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the script is some pages ago but ....

 

just create your mission, add this AT THE END of the init.sqf of your mission:

waitUntil {!isNil "rvg_gearlist"};
	{
	0 = rvg_mainWeapons pushBack _x;
	} 
forEach ["FLAY_CompoundBow",
"FLAY_RecurveBow",
"other_gun_classname_of_your_choice",
"other_gun_classname_of_your_choice"];

this example with the clasnames for Flay's bows, you can add as many class names of weapons as you want.

 

Flay bows magazines are... one reusable arrow only....
so you'll need more arrows. you can add them in the general "loot"  for AIs (what you'll find in backpacks, vests, uniforms of Bandits you'll have to kill)

 

then add this to the previous script

        {
	0 = rvg_Items pushBack _x;
	} 
forEach ["FLAY_acc_Quiver",
"FLAY_acc_Quiver_7B",
"FLAY_acc_Quiver_7HE"];

and you'll find all the quivers for your bow then

 

the first one is "precision" arrows

the second one is broadhead arrows

the third one is "Rambo style" with explosives heads.

 

rvg_mainweapons  means standard weapons

rvg_weapons for military grade weapons
rvg_lmg  for machine guns

rvg_items are standard items you'll find on Bandits bodies

rvg_uniqueItems are items rarest to find (like tools boxes, geiger counter etc...) 

rvg_uniformes_lv1 for standard uniform, lv2 for military uniforms, lv3 for radiation protective suits

rvg_weaponsItems for all weapons lights, sights, silencers and any attached weapon accessories

 

this script will only modify the GEARLIST and allow you to find added stuff on bandits, renagades and survivors, not into loot containers.

 

 

this is the script added in the ROADS init for example:

waitUntil {!isNil "rvg_gearlist"};
	{
	0 = rvg_mainWeapons pushBack _x;
	} 
forEach ["FLAY_CompoundBow",
"prpl_benelli_pgs_rail",
"prpl_benelli_14_pgs_rail",
"arifle_mas_aks_74_sf",
"hgun_mas_glock_F",
"hgun_mas_grach_F",
"hlc_smg_mp5k_PDW",
"hlc_smg_mp5k",
"hlc_rifle_M4",
"RH_python",
"RH_cz75",
"RH_fn57",
"RH_g17",
"RH_g19t",
"RH_tec9",
"RH_bull",
"RH_bullb",
"RH_muzi",
"RH_kimber",
"Pstl11x23_SAARevolver",
"Pstl9x19_CZSP01",
"Auto792x33_MP44",
"Smg9x19_MP5A5",
"ffaa_armas_sdass",
"ffaa_armas_sdassc",
"ffaa_armas_ump",
"ffaa_armas_hkmp5pdw"];
	{
	0 = rvg_Weapons pushBack _x;
	} 
forEach ["Ej_akmtac",
"ej_aa12t",
"ej_m460",
"ej_m4a1mkey",
"ej_hk41610mk",
"ej_scar",
"ej_scarstandardmk",
"prpl_benelli_14_rail",
"prpl_benelli_rail",
"prpl_benelli_14_pgs_rail",
"arifle_mas_saiga",
"arifle_mas_aks_74_sf",
"arifle_mas_aks_74_sf_gl",
"ej_hk4161060",
"hlc_rifle_M4",
"hlc_rifle_aku12",
"RH_g18",
"RH_usp",
"RH_fnp45t",
"Auto545x39_AK105",
"Auto556x45_CQM4",
"AG_MP9",
"AG_MP9_sand"];
	{
	0 = rvg_Items pushBack _x;
	} 
forEach ["FLAY_acc_Quiver",
"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty",
"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"];
	{
	0 = rvg_uniqueItems pushBack _x;
	} 
forEach ["ej_PVS14",
"SureFire_ej",
"ibexsmg_ej",
"A3_GPNVG18b_F",
"NVGoggles_mas_18",
"ffaa_nvgoggles",
"FLAY_acc_Quiver_7B",
"FLAY_acc_Quiver_7HE",
"RH_SFM952V_tan"];
	{
	0 = rvg_uniforms_lv1 pushBack _x;
	} 
forEach ["U_RavenPMC",
"TRYK_U_B_BLK_OD",
"TRYK_U_B_NATO_OCP_BLK_CombatUniform",
"TRYK_U_pad_hood_CSATBlk",
"U_mas_usd_B_founiform1_o",
"U_mas_usd_B_founiform2_o",
"U_mas_usd_B_founiform4_o"];
	{
	0 = rvg_uniforms_lv3 pushBack _x;
	} 
forEach ["TRYK_U_B_PCUHsW3",
"TRYK_U_B_PCUGHs",
"TRYK_U_B_PCUGHs",
"TRYK_U_B_PCUODHs",
"TRYK_U_B_PCUHsW5",
"TRYK_U_B_PCUHs",
"U_mas_usd_B_founiform10_o",
"U_mas_usd_B_founiform9_o",
"U_mas_usd_B_founiform11_o",
"U_mas_rus_O_Gorka_uniform_f",
"U_mas_rus_O_nbc",  
"U_mas_mar_B_wint",
"U_mas_mar_B_nbc",
"U_mas_it_B_pcu",
"U_mas_uk_B_CRW",
"U_mas_uk_B_NBC",
"U_mas_uk_B_pcu"];
	{
	0 = rvg_WeaponItems pushBack _x;
	} 
forEach ["muzzle_snds_L",
"acc_mas_flash_gun",
"muzzle_mas_snds_AK",
"SRS_ej",
"SureFire_ej",
"SFLMGMini_ej",
"HLC_Optic_1p29",
"muzzle_snds_AK545",
"RH_M6X",
"RH_X2",
"RH_X300",
"RH_anpvs10",
"RH_SFM952V",
"RH_SFM952V_tan",
"RH_eotexps3",
"RH_eotexps3_tan",
"ibexsmg_ej"];
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the script is some pages ago but ....

