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interectic

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Posts posted by interectic


  1. Hey y'all,

    So I am starting a campaign and I just want some feed back regarding in game conversations/text. I normally use the directSay and sideRadio method with the cfgRadio and I know I have to remoteexec it so it works for multiplayer. I currently am not doing voice acting for it but I do in the future. I am torn between using the method I state before or using the BIS_fnc_showSubtitle function that populates the text in the lower central part of the screen. I also don't know if i have to do something special to make that work in multiplayer or not. 

    What do you guys recommend?

    Thanks


  2. On 4/25/2022 at 7:20 AM, tom3kb said:

    Not to long ago i installed Arma 2 CO and on my ~100 dvd's i have allmost all campaigns for Arma 2 CO from Armaholic (with needed addons): Seal Team Six series, Zipper5, Azcoder or Wiki's campaigns etc etc. My campaigns and mission packs.

    I also have all campaigns/mission packs for Cold War Rearmed 2.

    Im a single player guy and dont know if after all those years people are still interested in campaigns for SP? Or now searching in most cases units/vehicles/mods/islands for MP if they are still playing online.

    Dont know if it worth to check all those dvd's, pack this stuff on some hosting like MEGA.

    i am also interested


  3. 8 hours ago, evrik said:

    @Capt Childs: Thanks. We don't use ALIVE so it is good to hear that.

     

    9 hours ago, Capt Childs said:

     

    We use it pretty much on every mission on our dedicated server, alongside circa 100 mods, no issues for us whatsoever.  I'd look for a mod clash with a new mod or recently updated existing one maybe?

    Ok thanks guys Ill take another look. I appreciate the info.


  4. 17 hours ago, evrik said:

    What sort of interaction? ACE3, ALIVE? Need more details.

    Yeah sorry i should have been more detailed. ALIVE interaction. When tested they work fine in the editor but when used on the server the civilians no longer have the scroll option to interact with them. 


  5. 22 hours ago, EO said:

    @haleks 

     

    The issue @interectic mentions regarding zeds spawning with glasses/goggles is something that I can confirm, and seems to have been a thing since the recent platform update. (seems to be 1 in every 3 spawn with glasses/goggles)

    I can't recall Ravage zeds spawning with anything other than a uniform, unless they of course they are custom hand placed zeds.    

    Thank you very much!


  6. 9 hours ago, kodabar said:

     

    Hold on and wait for Haleks to take a look at this. It would seem a recently update to ArmA has caused this. Rather than trying to do something right now, it's best to see what Haleks says because it might be necessary to make a small change to Ravage. Trying to change it in code from your end might result in something that gets broken by a possible Ravage update. It's entirely possible that there is a straightforward fix for this, but wait-and-see is the best approach for the moment. EO was just confirming the problem, not suggesting a fix.

    I was just asking the question to see if he would know. That's fine and I can wait but it never hurts to ask. I appreciate your feedback along with everyone else.


  7. 55 minutes ago, EO said:

    @haleks 

     

    The issue @interectic mentions regarding zeds spawning with glasses/goggles is something that I can confirm, and seems to have been a thing since the recent platform update. (seems to be 1 in every 3 spawn with glasses/goggles)

    I can't recall Ravage zeds spawning with anything other than a uniform, unless they of course they are custom hand placed zeds.    

    so do you know a fix to this currently?

     


  8. 16 minutes ago, johnnyboy said:

    Did it fail with an error message, or is the problem you still see zombies with glasses/goggles?

     

    I took this from some old code.  Do Ravage zombies still have the string "zombie" in their type when you do a typeOf on a zombie unit?

    the zombies still had the googles and i do not know if the string changed

     

     


  9. 14 minutes ago, johnnyboy said:

    You can put a loop in the init.sqf to find zombies and remove their goggles.  It runs forever, so newly spawned zombies will be found.  Code untested, but I think it will work.

    
    _n = [] spawn 
    {
    	while {true} do
    	{
            {
                removeGoggles _x;
            } foreach allUnits select {(typeOf _x) find "zombie" >= 0};
    	sleep 4;
    	};
    };

     

    just tried and it does not work


  10. On 9/28/2021 at 6:53 AM, RZNUNKWN said:


    By default, CSAT Combat fatigues and Special Purpose (Viper team Suit), Ravage Survival suit, and CBRN from Contact DLC will protect you, if you want more, you'll have to look/add in the ravage.pbo file under "antirad_uniforms".

    And AFAIK, this mod is working with DSA, Spooks will go after zombies.

    I can not find this antirad_uniforms you have mentioned? I looked in the ravage.pbo for it. Any idea?

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