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Lecter

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Everything posted by Lecter

  1. Lecter

    Ravage

    It's known I think. I know Haleks put some photos of houses that arent aligned properly, overlapping inside - mainly stairs are problems, but you can use "step over" key to move over them.
  2. A rather nice weapon pack, and can you please post classnames for the rifles and accessories from this pack mate? Thanks.
  3. Lecter

    Ravage

    Happy New Year all, have a nice 2016. Be advised, we've stepped into the Devil's lair because: 666+666+666+6+6+6 = 2016, and:
  4. Lecter

    Ravage

    Thanks for elaboration. So it's just time-related, i.e. when we have full gear we practically have more time being in irradiated zone before we get that 32-35 rads mark when radiation sickness sets in. Okay got it.
  5. Lecter

    Ravage

    I think there's an issue with radiation, gas masks, oxygen rebreathers and protection suits. They dont work. I've found all items (M50 gas mask dark lens, hi-tech oxygen rebreather, military protection suit) and yet I still get radiation sickness at 32-35 rads mark. Normal gas mask isnt preventing any radiation either.
  6. Lecter

    RH Acc pack

    None of ACOGs have proper reticle ranges. This must be the issue since 1.54 ArmA update, so probably your other scopes need to be fixed as well. Just a headsup, hope you'll fix it soon because the mod is rather nice.
  7. Lecter

    Ravage

    In order to balance things, I'd suggest making it similar like syphoning fuel - i.e. that we cannot take full load i.e. 3 belts from one car, but say 30 or 50 rnds (but this would require combining a few to get it as a full belt) per car and make them a bit heavy to carry - like weight of a tire for example, 12.7x99mm rounds are indeed heavy. Or maybe simply placing one full belt in car as item when we access its inventory, that is if combining partial belts is a problematic to make? It's not a priority tho, but it would be nice to see it implemented.
  8. Lecter

    Ravage

    I have two questions Haleks: 1. Can you enable us to salvage .50cal ammunition from armed offroad pickup trucks and give option to reload it onto vehicle we fixed. I have my AI gunner shooting couple of times at zeds despite "Hold fire" order. And that ammunition is going down rather fast. Normally we want to save it for possible helicopter encounter. 2. I dont want to be disrespectful to religious people, but can you do something about church bells? When we're looting in town it's practically ringing festival, I guess due to accelerated time factor church bells are ringing so often, it's even worse when there are two bells in church tower. Is there something you can do to shut them up. It's annoying as hell.
  9. Lecter

    Ravage

    No problem mate, I hope it will be possible to make it work in next Ravage update along with some of those suggestions, primarily more nutrition from hunted roasted rabbit meat.
  10. Lecter

    Ravage

    It works, however the text "some text" is not fully shown - I'm running 1680x1050px resolution on 22'' widescreen monitor Here's how it looks: Edit: Changing values to 0.73 and 0.96 places it perfectly visible in bottom right corner for my resolution.
  11. Lecter

    Ravage

    3 things I definitely support here: First +1 from me regarding canned food and fried meat from killed animals. Especially the latter one. I was so pissed it gives some 15-20 nutrition when you think about it: you need gutting knife, you need to FIND rabbit, spend 1 or more bullets to kill it, you need to spend matches and paper to make fire and even then the fried rabbit meat gives you so little nutrition even with bonus when eating next to a camp fire. 50 or 75 at least should be from hunted animals. Time factor is increased, so we do get hungry faster (sleeping also reduces it drastically but that would be OK if the food was giving more nutrition). So Haleks it would be nice if you would boost the fried food nutrition really. Also +1 on radiation. Current geiger effect is useless - I mean the sound is OK, but radiation reading should be numerical so we would precisely know the amount of radiation and is it worth going in. Military camp near big domes is big, so we need time to check every structure. And I definitely like to plan looting in such areas i.e. to know precisely how much rads I'll take and how much anti-rads pills will I spend being in there and for dropping rad exposure below 30 to stop radiation poisoning. Lastly +1 on aiming, stamina impact, recoil - I'm not sure whether this is related to game itself or the mod only, but shooting from standing/crouching position SHOULD NOT cause your weapon to wave uncontrollably after 1-2 shots even with holding your breath. I've shot M70 (Yugo copy of AK47) in real life, some 5 round bursts through entire 30rnd mag, and I had full control of the rifle. When you hold it properly it wont turn into anti-air gun as people say - it's a myth (people saying that it does cant shoot for shit) Regarding chemlights - it would be very nice if you'd add option to pick it up, like in ACE mod. I've never had any problems with water and hydration. Canned drinks have rather reasonable spawn. And you can carry 3 plastic bottles and refill them in towns while looting. There is enough water sources really. NATO weapon box is spawning in game, I found it also in military camp - very nice thing to find because you can usually get bipod attachment from guns inside.
  12. Lecter

