FireWalker 329 Posted May 12, 2016 So it's loading the default starting kit script when the unit is revived using the bis system? Probably a little complicated, but I'm building a PvP / PvE mission based on Ravage and wanted to try adding a random loadout if a player was forced to respawn. Really all it did was give them some random clothing and maybe a better vest than the initial loadout. The random loadout script works perfectly... but... It causes some undesired side effects: 1. When you are revived (BIS) it resets your loadout to the initial spawn loadout (you loose all your current gear) 2. Player persistency does not work on the server. (works perfectly when previewing multiplayer through the editor) Aside from these two rather problematic issues, the initial loadout is correct and if you respawn it calls the random loadout. So, I start the initial spawn loadout wiht the units init. Pretty standard: enableSentences false;removeallassigneditems this;removebackpack this;removevest this;removeheadgear this;removeuniform this;this adduniform "U_B_CombatUniform_mcam_tshirt";this addvest "V_Rangemaster_belt"; this additem "FirstAidkit";this addItem "itemWatch";this additem "itemMap";this additem "ItemCompass";this assignitem "itemwatch";this assignitem "itemmap";this assignitem "itemcompass";this addmagazine "30Rnd_9x21_Mag";this addmagazine "30Rnd_9x21_Mag";this addmagazine "30Rnd_9x21_Mag";this addmagazine "16Rnd_9x21_Mag";this addmagazine "16Rnd_9x21_Mag";this addmagazine "16Rnd_9x21_Mag";this addweapon "SMG_02_ACO_F";this addweapon "hgun_P07_F"; Then on respawn I have a " onPlayerRespawn.sqf " file : babe_temperatur = 37; if (!alive player) exitWith {}; player execVM "load_no_nvg.sqf"; And the " load_no_nvg.sqf " starts like this: //sleep 0.3; if (!alive player) exitWith {}; removeVest _this; _vests = ["V_TacVestCamo_khk","V_TacVest_oli","V_TacVest_khk","V_TacVest_camo","V_TacVest_brn","V_TacVest_blk","V_HarnessOSpec_gry","V_HarnessOSpec_brn","V_HarnessOGL_gry","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessO_brn","V_Chestrig_rgr","V_Chestrig_oli","V_Chestrig_khk","V_Chestrig_blk","V_BandollierB_rgr","V_BandollierB_oli","V_BandollierB_khk","V_BandollierB_cbr","V_BandollierB_blk"]; _count = count _vests; _this addVest (_vests select floor random _count); and that goes on, of course and eventually adds the items. Share this post Link to post Share on other sites
FireWalker 329 Posted May 12, 2016 ok, well when I looked at the files as i posted them above, it appears that I have " if (!alive player) exitWith {}; " redundantly in two files. So I commented out that line in the " load_no_nvg.sqf " file and did some testing. I can get repeatable results like this: If I join and spawn in, I can abort out of the mission and rejoin at the same location, so it would seem that persistence works. However, if I respawn and run around, and then abort, when I rejoin it starts me fresh. From this point I can run around and abort out again and when I rejoin the persistence works again. Just confused my self a little. Anyway, persistence doesn't seem to work for me if I respawn. It only works after I join the server fresh. 10minutes later: And, I just duplicated the issue in your mission: 1. If you join, run around, abort out, log back in you will start where you left off. 2. If you join, respawn, abort out, log back in you will start fresh again. Mind you, this may only be applicable on my server, I don't yet know whats causing it. Everything seems to work great through the editor. Share this post Link to post Share on other sites
Stormforge 37 Posted May 12, 2016 Didn't know where else to post this. Had a few thoughts on the Bad Benson Temperature System. Would it be possible to include this with Ravage or as it's own module? Could this be set on both a positive and negative scale? Use 37C as the center point. Might need to set up some type of hourly ambient temperature. Nights would be cooler and days warmer. If a certain weather type like rain or cloudy is happening it adjusts the base temp. Below a certain temp limit your body temp will fall and you would need to use the current system to compensate. Above another temp limit and your body heat will rise and need to drink water to lower it and shade to keep it from rising further. Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 12, 2016 @firewalker. Something odd with repawn. Will try to test and see if we can find a work around for it when I can reproduce and show Haleks. @stormforge. It's a good idea. Especially for warmer maps. Can't guarantee it will happen but we usually come back to things at some point. It's been a bit of a break for everyone lately and we haven't been as active on all these little side projects but I'm sure we will get back to it at some point. The helmet knock off took most of my attention this week lol... and I won't lie... I'm playing the division solo and having a good time with the change of pace Share this post Link to post Share on other sites