 

....

 

 

Thanks much for posting this. I know that the first post has already become pretty big, but maybe Haleks could edit this in the first post? It won't take long and then this post will be lost again, and there will be other people asking for this function... :ph34r:  

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Hi !

 

Just tried again yesterday afternoon, and here is the mods I used with Ravage without any problems.

 

Just a little error message when shooting about memory that can't be "read", but no more error since.

Surely an isolated one.

 

List of mods :

 

@CBA_A3 : Community Base Addons, always updated.

@RAVAGE : Ravage Mod.

@ACE : Latest and complete version of Advanced Combat Environement.

@ASR_AI3 : The version corrected and updated by raptoer.

@CUPIsl : Pack of islands from the Community Upgrade Project.

@FX : Contain the Blastcore FX effect, the smoke CS, the tracer and non-blinding sun, not the cloud one.

@Gear : Some mods concerning the gear aspect, uniforms, vests, etc.

@Gpl : Some gameplay modifications from my selection, like alternative third person, blood mist, less waypon sway, VCOM driving, and some others.

@Isl : Some islands designed for ArmA III and ArmA II.

@Oth : Like objects pack, for example.

@RHS : RHS : AFRF and RHS : USF complete mod.

@Snd : Sound modifications, the mighty GAU-8 and the Dragon Fyre Lite mod, the JSRS sound mod for HLC weapons and the no closure mod for BI weapons.

@Veh : Vehicles mods.

@Wea : Some weapons mods, like HLC, SMA, RH, and some others.

@WeaRen : My personnal mods that rename weapons by their real names. I mean, real names. Not approximative real names like A.C.E mod.

@WeaAlt : My personnal alternative configurations for suppressors in each weapons, BI and modded ones included.

 

No problem or error messages detected, but the Ravage mod seems to not using all the content, I don't have all the effects in mind so I can't really say.

If using the Virtual Arsenal during game in Ravage, all the elements are listed and useable.

 

Maybe it can help !

 

Thanks again for this mod, that's great.

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for those are interested

 

Bad benson has made a RC version of his newest Enhanced Mouvement mod updated for Arma 3 1.54. 

 

HERE

 

but he needs Tests and feedback on his thread.

 

so maybe we can help both of haleks and Him playing RAVAGE with EM....

 

 

just an idea.

 

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Wow. This is remarkable. Thanks, Cosmic. I can't believe how easy this turned out to be. :) I got Esseker up and running in less than 5 minutes.

I do have a few questions/comments.

1. For me, using the vanilla editor, your instructions using the "marker" tab don't show up. I see in the video you use an editor that looks a bit different than mine. When I zoom out using the default editor, your instructions don't appear.

