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Everything posted by darkenraja
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Hoping someone can help me with the zombie spawn structure black list feature. I've started a Livonia mission with simple settings. Zombies are spawning at all the power lines. I've added all the powerline structures from Livonia to the blacklist, However they continue to spawn. I've formatted the array like the feature example shows. Any ideas?
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Hey Haleks, how does the loot respawn work? I'm over 10 days in game and most areas looted but nothing is coming back so I'm running out of stuff to loot.
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Has anyone noticed loot is not re-spawning after a certain amount of time like it used to. I've looted most areas now, and I'm up to 6 in game days and nothing has reset. Is this intentional or is something funny going on?
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Loving the new update. However I have a couple issues I've since run into: 1. I am yet to find any weapon optics in the demo mission. Have they been removed or is it just a very rare sawn? 2. Every so often, my character starts randomly aiming the weapon up. I can't look down the sights properly as a result. Mods I'm running: RHS (all) Bloodlust Frifths Ruin Ravage (obviously) CBA IFA3Lite
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Which towing mod are you using?
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Glad I bought it up in that case! I was driving around on the second day thinking to myself 'Wow there must be a lot of bad drivers on Altis!"
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I've been playing through the latest version for a few in-game days now. All I can say is that this mod is really coming together! Can't wait to see where it goes. I've noticed however that my performance seems to be getting affected by wreck spawns. It certainly doesn't degrade like it did before the new vehicle caching system - that appears to be doing its job - but it appears to be more certain areas where a multitude of wrecks continue to spawn. Some areas have multiple wreck spawn over the course of a day or so and they don't appear to be getting cleaned up, resulting in a massive drop to frame rate. I'm curious if this is an issue with the vehicle clean-up system not working aggressively enough or if the wreck spawning system is over doing it? Keep up the good work any how!
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So I've been watching TWD and I'm sort of thinking an awesome thing to include into ravage would be some sort of 'garrisoned' zombie script or situation. Basically you have your normal zombies that spawn around a structure or town. But then you also have a chance for a garrisoned fast zombie to spawn - basically creating a very tense scenario where you are investigating a house for loot and then a small chance that a zombie will be spawned inside. Ideas?
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It looks like there is a bug in which the ammo for a Zafir won't load into the gun, rendering it useless. Could be with the engine but I can use it fine in other game modes.
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Community Upgrade Project - CUP Terrains
darkenraja replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does anyone have a torrent for the CUP Complete file? I can't download it at all because the file is so large it keeps failing and then I have to start again. A torrent would work though. -
Hey Haleks. Congratulations on the new version. I'm currently playing through and it seems the balancing with weapons and loot seems a little more generous (in a good way). I haven't played long enough to see if my performance issues regarding vehicle spawns have been alleviated completely but it is looking good so far - I haven't noticed any degradation whatsoever after about 3 hours of play and additional wrecks aren't spawning which is a good sign! So I just want to say well done on all the hard work you've done. I had a couple of suggestions for future release implementations. My first is regarding recruited survivors. At the moment it appears that recruited survivors will just stay in your squad indefinitely. I'm not sure if this makes it difficult to go on lone-wolf missions or only taking certain survivors with you on patrols/raids etc but I thought it would be useful if you could somehow dismiss certain members so that they stay in an area or are put into high command. My example situation would be lets say I have found 4 additional survivors, including myself. We have managed to hole up in a safe area. I want to take 2 of the survivors with me on a night mission somewhere and have the others stay where they are but NOT be in my squad for the mission (akin to a 'guarding the base' type situation). Is there any way to implement this or something similar? My other suggestion is some form of rudimentary base building mechanics. I'm not really talking about what they have in Exile (though that would be cool). I more mean the ability to find ammo crates and have them loadable into vehicles so you can take them back to a safe area you could simply call your base and not have to rely soley on vehicles for storage. Perhaps some camo nets or barbed wire or sandbags just to give it a personal touch. I just thought that would give the game a bit of an endgame vibe to it. Keep up the amazing work!
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Community Upgrade Project - CUP Terrains
darkenraja replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've tested this on multiple servers and that does not appear to be the case. Core needs to be downloaded independently which is a damn shame. -
Community Upgrade Project - CUP Terrains
darkenraja replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have downloaded CUP Terrains Complete. However I notice on many servers that use extra maps they require CUP Core. I am wondering if it is possible to use the core modules from the complete pack so I can join the server and not have to spend hours downloading another 6GB of information I technically already have? Thankyou. -
With blue barrels you may not be using ones that are filled with water. If you look inside them you will see if they are or not. I believe some are empty, filled with grain/sand and also with rubbish. The water will look reflective inside if it's in there.