haleks 8212 Posted May 14, 2016 It's been a bit of a break for everyone lately and we haven't been as active on all these little side projects but I'm sure we will get back to it at some point. Oh, that we shall. As soon as the RL job gives me a break... <_< 1 Share this post Link to post Share on other sites
Coul 11 Posted May 14, 2016 I am hoping to get the other 3 Altis version out this week then start releasing a few other maps with the same structure... This still happening? Share this post Link to post Share on other sites
FireWalker 329 Posted May 14, 2016 Oh, that we shall. As soon as the RL job gives me a break... <_< Dont sweat it. Im almost scared right now if you release an update. Im getting close to a playable mission, gives me shivers to think I'd have a new version to deal with right now... lol, you know I'm just kidding. A little... Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 14, 2016 This still happening? My motivation has been sapped by the knowledge that with the 1.60 update... the way I play arma now will not be possible. I will try to get the other 3 altis versions out before that but I'm pretty sure once 1.60 hits main branch my arma days will be few and far between... Share this post Link to post Share on other sites
EO 11274 Posted May 14, 2016 but I'm pretty sure once 1.60 hits main branch my arma days will be few and far between... Where's the dislike button when you need it...... :( 1 Share this post Link to post Share on other sites
FireWalker 329 Posted May 15, 2016 Where's the dislike button when you need it...... :( Lol, so much negativity... lol Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 16, 2016 Lol, so much negativity... lol it was driving me nuts for days but a fix has been found and I can get on with it lol I just need to do a few quick tests on the other 3 altis versions and then they are ready so in the next day or so they should be out. 2 Share this post Link to post Share on other sites
Coul 11 Posted May 16, 2016 it was driving me nuts for days but a fix has been found and I can get on with it lol I just need to do a few quick tests on the other 3 altis versions and then they are ready so in the next day or so they should be out. Awesome, Glad to hear it. What was the problem with the 1.60 update that made you lose motivation? Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 16, 2016 Awesome, Glad to hear it. What was the problem with the 1.60 update that made you lose motivation? Immediate crash on launch... turns out 1.60 does not like a certain number of commandlines so if you have a lot of mods it starts to insta crash on launch... fix was to combine mods into one folder so less mods load, I combined all of cup into one folder for example... so really i can load the same mod count i just have to do it with less mod folders... not an ideal solution but it at least works for now so i can get over my rage lol part of the rage was that I really like my modset now and didn't want to have to give any up ^_^ and it didnt seem like anyone else was having the problem so I thought i would be SOL once 1.60 hits main branch Share this post Link to post Share on other sites
tortuosit 486 Posted May 17, 2016 a. Cause of 1.6 crash reason is still unclear to me b. In my testing, Ravage does not spawn any survivors in 1.6 but has sqf errors in the spawn module. Yeah, not fun. Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 17, 2016 Ok... have a go of this. a few small fixes marker names turned off by default but you can change that in parameters All 4 Escape directions v1.1 Altis.... for now let me know how it goes https://www.dropbox.com/s/yjfbto974iwwfbg/Escape1.1.zip?dl=0 4 Share this post Link to post Share on other sites