2. I'm wondering if I set up everything correctly. In the modules, I had "walkers" as the only zombie type. Yet when I played there were still runners. I'm wondering if when I copy/pasted your Template on a new map to my "user mission" if I made a mistake. When I copy your template's info (the description.ext, init.sqf, etc), am I supposed to overwrite my mission.sqm? I'm assuming not so I didn't. Was I supposed to? I figured I'd want to keep my custom mission.sqm but I figured I'd ask. Does the mission.sqm get copy/pasted too?

3. Do you have any general suggestions where to drag any of the markers/icons? Specifically the airport one of it's not obvious where an airport on the map is located, and...

3b. Anything relating to bandits/yellow vehicle markers, etc. I loaded up a mission in Esseker using your template and when I found a military base, there were no bandits. I'd assume this would be a very dangerous location but it only had zombies. Are bandits programmed to find there key locations organically?

Anyway, this is excellent. Thanks so much. You deserve a front page link IMO. I've never seen a mission this easy to post before. Great job!

 

1. So you click on markers in the editor and you can see the spawn markers but not the big white text on the left from the video... that is odd.. i just checked the mission sqm and they are in there... cant say what that is...

 

2.I had runners and walkers too. Even tho I set it to walkers only. So that is something with the module or parameters. And another good call. Didn't think to remind of that. You are right DON'T overwrite mission sqm when you copy and paste the files over. 

 

3.you have to move the bandit camps (the ones with the triggers) to applicable locations and if you  want spice them up a bit ;). Thats up to each person to move them within the applicable map and gameplay context i guess. you can copy and paste more and add empty  vehicles etc. just remember some vehicles will spawn destroyed based on the ravage vehicle module parameters... i have also historically beefed up the camps with maybe a few random patrols and dumped an ammobox of some type as a risk/reward for assaulting a base thing. lots of things you can do

 

I really just put it out there for a few of you guys to make it easier to get all the great features of the vanilla mission into other maps quickly without too much fuss. Should allow you to customize your missions a bit faster and focus on that rather than getting it all working on a new map. I had made it for myself when ravage first came out. But then lost it in a reformat so thought i would redo it again after reading the thread from awhile back.

 

Enjoy!

 

ps i added some additional instructions under the video link in a spoiler to save space in the thread, to cover some of the shortcomings in the instructions.

If you need to relink to that post. In the top corner of each post next to the post number is the share button that gives you the direct link to the post.

like so 

 

https://forums.bistudio.com/topic/183264-ravage-mod/?p=2947280

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Very nice work on the template cosmic! The only thing I can add is that you probably need to set the Crawlers number to 0 if you don't want any runners (I really need to find them a better name... What about "Bolters"?).

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the script is some pages ago but ....

 

just create your mission, add this AT THE END of the init.sqf of your mission:

waitUntil {!isNil "rvg_gearlist"};
	{
	0 = rvg_mainWeapons pushBack _x;
	} 
forEach ["FLAY_CompoundBow",
"FLAY_RecurveBow",
"other_gun_classname_of_your_choice",
"other_gun_classname_of_your_choice"];

this example with the clasnames for Flay's bows, you can add as many class names of weapons as you want.

 

Flay bows magazines are... one reusable arrow only....

so you'll need more arrows. you can add them in the general "loot"  for AIs (what you'll find in backpacks, vests, uniforms of Bandits you'll have to kill)

 

then add this to the previous script

        {
	0 = rvg_Items pushBack _x;
	} 
forEach ["FLAY_acc_Quiver",
"FLAY_acc_Quiver_7B",
"FLAY_acc_Quiver_7HE"];

and you'll find all the quivers for your bow then

 

the first one is "precision" arrows

the second one is broadhead arrows

the third one is "Rambo style" with explosives heads.

 

rvg_mainweapons  means standard weapons

rvg_weapons for military grade weapons
rvg_lmg  for machine guns

rvg_items are standard items you'll find on Bandits bodies

rvg_uniqueItems are items rarest to find (like tools boxes, geiger counter etc...) 

rvg_uniformes_lv1 for standard uniform, lv2 for military uniforms, lv3 for radiation protective suits

rvg_weaponsItems for all weapons lights, sights, silencers and any attached weapon accessories

 

this script will only modify the GEARLIST and allow you to find added stuff on bandits, renagades and survivors, not into loot containers.

