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Just now, MuRaZorWitchKING said:

 

Age restrictions upon joining a server mate...?

Look at you, young whippersnapper. I'm an aspiring senior citizen so 21 is "late teened" to my rheumy eyes. But screw it, if you're 14 and can swing a shovel, you're in.

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Ok so I've been running my ai sqd around and when I find a survivor I recruit him then escort/drive/fly him to one of the few Evac spots I have set up then kit him out and dismiss him.  So this latest survivor, I flew him into the Evac zone , put a helmet, MAR rifle, MK3 vest on him and dismissed him... this guy ran 200 meters back to my chopper and got in lol... now he wont get out hahaaa

Thought it was pretty funny he's probably thinking "Nope Im sticking with you dudes".

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8 hours ago, MuRaZorWitchKING said:

 

Age restrictions upon joining a server mate...? 

 

Most people that play Arma aren’t kids man. 😂

 

You'd be surprised at how many “late teened” kids I’ve played with, most of them can hold their own in a firefight. (It’s a shock)

 

I’m just saying this should be open to all. (Obviously not my server. It’s YOUR Rules) but plenty of younger guys play the game and are quite good at it. Just a thought.

 

Cheers! 

nah let the snowflake zombie cattle generation  miss out on it they need to suffer XD lol jk

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AI is placing APERS mines, what the F... lmao that was a surprise.

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20 minutes ago, Zakuaz said:

AI is placing APERS mines, what the F... lmao that was a surprise.

lol I added some of the deployable turrets/backpacks to the AI gear list thus they now place and use them not that accurately but still cool good ole VCOM.

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i couldnt figure out why the texture looked so washed out... it was the sampling... for some reason it was at 50% after i updated my drivers... 😐

This looks better  

lpyYXCz.jpg

4wIADTx.jpg

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What are your configs for the hearing/seeing settings for the zeds guys? I want some good settings that allow me to slip by easily enough when it's night time, using flares as a distraction.

Also, did anyone else tried to add more items as lootable objects for Chenrarus? I did once, but somehow I broke the code, as, beyond some point, objects just stopped having loot function.

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39 minutes ago, RZNUNKWN said:

What are your configs for the hearing/seeing settings for the zeds guys? I want some good settings that allow me to slip by easily enough when it's night time, using flares as a distraction.

 

I'm currently reworking my Sirens mission for Livonia and i'm using these settings for my boss zeds...

Audio Detection: 0.1

Visual Detection: 0.05

I can creep amongst a bunch of them, within a few meters if i'm really quiet, works well...

Spoiler

Y3zgHjJ.jpg

C2SLSVv.jpg

:rthumb:

 

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27 minutes ago, EO said:
 
 
 
15 minutes ago, EO said:

 

Visual Detection: 0.05

 


Excuse me, sir, I'm right over HERE, HELLO, please standstill :smileee:

Also, since I'm using explosives and RPGs to destroy vehicles, sometimes building get destroyed and that counts as a civilian casualty, or when enemy AI abandons vehicle which is from the BLUFOR side but I wanted it destroyed anyway, it counts as a friendly kill. 

Will these things influence survivors and traders to eventually start shooting at me, or I am allowed to fire at will?

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6 minutes ago, RZNUNKWN said:

Will these things influence survivors and traders to eventually start shooting at me, or I am allowed to fire at will?

 

Yes. Stealing does as well. I think Haleks tweaked it to a one time thing, so influence is a lot more important.

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38 minutes ago, EO said:

I'm currently reworking my Sirens mission

 

Go a bit easier on the fog settings, and eeriness would ya? I screamed when I saw a damn Ghillied up zombo that took like 5 shots in the head to kill... 😩 😂😂

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3 minutes ago, MuRaZorWitchKING said:

 

Yes. Stealing does as well. I think Haleks tweaked it to a one time thing, so influence is a lot more important.


I know stealing does. But just because the classname of a vehicle comes from the BLUFOR side and it's empty it's still considered friendly... 

I guess I'm at war with everyone, lmao.

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4 hours ago, RZNUNKWN said:

I guess I'm at war with everyone, lmao.

 

I don’t think I’m the first to say that I’ve purposely shot and killed ‘friendly’ units before... 😕

 

I was starving and dehydrated and the supplies trader had both goods... It wasn’t my fault. 😔

 

The crispy rabbit meat he sold (gave over unwillingly) was quite tasty. I enjoyed it by a nice warm campfire, I used with their matches as well. 🔥 🌡  😈 😏

 

I think we all have those moments in Ravage when you gotta do what you gotta do... Even if it means killing those closest to you. 