    Ravage

    Little Bird has no armored glass, hence shooting a player out of it is just fine. However, shooting down Ghost Hawk AI patrol helicopter requires .50BMG mounted on an offroad pickup truck. Either that or you need a good machine gun and aim for tail rotor to bring down AI chopper (and this is extremely hard because: 1. machine gun is hard to find 2. MG ammo is scarce and takes a lot of weight 3. AI flies rather good and you wont get much of a chance to shoot tail rotor Hence if you want NVGs, use 50cal and shoot in bursts so you only damage a chopper forcing it to land. Approach from behind so you are safe from gunners and kill them. Kill pilots loot NVGs. Also dont bother aiming for pilot or trying to shoot down a heli with an assault rifle - it wont work because assault rifles cant penetrate glass on Ghost Hawk and you'll just die or waste tons of ammo. Personally, I only managed to bring it down three times (one time the chopper crashed and crew was burnt) and only with .50BMG on armed offroads.
  13. Lecter

    Ravage

    Rifles are still "sinking" into ground when in prone position after we deploy weapon, making it impossible to aim in steady position.
  14. Lecter

    Ravage

    Sleeping bags are again disappering when deployed inside houses. I havent checked for it outside house but it did disappear in floor of the house I deployed it in.
  15. Lecter

    Ravage

    This last update of Ravage is really odd. I have radiation in every bloody town starting from Thersia, following Katalki, Alikampos, Neochori, Lakka, Stavros, Altis International airfield... it's shown on this pic in red. How is spawning of radiation zones achieved? Is it random or this whole area is irradiated by default now? My question is, how the hell are we supposed to loot when every town is irradiated? I accumulated 100rads as soon as I got to Poliakko and since then it's all about fighting AIs in desperate search for loot (because HP, hunger, thirst - all come down faster when irradiated), food (which is still terribly scarce) anti-rad pills, and FAKs. And I'm telling it again - geiger counter sound is rather imprecise, we need precise numerical reading or marking on the map which zone is irradiated by how much. Haleks, can you give us class name for food? I'd add it as "military loot" in init file so the AI can actually give it sometimes. All I'm finding are empty cans which is rather annoying :/
  16. Lecter

    Ravage

    Ok I've compiled a list of HLC weapon pack (best one imho between HLC, massi's, and RHS escalation - I've tested all 3, HLC is by far the best) into script written by rsoftokz. It includes of weapons from HLC weapon pack which will give you more variety in AI guns. Of course you need to download them and place them into @hlcmods mod folder into your ArmA 3 directory. His tutorial how to edit init.sqf and add this script at the end of the init file is here: https://forums.bistudio.com/topic/183264-ravage-mod/?p=2950214 And here is the list I picked out from HLC weapon pack. Note that both groups have all weapons in them, so you want to delete weapons from the "civilian weapons" list (these are more common) those which you want to make more rare i.e. to have them only in "military weapons" list. You can also delete those accessories (they include suppressors and optics) which you dont want to be on the AI. Once again thanks to rsoftokz for the script he wrote. Happy holidays people.
  17. Lecter

    Ravage

    Why is protective suit now called "worker's coveralls"? Is this a bug or what?
  18. Lecter

    Ravage

    Fast progression could be tweaked by making parts of the map (airfields where the best stuff is) highly radioactive and that you absolutely need to either obtain or craft (I'd personally vote for crafting option) full protection suit with closed circuit oxygen rebreather to enter it (like in S.T.A.L.K.E.R) - i.e. that we need gas mask (crafting: used gas mask + filter), oxygen rebreather (crafting: air tanks + air hoses + valves + O2 scrubber), environmental suit (crafting: NBC protective material + rubber boots + belts and harness + ducktape) - basically to have full NBC protection and only then we could enter those areas to loot otherwise it would mean certain death. Items required for crafting should be "map-specific" i.e. that you must venture in northern and eastern parts of map to find them, some in industrial buildings some in construction, some in civilian towns. "Hi-end" gear places (airfields) that are highly radioactive should be marked on the map tho with explanation what we need to do first in order to enter. Moreover, I'd suggest making vehicles not only damaged initially, but also contaminated and that we need to perform decontamination (required materials: 20L water canister + hose + alcohol + detergent + scrub) of them prior to using the vehicles. Toolbox should be required item for salvaging and installing repair parts and not to fix broken parts as it is now. I'd definitely love to see separate items which are used in repairs like in ARMA 2 i.e. wheels, windscreen, engine, fueltank etc. Add option to salvage .50BMG ammo from other armed offroad vehicles with mounted machine gun. I totally agree with Kodabar about making wheels a cumbersome load to carry (for example, we should be able to carry only 1 wheel/engine parts/fueltank and it would be possible to carry only single item in Carryall backpack which has biggest capacity. Additionally, those items should have larger mass 10,15, 20 kg for wheel, fueltank, engine respectively - so you'd have to trade your own mobility for item itself). Vehicles should have visible Geiger counter reading if we have geiger counter with us because engine noise masks geiger sound. Vehicles should have 1 FAK with 3 uses in them (each use restoring 25HP), and FAKs should be craftable (bandage + morphine + syringe + sticking plaster) Note that I'm emphasizing making vehicles a drag to obtain, because really, when you get to airfield with toolbox, and you fix the Hunter vehicle there, and that's the end of raiders and renegades - the vehicle is lightly armored and you can just drive over the enemies. It's such a huge game changer, and I see it as cheating. P.S. There is an exploit
  19. Lecter