 

 

this is the script added in the ROADS init for example:

waitUntil {!isNil "rvg_gearlist"};
	{
	0 = rvg_mainWeapons pushBack _x;
	} 
forEach ["FLAY_CompoundBow",
"prpl_benelli_pgs_rail",
"prpl_benelli_14_pgs_rail",
"arifle_mas_aks_74_sf",
"hgun_mas_glock_F",
"hgun_mas_grach_F",
"hlc_smg_mp5k_PDW",
"hlc_smg_mp5k",
"hlc_rifle_M4",
"RH_python",
"RH_cz75",
"RH_fn57",
"RH_g17",
"RH_g19t",
"RH_tec9",
"RH_bull",
"RH_bullb",
"RH_muzi",
"RH_kimber",
"Pstl11x23_SAARevolver",
"Pstl9x19_CZSP01",
"Auto792x33_MP44",
"Smg9x19_MP5A5",
"ffaa_armas_sdass",
"ffaa_armas_sdassc",
"ffaa_armas_ump",
"ffaa_armas_hkmp5pdw"];
	{
	0 = rvg_Weapons pushBack _x;
	} 
forEach ["Ej_akmtac",
"ej_aa12t",
"ej_m460",
"ej_m4a1mkey",
"ej_hk41610mk",
"ej_scar",
"ej_scarstandardmk",
"prpl_benelli_14_rail",
"prpl_benelli_rail",
"prpl_benelli_14_pgs_rail",
"arifle_mas_saiga",
"arifle_mas_aks_74_sf",
"arifle_mas_aks_74_sf_gl",
"ej_hk4161060",
"hlc_rifle_M4",
"hlc_rifle_aku12",
"RH_g18",
"RH_usp",
"RH_fnp45t",
"Auto545x39_AK105",
"Auto556x45_CQM4",
"AG_MP9",
"AG_MP9_sand"];
	{
	0 = rvg_Items pushBack _x;
	} 
forEach ["FLAY_acc_Quiver",
"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",
"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty",
"rvg_rustyCanEmpty",
"rvg_beansEmpty",
"rvg_baconEmpty",
"rvg_spiritEmpty",
"rvg_frantaEmpty"];
	{
	0 = rvg_uniqueItems pushBack _x;
	} 
forEach ["ej_PVS14",
"SureFire_ej",
"ibexsmg_ej",
"A3_GPNVG18b_F",
"NVGoggles_mas_18",
"ffaa_nvgoggles",
"FLAY_acc_Quiver_7B",
"FLAY_acc_Quiver_7HE",
"RH_SFM952V_tan"];
	{
	0 = rvg_uniforms_lv1 pushBack _x;
	} 
forEach ["U_RavenPMC",
"TRYK_U_B_BLK_OD",
"TRYK_U_B_NATO_OCP_BLK_CombatUniform",
"TRYK_U_pad_hood_CSATBlk",
"U_mas_usd_B_founiform1_o",
"U_mas_usd_B_founiform2_o",
"U_mas_usd_B_founiform4_o"];
	{
	0 = rvg_uniforms_lv3 pushBack _x;
	} 
forEach ["TRYK_U_B_PCUHsW3",
"TRYK_U_B_PCUGHs",
"TRYK_U_B_PCUGHs",
"TRYK_U_B_PCUODHs",
"TRYK_U_B_PCUHsW5",
"TRYK_U_B_PCUHs",
"U_mas_usd_B_founiform10_o",
"U_mas_usd_B_founiform9_o",
"U_mas_usd_B_founiform11_o",
"U_mas_rus_O_Gorka_uniform_f",
"U_mas_rus_O_nbc",  
"U_mas_mar_B_wint",
"U_mas_mar_B_nbc",
"U_mas_it_B_pcu",
"U_mas_uk_B_CRW",
"U_mas_uk_B_NBC",
"U_mas_uk_B_pcu"];
	{
	0 = rvg_WeaponItems pushBack _x;
	} 
forEach ["muzzle_snds_L",
"acc_mas_flash_gun",
"muzzle_mas_snds_AK",
"SRS_ej",
"SureFire_ej",
"SFLMGMini_ej",
"HLC_Optic_1p29",
"muzzle_snds_AK545",
"RH_M6X",
"RH_X2",
"RH_X300",
"RH_anpvs10",
"RH_SFM952V",
"RH_SFM952V_tan",
"RH_eotexps3",
"RH_eotexps3_tan",
"ibexsmg_ej"];

Could Haleks incorporate this into Ravage mod itself? I'm okay with ROADS, however I like Ravage with Zeds etc. but it currently doesnt utilize many weapons/attachments from weapon packs.