haleks 8212 Posted May 18, 2016 a. Cause of 1.6 crash reason is still unclear to me b. In my testing, Ravage does not spawn any survivors in 1.6 but has sqf errors in the spawn module. Yeah, not fun. Hi there! Do you have more details on those errors? My current DEV build seems to run fine on 1.60, but I want to make sure I'm not missing anything for the next update. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted May 21, 2016 Immediate crash on launch... turns out 1.60 does not like a certain number of commandlines so if you have a lot of mods it starts to insta crash on launch... fix was to combine mods into one folder so less mods load, I combined all of cup into one folder for example... so really i can load the same mod count i just have to do it with less mod folders... not an ideal solution but it at least works for now so i can get over my rage lol part of the rage was that I really like my modset now and didn't want to have to give any up ^_^ and it didnt seem like anyone else was having the problem so I thought i would be SOL once 1.60 hits main branch Just out of curiosity, how long is your modset? My current is active 45 mod folders (I usually do a lot of mixing, but I still keep some mods on individual folders due to unexplicable A3 conflicts that break functions or fubar savegames), so I guess I´ll be pissed off with 1.6 too? -mod=@CBA_A3;@EM;@mcc_sandbox;@CUP;@CUP_Terrains;@A3MP_AM;@PRKZ;@Australia;@Namalsk;@Helo_HMDs_Kimi;@mrt_accfncs;@MOCAP; @TRYK;@EricJ_Mods;@RHSAFRF;@RHSUSF;@RHSGREF;@Leights_OPFOR_OFFICIAL;@ace;@ACEX;@ACE_SM;@BWA3;@DynaSound;@MAS;@TPW_Mods; @usaf;@jb_enhanced_launchers;@theseus_services;@HLC_REP_CSAT_NATO;@MELB;@KA_weapons;@US_75th_Ranger_Regiment;@ravage;@SRCW_mod; @P90;@US_Military_80_90;@TwistedAllTheWeapons;@drSkill -maxMem=8192 Why does BIS takes this badsteps? Shortcomings for a so called "improvement on performance"? I gotta play your mission again, been 10 days without my PC (energy source failure/swap ) but lately I´ve been busy at nights so I´m oniy playing short tactical missions (can´t even finish Bardosy´s A2 ported campaigns =/) Cheers buddies! Share this post Link to post Share on other sites
Lecter 66 Posted May 22, 2016 Ok... have a go of this. a few small fixes marker names turned off by default but you can change that in parameters All 4 Escape directions v1.1 Altis.... for now let me know how it goes https://www.dropbox.com/s/yjfbto974iwwfbg/Escape1.1.zip?dl=0 Are these 4 multiplayer or singleplayer missions for Ravage? Because it crashes as soon as I start it (assuming it's singleplayer) Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 22, 2016 Those are mp versions... but I can launch them in SP with a few errors with the parameters.Not sure why you are getting that... what version of arma are you on? @ Corp Lib They fixed it... its all working again... I'm running about 60 mods depending on what Im doing. 1 Share this post Link to post Share on other sites
neofit 65 Posted June 4, 2016 I can add in the sp radio menu. This would be awesome. I don't know how to turn sepia off without it. Also, just to make sure. In the SP version, you do not spawn with teammates but have to recruit them along the way? Because I've read talk along the lines of "how many teammates do you want?", then I spawn alone, so alone. Share this post Link to post Share on other sites
cosmic10r 2331 Posted June 4, 2016 This would be awesome. I don't know how to turn sepia off without it. Also, just to make sure. In the SP version, you do not spawn with teammates but have to recruit them along the way? Because I've read talk along the lines of "how many teammates do you want?", then I spawn alone, so alone. In the second post should be the single player version. That has recruit able units at the flagpole where you spawn. There should be an add action when you run up to the pole right in front of you saying recruit survivors and that will spawn randomly equipped units after selecting a few using the bon recruit gui. You can request any unit and it will randomize their gear so u don't actually have to scroll down to survivor in the listI'll add in that radio menu too... will try to update this weekend with a few bits and pieces.. 1 Share this post Link to post Share on other sites
