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1 hour ago, ArteyFlow said:

 

Bro thank you for that. I wasn't even aware that exploit existed with that script.

I knew about it, but it took me some time to find a solution to fix it. It seems that all the Ravage items use the same ammo, and that's why you could combine almost every Ravage item with each other.

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On 11/21/2020 at 9:12 PM, UnDeaD. said:

If anyone is using Outlawled's Mag Repack script and don't want other people on a server to exploit by combining for example toolbox with matches, just swap inside MagRepack_Misc.sqf this line:


if (getNumber(configFile >> "CfgMagazines" >> _magType >> "count") > 1 || {[_magType] call outlw_MR_isConvertable}) then

with this:


if ((getNumber(configFile >> "CfgMagazines" >> _magType >> "count") > 1 || {[_magType] call outlw_MR_isConvertable}) && (_magType find "rvg_" != 0)) then

This way it just disables the combination of Ravage items, so no more exploits. 😉

This exploit is present also in SW addon version. Does this code block repacking all ravage items including same type (e.g. matches-matches)?

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14 hours ago, Hans(z) said:

Does this code block repacking all ravage items including same type (e.g. matches-matches)?

Yes it does. Sadly these items are categorized as magazines and each of them use the same "ammo". This was the quickest solution that i could find to fix it. I don't think disabling the combination of these items matter at all, because most of them use just a tiny bit of your inventory (except the toolbox).

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Used the wrong log in again so hurray for 2 accounts.

Uploaded my "Night Stroll in Livonia Remake" to steam workshop today. Replace the old one with it in the collection please. I'll be deleting the original in a few days.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2298203271

 

New version has  coop included. Had to relearn the editor but I'm proud of the result. Working on another scenario to with stuff I've learned.

 

 

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My apologies if this has been asked before, but can you somehow create custom raider factions or is it possible to add already existing groups/ factions? I would like to make CSAT groups patrol the wasteland, killing of remaining survivors. 

Or am I better off spawning them through different means?

 

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@PJ Salty 

You can, to some extent, create custom raider factions by editing the Gear Module with your own custom clothing, headgear etc. or if you really want regular CSAT patrols you can try adding in some external scripts/modules that spawn enemy patrols around the player. Check out tpw's skirmish script or maybe try Fox7's Ambient Enemy Spawner:icon_biggrin:

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Hey boys! I recently just rented a small server and I wanted to utilize this mod than the zombies & demons. problems is idk how to add poptabs/respect when you kill a zombie or AI from Ravage. anyone know how to do it? I'm a noob at this. would really appreciate the help

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On 12/29/2020 at 11:49 PM, John Millanes said:

problems is idk how to add poptabs/respect when you kill a zombie or AI from Ravage.

If you want a more simple approach you can add @GEORGE FLOROS GR UI script which with adding a small code can award players money upon killing zombies / bandits. 
 

There are other systems to choose from as well, just have to choose one that works out best for you! 
 

Cheers.

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Update: The server will only be up till February 4th. Last chance to join and play if you're interested. Hope to see you there.

 

Hello fellow Ravagers -

 

Got a Ravage Taviana server up and running. Only 12 mods, a good portion of them being CUP related. It's password protected at the moment, but anyone is free to join. Some issues are still being worked on however, so its still a work in progress. Here's the info:

 

IP: 104.243.43.26:2352

Password: Fart2797

 

Mods:

CBA_A3

CUP Terrains - Core

CUP Terrains - Maps

Enhanced Movement

CUP Weapons

CUP Units

CUP Vehicles

Ravage

Ravage CUP

Interiors for CUP

Vandeanson's Apocalypse

Arma 3 Taviana 0.4.2

 

Please note that multiplayer persistency IS a thing on this server, so your character should always be saved between restarts. Persistency only extends to players themselves, however; vehicles are not saved.

 

TenuredCloud was kind enough to allow me to link his discord, "Wasteland Walkers", if anyone has any questions regarding the server. Here's a link for the discord: https://discord.gg/KMkfnDKy5E

 

If you're interested in joining, please do give feedback if you notice any bugs or other issues. Thank you.