P.S. and can PLEASE someone explain how to put quoted comment as "spoiler". I dont like that my posts/quotes take half the page. :/ Thanks.

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It is already a part of Ravage !

If you use Ravage showcase mission, you have to extract it from ravage.pbo copy and paste all folders and files into a folder named " ravageSP.altis in your documents/arma3/missions/

Then open the init.sqf and add the script I gave in example

Once done, start arma 3 with the mods you want and launch the mission from the editor or recompile all in a pbo file

For the spoiler type this (spoiler) but type [ and ]instead of ( and ) at the beginning of what you want to hide

Then type

at the end

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It is already a part of Ravage !

If you use Ravage showcase mission, you have to extract it from ravage.pbo copy and paste all folders and files into a folder named " ravageSP.altis in your documents/arma3/missions/

Then open the init.sqf and add the script I gave in example

Once done, start arma 3 with the mods you want and launch the mission from the editor or recompile all in a pbo file

For the spoiler type this (spoiler) but type [ and ]instead of ( and ) at the beginning of what you want to hide

Then type

at the end

Thanks for

spoiler

explanation, but as for that part with weapons, I'm not proficient with messing with those files, so I'll just play without it. Maybe someday Haleks will add more weapons/attachments from the weapon packs (he said it was time consuming to add more), and I'll play as it is now.

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I understand.

By the way I am really thinking to build a "zombie" version of ROADS....

Already have a name : ROADZ

And for Haleks and Ravage, to add this weaponry to the lost system , I guess he have to make some new loot lists ....

It will take time, yes

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Hotfix released!

 

01331 hotfix

Fixed :

player was not always able to gut killed animals.

Minor improvements to the weight/anim speed function.

Resized raw & cooked meat icons.

 

drive_logo.png

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Thanks Haleks for the update.

 

I understand.
By the way I am really thinking to build a "zombie" version of ROADS....

Already have a name : ROADZ

 

Haha, obvious name is obvious. BTW. RsoftokZ, OMG.

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Great mod, lot of play before new update (v0.1.331), i got error "contains bad link to a static object. Open it in the editor and save it again."

when continue, zombies not showing up. i got arma3 v1.52

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@Haleks

 

Is there some *solid reason to discard my last save...or...

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@Haleks

 

Is there some *solid reason to discard my last save...or...

Nah, you should be able to keep the current one. ;)

 

@tooff : your game is outdated, update to 1.54.

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Hey haleks, don't know if you did something, but it seems like the music and the weather isn't changing anymore when you are doing a save. Thanks man! :)

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Hey haleks, don't know if you did something, but it seems like the music and the weather isn't changing anymore when you are doing a save. Thanks man! :)

Oh. Thanks for reminding me. I don't think the music module is working either.

At least when turning it on and and previewing the mission.

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Goddamn, I totally forgot to look into the music module before updating...

Weather however hasn't been changed and should be cycling as it always had (it certainly did on my last run).

@Marduk1813 : Try to make sure that another mod isn't causing conflicts, and report back if it keeps happening. ;)

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Well, just to clearify: I reported some weeks ago that all time I did a save the music skipped and the weather instantly changed. This realy fucked up the immersion. Seems like that is fixed so everything here is good now.

 

If it happens again I report it.  :)

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@Haleks

 

I'm playing V.0.1.331 for a couple of hours.

weather works for me

music works for me

survival works for me ( I've slept a couple of hours in the game, all is fine)

loot works for me (lot of empty cans.. a few hoses, one can opener, lot of mags for my AK, tactical bacon, beans,  dirty water, empty canteen...... what else?)

I didn't took time to hunt and try guting animals (I'll do once I have th knife)

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@Rsoftokz

 

Roads doesn't have Zombies? Mind if I use it as a template for my next mission? I don't ever release my missions, so it shouldn't be an issue.

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@Lauren

be my guest  :) 

 

the original files belongs to Haleks as ROADS is nothing else than the showcase mission upgraded with some stuff around.....

yesterday I tried to add this  (quickly just for a test before I go to sleep )

it doesn't seems to work on my side (even the showcase mission on Altis ) .....
I might have missed something (I guess a line to execute the init maybe  :P  :D  )

 

wanted all the stuff I added to be found in  a loot system

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