv0;
_unit forceAddUniform _uniform;
};
if (random 100 < 60) then {>
15:21:38   Error position: <_uniform;
};
if (random 100 < 60) then {>
15:21:38   Error Undefined variable in expression: _uniform
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 29
15:21:38 Error in expression <= selectRandom rvg_vests;
_unit addVest _vest;
};
if (random 100 < 90) then {
_b>
15:21:38   Error position: <_vest;
};
if (random 100 < 90) then {
_b>
15:21:38   Error Undefined variable in expression: _vest
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 33
15:21:38 Error in expression <Random rvg_backpacks;
_unit addBackpack _backpack;
clearAllItemsFromBackpack _un>
15:21:38   Error position: <_backpack;
clearAllItemsFromBackpack _un>
15:21:38   Error Undefined variable in expression: _backpack
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 37
15:21:38 Error in expression <Random rvg_headgears;
_unit addHeadgear _headgear;
};
_numG = random 100;
if (_n>
15:21:38   Error position: <_headgear;
};
_numG = random 100;
if (_n>
15:21:38   Error Undefined variable in expression: _headgear
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 42
15:21:38 Error in expression <ectRandom rvg_goggles;
_unit addGoggles _goggle;
};
};
if (!((count rvg_nvgs) is>
15:21:38   Error position: <_goggle;
};
};
if (!((count rvg_nvgs) is>
15:21:38   Error Undefined variable in expression: _goggle
15:21:38 File \ravage\functions\main\fn_addGear.sqf [RVG_fnc_addGear], line 51
15:21:38 Inventory item with given name: [rvg_franta] not found
15:21:38 ERROR: Switch uniform! Uniform is not supported by soldier
15:21:38 Uniform U_BasicBody is not allowed for soldier class Bandit_Renegade
15:21:38 Error in expression <rvg_uniforms_lv0;
_unit forceAddUniform _uniform;
};

 

 

The gear errors are a editor side errors only. (I get them too) but once you export the scenario to MP or SP there’s no errors, it’s just the editor. 

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I made a ravage mission a few months ago and it was working fine. Starting playing again yesterday after a break and ran in to 2 issues:

 

Raiders spawned in wearing only underwear and had no other gear. Renegades spawned in with uniforms, but no weapons.

screenshot of raiders: https://ibb.co/JsyQsWR

 

Traders have stopped working, cannot access trading menu. I placed one of each trader and made sure the code was correct in the init field.

 

Has anyone else encountered this, or know of a fix? I've already tried repairing Ravage through the Arma launcher and also deleted and reinstalled Ravage. 

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10 hours ago, MuRaZorWitchKING said:

The gear errors are a editor side errors only. (I get them too) but once you export the scenario to MP or SP there’s no errors, it’s just the editor. 

This is probably only because script errors are always right in your face when starting from editor. When I play Ravage from SP mission and with -showscripterrors, errors are shown as well.

 

Result is Zombies in underwear.

 

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