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@haleks

I encountered a bug on Chernarus Redux that is connected to Ravage.

When i try to refill a jerry can from a pump, it throws an error that _fuelsource and _value is undefined. It refers to line 6 and line 15 in fillFeed.sqf.

And yes, I have Ravage CUP activated.

 

 

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11 hours ago, UnDeaD. said:

@haleks

I encountered a bug on Chernarus Redux that is connected to Ravage.

When i try to refill a jerry can from a pump, it throws an error that _fuelsource and _value is undefined. It refers to line 6 and line 15 in fillFeed.sqf.

And yes, I have Ravage CUP activated.

 

 

 

I'll have to download Chernarus Redux to debug that; but I'm having problems with my ISP right now, so I won't be able to download large files for the next couple o'weeks. :/ 

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57 minutes ago, haleks said:

 

I'll have to download Chernarus Redux to debug that; but I'm having problems with my ISP right now, so I won't be able to download large files for the next couple o'weeks. 😕

It's okay. I also checked the default Chernarus and the same thing happened, so the problem might be in Ravage CUP addon.

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Is there any chance of possible Ace Compatibility to allow use of Ace Medical as well as the usage of the Ace Tool Kit instead of Ravage's? I'm trying to run a unit utilizing both Ravage and Vandeanson's Apocalypse. I'm desperate for it as I have everything perfectly setup except for this one thing! I'm having to use Zombies & Demons with its own Ace Compat but of course I don't get dynamic spawns with Z&D or full integration. It would be so appreciated if this could happen! Apologies if this has been asked before. Thank you. and thank you for creating such an excellent mod! 

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55 minutes ago, ApacheKoizuma said:

Is there any chance of possible Ace Compatibility to allow use of Ace Medical as well as the usage of the Ace Tool Kit instead of Ravage's? I'm trying to run a unit utilizing both Ravage and Vandeanson's Apocalypse. I'm desperate for it as I have everything perfectly setup except for this one thing! I'm having to use Zombies & Demons with its own Ace Compat but of course I don't get dynamic spawns with Z&D or full integration. It would be so appreciated if this could happen! Apologies if this has been asked before. Thank you. and thank you for creating such an excellent mod! 

 

Regarding the way ACE handles damage : at the moment, damage inflicted by zombies should be compatible, since the mod relies on "fake bullets" rather than scripted damage. But other types of damage do use a scripted solution, notably the radiation and hunger & thirst systems. ACE experts will correct me if I'm wrong, but as far as I know, applying damage with ACE requires 2 important informations : the selection to apply damage to ("head", "body", "arm_r", etc) and the type of damage, which can be any of the following: 

Quote

 

"bullet"

"grenade"

"explosive"

"shell"

"vehiclecrash"

"backblast"

"stab"

"punch"

"falling"

"ropeburn"

"unknown"

 

 

None of them covers any of the survival system damage options, except maybe "unknown", and I can't find any solid data on this type of damage on the wiki... Setting up a compatible survival system would require a fair amount of trials & errors, for no guaranteed results as far as I can see. I don't think any of the survival systems out there are ACE3 compatible, actually (again, correct me if I'm wrong), that wouldn't be surprising given the complexity and highly specialised nature of that mod.

 

Simply put, I'm not even sure it's feasible; but I'll take another look at it whenever I'm back working on the next Ravage update(s).

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22 hours ago, haleks said:

 

Regarding the way ACE handles damage : at the moment, damage inflicted by zombies should be compatible, since the mod relies on "fake bullets" rather than scripted damage. But other types of damage do use a scripted solution, notably the radiation and hunger & thirst systems. ACE experts will correct me if I'm wrong, but as far as I know, applying damage with ACE requires 2 important informations : the selection to apply damage to ("head", "body", "arm_r", etc) and the type of damage, which can be any of the following: 

 

None of them covers any of the survival system damage options, except maybe "unknown", and I can't find any solid data on this type of damage on the wiki... Setting up a compatible survival system would require a fair amount of trials & errors, for no guaranteed results as far as I can see. I don't think any of the survival systems out there are ACE3 compatible, actually (again, correct me if I'm wrong), that wouldn't be surprising given the complexity and highly specialised nature of that mod.

