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stcyberdemon

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Everything posted by stcyberdemon

  1. stcyberdemon

    Ravage

    I don't know if this is specific to my scenario, but in a multiplayer testing session, I had a player die @ 31.8C and enter what I'd imagine was a hypothermia death loop. Has anyone experienced this?
  2. stcyberdemon

    Ravage

    So after further mucking around, I decided to disable the trigger that functions on activation. My units no longer incapacitate when spawned in immediately, and I suspect I had set the radiation level too high and something may have changed. It's a bit unfortunate because I liked the idea of hero units, ones with unique loadouts that can't be easily obtained through looting, but with major downsides like no map, compass or anything for the night (flares)...just strictly weapons. A veteran class, if you will. The downside was supposed to be that the units have a trigger that activates upon spawn. This trigger was to damage them to half health, drain their hunger and hydration down to half, and radiate them to half the death value. Originally, the trigger was set on their spawn, so the moment they moved they would trigger it. It looked a bit like this... -------------------------------- Condition --> this && (player in thisList) On Activation --> player setDamage 0.5; player setVariable ["hunger", 50]; player setVariable ["thirst", 50]; player setVariable ["radiation", 2500] -------------------------------- Now I'm wondering if anyone familiar with Ravage could tell me what's wrong here, as now that I've reduced the radiation to simply 10 for testing purposes, I can see that the hunger, thirst, and damage isn't being applied, where it was before around 2-3 years ago.
  3. stcyberdemon

    Ravage

    Came back to Ravage recently, and I've run into an interesting phenomenon, maybe someone else has seen it. Specifically, I'm using a modified version of Escape (Altis), and my characters spawn in incapacitated. Anyone have any idea what could be causing that? Mind you, this was probably worked on 2-3 years ago, so if something changed that could cause that, I'd be all ears. If it helps, this is being run on a dedicated server, but when run instanced in EDEN it behaves the exact same way in multiplayer.
  4. Greetings. I'd like to share some interesting issues with you gentlemen. Perhaps you can help me sort this. 1) Fresh RPT File: Great Terrible File Thing 2) Server Config File: 3) Basic Config Here: 4) A simple home dedicated box setup. Less than ideal, it's a laptop, but it's well ventilated, and connected via Ethernet. I've run many A2OA & DayZ Mod servers, as well as the new Epoch, and Exile on it. 5) Asus G74SX Laptop - CPU: i7 2670QM @ 2.2Ghz | GPU: 560m | OS: Win 7 Ult x64 | RAM: 12GB | HDD: 500GB (Probably 5400 RPM) | 6) Now to the meat of the problem. I spawn in, everything is as it should be. Move up to the muster zone, there should be backpacks on the ground. They are not there. I host locally on the same machine, I get them. Very strange. But the real kicker is, I have a module in Ravage, the Loot Module, that allows A3 Epoch-like prop looting. For example, you see a wrecked car prop, you can walk up, context menu, and after an animation, loot it. Don't get it on the dedi-box, get it when hosting locally. Very peculiar. I spent 3 hours pouring over RPTs, changing the config and basic, even removing mods from the batch. I remade the mission's edits from scratch. The only common denominator is: Dedi-box has these problems, locally hosted does not. Thanks for any help, gents!
  5. Thanks for the advice. I actually checked up on the mission itself, and it turns out Ravage was updated with a hotfix that fixed 1 of the 2 issues. The more important one being that the objects are lootable now. Still no fix in sight for the missing backpacks. It still bothers me that the locally hosted server doesn't have the issue. I'll take a look around and see what I can find.
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