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When you say transmitter do you mean radio? I've found radios from time to time but never a transmitter.
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It has to be the mission - since this is the only one I'm playing that experiences severe performance degradation over time. Normally in other persistent missions the performance maintains solidly (usually until I die). However regardless of whether it is solely the mission is ultimately irrelevant - since the system people are running the mission on will be different from person to person, it's best to try and cater to as many people as possible. It is very possible that my system is struggling loading due to RAM or some other bottleneck at a certain point in the mission. Not everyone will experience the same performance. But I have noticed that the more wrecks and objects that load over multiple days of exploring seem to be an indicator that certain objects aren't caching out properly. In my current day at day 5 there are wrecks everywhere. It seems they continue to load in over time. I'm now playing with around 20-25 fps when looking out over water or even the ground and that value drops down to even 10-15 when looking anywhere else. For the first 2 days I'll have a solid 50-60 fps and there are very few car wrecks. That being said I am loving the absolute **** out of this mission. It's been the closest mission or game in a long time that makes me remember the good ol' STALKER days!
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I've located the save - how do I send it to you?
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Have just finished a 4 day play through of 1.331 - was really loving it for the most part and feel that the radiation and zombie damage are really starting to take great shape. The major issue for me is performance. Obviously at the start of the mission performance is great, however with each passing day it got exponentially worse. It felt like things weren't caching properly (though that may not have been the problem at all). By the third day it was extremely low fps and by the fourth day it was pretty much unplayable. Even with putting graphics settings on low it still didn't help much at all and I can only guess that playing much further it will have resulted in an unplayable mission regardless. The zombies seem to always know my location - even if I break line of sight at a distance. Maybe this is intentional but it just doesn't seem realistic - unless they have some crazy sense of smeel :P. That being said until the performance drops kicked in I was loving the mission immensely. I'm about to start my play through of 1.34!
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Ah that makes a little more sense. Thanks for clarifying. I might give it another go and tone down some of my system settings to check the features you added. But certainly any optimizations in terms of caching those objects would be a huge benefit to the additions you made. Thanks for the response!
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I just gave it a go. I'm not sure how much the original was changed and I don't know too much about creating and managing scripts in missions but the first thing I noticed was that the performance was quite bad. I pretty much had to stop playing after about twenty minutes because my game turned into a literal slideshow. It would appear that perhaps either too much is going on in the background or some optimizations need to be made. For reference the vanilla Ravage mod will maintain around 70fps and only drop noticeable in and around large cities. I'm aware this will depend on the hardware people are running but the vanilla Ravage is a good benchmark as to how a mission should be able to run. This was borderline unplayable in my experience. I really like the features you've added into it but perhaps some are straining the mission? Just my two cents.
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I'm having trouble getting your mission to work - it doesn't actually load. Can you be a little more specific on exactly which mods need to be running as the requirements you've listed don't seem to get it going. Mission file has been placed in the Missions folder and the other folder into my player profile. The following mods are running: CBA, ACE 3, allinarmastandalone, esseker, ravage, dawn of the dead skins, rhs (both parts). I even tried stripping back the mods and it still doesn't work so i think maybe you've forgot to list something.
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The radiation is still an obvious problem. I love the fact that it's in there - but the effect of rad pills versus how irradiated you are plus the area which is causing the radiation is just not clear enough. Even going into an area with rad pills feels like they don't do anything regardless of how many get taken and the gieger counter doesn't seem to help a great deal. It seems too random and it is too difficult to even come up with strategies to mitigate the exposure.
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Just want to say thankyou for one of the best mods I've played in a long while. I'm loving it in it's infancy and can't wait to see what comes of it! I do have a question though - in the latest change log I can see it mentions syphoning and jerry cans however I can't seem to find either of these items/functions. Am I doing something wrong or does something need to be configured to have these work. Thanks!
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Help with assigning pre-existing units/groups with new modded uniforms. (All-In-Arma)
darkenraja replied to darkenraja's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I reckon this is very very close to what I want! Thanks so much. -
Hello BI community! I am currently making some small custom missions. Mostly procedurally generated through MCC alongside All-In-Arma and various item/weapon/clothing mods. My question for you today is this; how do I go about changing pre-existing units/groups (such as the Russia/USMC spawns) to start using non-default uniform. I want it so that when MCC spawns in the groups they are already in their new uniform (Gorka uniforms for whichever Russian group I load for example). It has already changed their loud-out, however the ARmA 3 base uniforms are still being used so I suspect I may be able to edit a class names file or some such. I'm quite new to editing but even if I can be pointed in the right direction it would be great as I have been searching for information on the topic for hours now. Any help is greatly appreciated and apologies in advance if this is not the correct spot to post. Regards, Jummy.