 

Simply put, I'm not even sure it's feasible; but I'll take another look at it whenever I'm back working on the next Ravage update(s).

I appreciate the reply man! As it goes for me, all I need personally is spawned in enemies from Ravage to be compatible with Ace medical. The primary issue I've been faced with is that the Zombies that spawn in do not deal damage to Ace, but rather Ravage health. It *should* work but it doesn't seem it is.  I do not use the survival system (hunger, thirst) so if that's impossible to do then that's perfectly fine. All I really need is Ace Medical compatibility with Ravage dynamically spawned in enemies. I'm gonna mess around with it a bunch more right now and see if its something to do with the way I've been setting up things. Again, thank you for the reply and for taking another look! 

Also, other survival systems I've used over time gave stamina, weapon sway, and movement speed penalties to lack of satiation rather than direct damage to health. One that I used was compatible with Ace which would knock you out randomly if you were not satiated or quenched. So that could be implemented for Ace support instead of it doing a bandageable damage type to the body (which wouldn't make sense anyways). I hope you find some feasible results! 

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Is there a way to blacklist some items from the gearpool? I tried to add custom stuff to the items list. I tried adding only Geiger counter for testing, but it still kept giving me jerry cans, tents, chemlights, food (and geiger) and similar stuff with rvg_fnc_equip.

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Try this @UnDeaD. 


From the man himself Haleks:

 

Quote

“This script should do the trick :

waitUntil {!isNil "rvg_WeaponItems"};
sleep 1;//just to be safe, the gearpool script needs to be done first
_blacklisted_items = ["classname1", "classname2"];
_rvg_wpn_items = rvg_WeaponItems;
rvg_WeaponItems = _rvg_wpn_items - _blacklisted_items;
publicVariable "rvg_WeaponItems";

 

if you want to check that the script works, and if the debug console is enabled, you can export the items array to text :

 

copytoclipboard str rvg_WeaponItems

Then you can paste it to a text editor and you will see the content of the array directly.”


I recently used these to blacklist some Weapon items from NIArms and they seem to do the trick, Major thanks to Haleks for helping me out!

 

These may or may not work for the gearpool items, as they seem to class weapons. I’m unsure, but you can give them a try while waiting for Haleks reply! 🙂 


Cheers man 🍻

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@MuRaZorWitchKING thanks!

 

I think i got it:

waitUntil {!isNil "rvg_uniqueItems"}; 
sleep 1; 
_blacklisted_items = ["rvg_sleepingBag_Blue", "rvg_foldedTent", "rvg_foldedTent_grey", "rvg_foldedTent_blue"]; 
_rvg_items = rvg_uniqueItems; 
rvg_uniqueItems = _rvg_items - _blacklisted_items; 
publicVariable "rvg_uniqueItems";

I just wanted to remove tents/sleeping bags, because they are kinda useless in a multiplayer game, and they are also excluded from persistency that I use. I just wanted to make sure no one gets confused when they set up a tent, put stuff in, and then it disappears after restart.

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Just checking in to say Hi to all of you Ravagers!!

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9 hours ago, cosmic10r said:

Just checking in to say Hi to all of you Ravagers!!


Hell yeah man! Hope all is going well in these crazy times we’re living in! 
 

Any new retextures lately? 😉 

 

 

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Sorry for bothering you @haleks, but i just tried to repair a helicopter on top of a building, and it got teleported into it and exploded as soon as the repair was finished 😂

When you get to releasing a new update: could you replace  _vehicle setPos (getPos _vehicle); with _vehicle setPosASL (getPosASL _vehicle); (line 43) in repairParts.sqf? This way this problem will be solved.

Thanks.

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On 2/1/2021 at 8:27 PM, MuRaZorWitchKING said:


Hell yeah man! Hope all is going well in these crazy times we’re living in! 
 

Any new retextures lately? 😉 

 

 

 

A few but nothing Haleks wants to put in Ravage. lol

 

Just a custom helmet for Assetto corsa.

 

Some days, Ravage feels more like practice then a game in 2021 lol

 

D7nKYD1.jpg

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