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This mod does not play when downloading by itself and with Bacons ravage patch.

 

Help?

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Since the latest game update the mod seems to be completely broken. Even with bacon's patch, the mod just seems to crash itself. 

I tried launching it on Xbox, the error I'm getting is:

 

Compile Error

Can't compile "Game" script module!

 

scripts/Game/AI/ScriptedNodes/Soldier/RVG_AIGetShooter.c(36): Cannot convert 'float' to 'SCR_AIUtilityComponent' for argument '0' to method 'Update'

 

This is the error message I'm getting, is there any fix planned? 

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@PolskiOski : Thanks for reporting!

 

I'm working on a fix right now; beyond that error (already fixed on my dev build), that update broke the AI BT nodes... again. 😅

While I fix them, I'll probably tweak their behavior a bit more (their pathfinding needs improvements) - the next update should also feature improved textures for the infected.

 

Sorry for reacting a bit late on this folks, RL work has kept me away from doing much modding lately. 😕 

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I gotta say, even though I have no love for Reforger and its full on MP orientation, working with the workbench is always nice.

The game breaking issues caused by the last updates were easy to fix, and I've already made some sensible improvements to the infected behavior. 🙂 

 

Here's a preview of the next changelog :

Quote

v105
* fixed script compilation error
* added Entity Catalog to Infected Faction
* fixed BT using obsolete scripted nodes
* fixed infected being unable to sprint and attack at the same time
* Infected can now jump over obstacles in their idle state
* BT tweaks & optimisation

 

I'm considering lowering their sprint speed even more, now that they will happily try and grab their target while chasing it - previously they had to slow down a bit before they could attack, which made them easier to evade...

I'm not sure how much of a threat they were in a solo/coop environment though, so any feedback is welcome in that regard.

 

I'm going to take the time this week-end to rework their textures, fix some minor errors, and maybe adjust their audio configs; the update should be ready in a few days. \o/

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Hello chaps,

 

Here comes another update !

 

 

Ravage v1.0.5
* fixed script compilation error
* added Entity Catalog to Infected Faction
* fixed BT using obsolete scripted nodes
* fixed infected being unable to sprint and attack at the same time
* Infected can now jump over obstacles in their idle state
* BT tweaks & optimization
* The Request Climb scripted node now enters a FAIL state if climbing isn't needed
* Infected no longer try to move to their target if they are close enough
* Reduced leading movement time during chase sequence
* fixed infected using an obsolete voice amplitude config
* fixed obsolete keywords following recent Reforger updates
* improved infected textures

 

 

The mod is playable again, and the patch features several AI improvements & optimization.

Note that infected audio needs further tweaks - sound occlusion doesn't seem to work properly, and audio levels need to be adjusted to work better with their amplitude config. Another thing to keep in mind, regarding zeds being able to climb in their idle state : the original plan was to limit that feature to low obstacles, but the current functions related to climbing don't seem to be 100% working right now... I was unable to obtain the data I'd need to distinguish between climbing and vaulting - at least not in a reasonable or optimized way; so that will need some adjustment too.

 

Have fun guys !

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Wrong Ravage thread lol, sorry.

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mod works great, thank you for your hard work.

 

is there a way to make the infected react to gamemaster waypoints? or is there an alternative technique to have a bit more control where there are going / roaming to?

 

edit: just read they should work. will test again, but at first try they seemed to ignore them.

 

edit2: yeah, no reaction even with ai mod disabled 😞

 

Edited by nomisum

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Good luck with the mod Haleks. I had no plan to buy reforger but i eventually will for Ravage.

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Hi @haleks! i am very new to Reforger, but playing Arma games since 2011. I’ve been a server hoster since around 2012. Anyway, curious - I have seen your Ravage mod working on other servers. Is there something special I need to do to make them spawn? I'm hoping for dynamic spawned zombies. I read through the posts here and saw you focused more on static spawn zombies.

 

I added Ravage mod to my dedicated server, ran around to cities and military places, but they are not spawning. To test, I'm running some published mission that I've seen them spawning, so I would think this is built into that mission. This is the mission I'm using to test: https://reforger.armaplatform.com/workshop/5CE4A5E8EB277FD7-Dayz. <-- This mission is really cool BTW.

 

Anyway. Thanks for your mod and any reply. No worries if you're too busy; I'll probably stumble upon the magic sauce to make it work someday. lol

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Hi @haleks! I have been a great fan of your Ravage mod since Arma 3, it was one of the base mods in all my scenarios. Since Reforger was published I make scenarios only in Reforger with more or less success. Is there a chance that you would update Ravage to the current Reforger?  Unfortunately the Reforger 1.0 update killed it.
 

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You’re amazing & I’m hoping for an update, and Continue. I’ve been a fan & the zombies are amazing. Still waiting & have my fingers crossed. Especially after getting my friends into Arma reforger

 

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On 1/24/2024 at 5:12 AM, Greasy_Randingo said:

Hey @haleks is this coming back at any point? Would really love to see a return 😞

 

Honestly, being a Single Player kinda guy, and now that it's clear that Reforger won't ever be SP-friendly, my interest in modding it has pretty much vanished...

I might boot it up some day and fix it, but I reckon it will be the last time I touch anything Reforger-related.

 

Although I do need to fix (ideally replace) my CPU first... 😑

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You might want to edit or remove your Discord link in the first page. It's over run by Russian spammers advertising porn.

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