    Ravage

    Gutting action is not fixed yet. As for can opening, well it's not a glitch - if you have gutting knife or tools you can open cans with those as well. Speaking of bugs, I believe there is a problem when deploying a weapon in prone position. The rifle partially "sinks" into ground and we cannot aim properly. Can anyone confirm this?
  20. Lecter

    Ravage

    Gotcha mate. I didnt pack pbo file correctly once I edited the init file, that's why it was broken for me. But I fixed it and it's working now. AR-15 pack rifles are being spawned in raiders. Thanks big time.
  21. Lecter

    Ravage

    Mate I edited that init.sqf file in rvg_missions pbo and added this script you wrote. Thing is, it messed up the Ravage mod. :/ I spawned on some island with no weapons, no gear, no clothes, and there was no car around and had to swim to mainland. Once I got there I searched buildings but none had loot in it. I wanted to play Ravage with zombies, and to add this AR-15 weapons to the loot.
  22. Lecter

    Ravage

    Ok, but where do I find that mission init file? I looked into @Ravage folder and addons inside it, but it aint there.
  23. Lecter

    Ravage

    Same here. It just says "there's no fuel around". or something like that. Gutting doesnt work either. P.S. And yes Haleks, I AM BEGGING you to add AR-15 from HLC weapon pack into Ravage. C'mon mate, is it so much of a problem for you to add this? I dont understand it completely, but from what I can see it's some 20 items to add in loot from HLC AR-15 weapon pack? hlc_rifle_RU556 - AR15 Sanitied Carbine (Magpul AFG, MOE,P-Mag,BAD-lever. Novekse KX3) hlc_rifle_RU5562 - AR15 Magpul Carbine (Magpul AFG, UBR,P-Mag,BAD-lever. Novekse KX3) hlc_rifle_Colt727 - Colt Carbine (Colt Model 727 "Commando" - "M4" Barrel, M16A2 Upper, Full-Auto Lower) hlc_rifle_Colt727_GL - Same as above, add M203 hlc_rifle_bcmjack - Bravo Company MFG/Haley Strategic 'Jack" Carbine ( Milspec M4 reciever, Geissele SMR Mk1, BCMGunfighter Muzzle brake/comp, there's more, but this isn't an advert) hlc_rifle_Bushmaster300 - Busmaster .300 Carbine (M4A1-profile carbine chambered for .300 Blackout, instead of 5.56mm NATO) hlc_rifle_vendimus - AR15 .300 Dissipator Carbine (Carbine-length heavy barrel covered by full-length rifle furniture) hlc_rifle_SAMR - Rock River Arms LAR-15 AMR (Full-Auto-Capable full-length rifle, kitted out to be able to double as a marksman rifle, with accuracy to match) hlc_rifle_honeybase - AAC 'Honey-Badger',Sans Suppressor hlc_rifle_honeybadger - AAC 'Honey-Badger' (Suppressed Carbine-length defense weapon, created to show off the low-velocity suppressed capabilities of the .300 Blackout round) hlc_muzzle_556NATO_KAC -Sound Suppressor 5.56MM NATO AR15s hlc_muzzle_300blk_KAC - Sound Suppressor .300 Blackout AR15s 29rnd_300BLK_STANAG - 30 Round magazine of .300 Blackout FMJ (-1 to ensure smooth feeding) 29rnd_300BLK_STANAG_T - 30 Round magazine of .300 Blackout Tracer Rounds 29rnd_300BLK_STANAG_S - 30 Round magazine of .300 Blackout FMJ "cold" loads for optimum sound suppression. hlc_30rnd_556x45_EPR - 30 Round magazine of 5.56x45mm NATO Enhanced Performance Rounds. hlc_30rnd_556x45_SOST - 30 Round magazine of 5.56x45mm NATO Mk318 Rounds(designed for optimal performance with even SBR-length rifles). hlc_30rnd_556x45_SPR - 30 Round magazine of 5.56x45mm NATO Mk262 Rounds(desgined for long range ballistic consistency).
  24. Lecter

    Ravage

    Haleks, could you at least add AR-15 from HLC weapons pack to Ravage too, since it's too much for all weapons to be added? AKs are fine, but they cannot receive attachments, primarily flashlight and MRCO optics. :icon_wink:
  25. Lecter

    Ravage

    Thanks for explanation, but as for that part with weapons, I'm not proficient with messing with those files, so I'll just play without it. Maybe someday Haleks will add more weapons/attachments from the weapon packs (he said it was time consuming to add more), and I'll play as it is now.
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