EO 11274 Posted September 15 6 hours ago, Vald77r said: The "vehicle damages" function is broken in the vehicles module. It doesn't matter if the function is on or off because the cars that always appear are rusty. Is there a command to fix this? Vehicle Damages ON/OFF works fine and as intended for me, from my understanding this feature is for existing vehicles, meaning hand placed vehicles and doesn't cover vehicles/wrecks spawned by the module. No? Share this post Link to post Share on other sites
Vald77r 20 Posted September 15 24 minutes ago, EO said: Vehicle Damages ON/OFF works fine and as intended for me, from my understanding this feature is for existing vehicles, meaning hand placed vehicles and doesn't cover vehicles/wrecks spawned by the module. No? As far as I remember, on/off worked differently before - damage and rust were not the same thing. If there is some global command for spawning vehicles to disable rusty textures - please write. Share this post Link to post Share on other sites
EO 11274 Posted September 15 @Vald77r Again, I thought Vehicle Damages just handled the visual appearance of hand placed vehicles and in this regard still works as intended, ON for rusty textures, OFF for vanilla textures. It's my understanding the Vehicles Intact Ratio percentage handled the mechanical integrity of both hand placed and spawned vehicles. Share this post Link to post Share on other sites
BroussardH 0 Posted September 20 @haleks Could you write a script that will empty the explored loot sources outside the player's certain radius zone (e.g. 2000 meter)? Maybe then the save file wouldn't grow to 500+ MB after a few days of playing and it wouldn't take 5-6 minutes to load a save. Therefore, these checked garbage heaps, boxes, car wrecks, and cabinets should be empty and treated by the system as if they had not been checked yet. It does not save their data. I assume that the mod saves the data of all such explored loot sources, which is why the save files grow. Share this post Link to post Share on other sites
BroussardH 0 Posted September 20 On 9/15/2024 at 3:05 PM, pvt. partz said: @BroussardH Have a look here... https://imgur.com/a/kSqoNBf ...Also, Rydygiers Pilgrimage mission has a cleanup script you might research. I hope we're talking about the same thing? I don't know the Rydygiers Pilgrimage mission, and I don't understand how to include another script in a scenario. Share this post Link to post Share on other sites
rsoftokz 288 Posted September 21 9 hours ago, BroussardH said: I don't know the Rydygiers Pilgrimage mission, and I don't understand how to include another script in a scenario. If you don't know Pilgrimage, you miss the best mission never ever written for SP Arma 3 missions. and if you don't know about scripting, don't touch a single line. Share this post Link to post Share on other sites
Recaldy 91 Posted October 25 Ravage isn't used in every scenario but it IS present in several of them... Latest project is a Single Player Campaign focusing on Stratis and what could be beneath it! (featuring the Cytech terrain) https://steamcommunity.com/sharedfiles/filedetails/?id=3353813001 Unforeseen Consequences features Stealth, Horror, ground and air vehicle action and CQC room clearing. Thanks for playing! 2 Share this post Link to post Share on other sites