neofit 65 Posted June 5, 2016 In the second post should be the single player version. That has recruit able units at the flagpole where you spawn. I am playing this SP version. I have simply missed the very obvious flagpole. You'd think that after hundreds if not thousands of hours in Domination one would automatically notice these teleport devices, but, oops. :) Also, I just had the same issue with team display in this mod as in your other mission, "Ravage - A Mission". I can reproduce it at will. Here goes. 1. I start a new mission: 2. I "Save and Exit", DO NOT quit Arma3, then Resume, no problem, same thing, the team is there. 3. I "Save and Exit", quit Arma to the desktop, restart it then hit "Resume": Only mods: CBA 2.3.1 + Ravage 0.1.35 and 0.1.36 If I recruit a teammate before leaving the game, upon Resuming: Same thing if I recruit after the team windows was blanked. Also, if I save before leaving the game, once the team window is borked, I can load this old save from when the window was OK, it does not fix the Team window. I don't know if it's a Ravage issue or an issue with some script you added to both your missions, but I am not sure it is wise to keep playing with such a borked team window, it may be an indication that something else is broken too. Also, no Statistics display in the Escape scenario? Come on, half the reason we play is to marvel at how many NPCs we have slaughtered ;), any way to add it back? Edit: I found the Ravage sample mission and it happens there too. So it is a Ravage problem. Share this post Link to post Share on other sites
Stormforge 37 Posted June 5, 2016 In the second post should be the single player version. That has recruit able units at the flagpole where you spawn. There should be an add action when you run up to the pole right in front of you saying recruit survivors and that will spawn randomly equipped units after selecting a few using the bon recruit gui. You can request any unit and it will randomize their gear so u don't actually have to scroll down to survivor in the list I'll add in that radio menu too... will try to update this weekend with a few bits and pieces.. Flagpole? Recruit survivors? What? Here I have been going solo this whole time until I find a survivor wandering around. Most games I do not see any at all. :lol: Might be a good idea to add that to the gameplay tips section in the first post. 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted June 6, 2016 Flagpole? Recruit survivors? What? Here I have been going solo this whole time until I find a survivor wandering around. Most games I do not see any at all. :lol: Might be a good idea to add that to the gameplay tips section in the first post. Works fairly well... reason I didnt add it to main thread is that is an addition to SP version only... Helps get going but they do run out of ammo quickly... kinda a pain in the rear... not sure how to handle that... maybe a special ammo crate in certain locations that refills all the ai ammo... 1 Share this post Link to post Share on other sites
neofit 65 Posted June 6, 2016 Helps get going but they do run out of ammo quickly... kinda a pain in the rear... not sure how to handle that... maybe a special ammo crate in certain locations that refills all the ai ammo... I haven't gotten too far away from the insertion point in this scenario, still waiting for the option to remove sepia, but what is the problem with rearming AI teammates? Are they special in any way, I mean different from the AIs in other scenarios? Sorry if I misunderstood you and the following is just a bunch of trivialities, but there are tons of ways to rearm AIs without scripting any special ammo containers. The "Rearm at <dead_enemy>" command. Not very useful though, since you don't exactly know where said enemy is and what your AI will take Get close to the AI, target its backpack, the option to "Open <backpack> appears", drop ammo there In some scenarios the previous option is replaced by an "Open backpack" option in the "6" command menu, drop ammo from you inventory into his (or maybe the previous option disappeared after a BIS patch, I haven't seen this one for some time) Order the AI to stop, drop some mags at his feet, "6" > Inventory, he will run to the pile (hopefully, if no other stuff is closer) and open his inventory, transfer the ammo from the ground into his inventory "6" > Open Inventory, he will open his "[G]ear" menu so you can swap ammo, weapons, etc. My preferred way: some scenario designers, like Rydygier in Pilgrimage and many others, add the option to switch to the character. Not only this allows you to more easily rearm him from the source you want, but will also allow you to manually get him unstuck when he can't find his way out of a room with one open door. You stock your ammo in a vehicle, the machingunner needs some, you switch to him, go to the car and voilà , can't be faster. Probably more ways I can't think of from the top of my head Share this post Link to post Share on other sites