 

**Receives friendly “Hey.” From fellow survivor**

 

**Notices they have good shit, so figures being a bandit isn’t THAT bad...*** 

 

Admit it... You’ve done it too...

 

😂😂

 

 

 

 

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3 hours ago, MuRaZorWitchKING said:

 

Admit it... You’ve done it too...

 

😂😂

 

They were wounded anyway...

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I decided to refund the Contact DLC after playing around on the new map for the last two weeks. I like the map and all... but I've concluded that it's not worth the asking price and I'm just not interested in the weapons or things we're getting in this new DLC. Since we're getting all the buildings for the editor for free, I just have no reason to get the new DLC.

However... as a side note I wanted to tell everyone here that I spoke to RonHillUltra today for a minute. He informed me that he's considering updating Esseker in the future. He told me that he has an entire new town finished for the northern part of the map. I was telling him about this new DLC and how he could potentially replace all those Arma 2 ported assets from CUP Terrains with these new buildings that look better and are all enterable! If we get an updated Esseker it's going to be the single best thing to happen to apocalyptic maps in Arma in three years, in my opinion. No word on when yet. I told him to officially announce this somewhere so people might start sending him donations to help fund the project.

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Has anyone tried the Chernobyl map with Ravage?

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58 minutes ago, RZNUNKWN said:

Has anyone tried the Chernobyl map with Ravage?

 

No, but I was highly debating it. That map looks very well done! 

 

You could try and mix Stalker anomalies with Ravage, I think the Pseudo-dogs and Blood suckers would be a nice touch. (And they may even work with it. I’m unsure though.)

 

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I'm more concerned about getting loot. I don't think there are any lootable objects. 

You could live off the bandit patrols, but it would be nice if not easier a bit to have some lootable stuff. Maybe GFs random spawner of items or something like that.

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35 minutes ago, RZNUNKWN said:

Maybe GFs random spawner of items or something like that.

 

Yeah that would work, as it populates each building with loot.

 

Just like Bangabobs’ script I believe.

 

Both not bad options! 

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1 hour ago, RZNUNKWN said:

Has anyone tried the Chernobyl map with Ravage?

I have the only issue I really ran into was not being able to get loot to spawn so I ended up placing abunch of editor objects just to have looting lol I went through the map in editor and gathered all the building classnames and Positions etc in attempt to get loot working properly but never did finish as there was not enough info on the Wikia to continue,

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Maybe placing markers on the map that have the radius + amount/type of items that are spawned (and respawns after some time with different ones) that run via script. If it gets spawned inside the wall or something like that, oh well, it's not that bad.

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@RZNUNKWN

 

I highly recommend taking a look at this loot system, it’s one I’ve used for some time, pairs quite nicely with GF’s cleanup system. And then you make this loot spawned loop, and you’ll always have loot spread across the map. (DayZ style loot) I’m not at my computer at the moment, but next time I’m on I can share my looper with you.

 

Cheers!

 

http://www.armaholic.com/page.php?id=25668

 

 

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I found an old mission in my files where they had combined DUWS and Ravage.

 

Played a couple times and boy is that some good fun!

Combines the raiders and zombies of Ravage with the zone capture of DUWS.

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Hello Ravagers!

 

Now that I'm back in my usual workflow, I'd like to share a few updates on my current plans and projects.

 

First, if you haven't caught up already, the original Contact mission is now a fully fledged mod; scientists and happy triggers alike can make contact over there :

 

 

I hope you will have fun making missions with the Hexos, this is only the beginning of the invasion. 😉

 

 

I have also made some significant progress on "MyST". I don't want to be too specific yet, as the project is still in its infancy, but right now the main antagonists, the "phantoms" are 90% finished, configured and ready-to-use. There's been several design changes since the first Patreon concept, and I will probably upload the new build next month for all supporters. That's one big part almost done - even if the project doesn't go through, the phantoms alone are solid enough to be released as a standalone mod. I'll begin work on a dynamic spawn system soon; that will be MP-compatible, just like Ravage and its modules.

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52 minutes ago, cosmic10r said:

Combines the raiders and zombies of Ravage with the zone capture of DUWS.

 

Speaking of hybrids, try experimenting with Ravage+Warlords, it makes for fun scenario even for solo players. 

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