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Lecter

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Everything posted by Lecter

  1. Lecter

    Ravage

    Haleks, can you check out this code for the init.sqf file? I used to use that script for custom weapons for NPCs and it doesnt work after Ravage version 1.44. Thanks in advance man.
  2. Lecter

    Ravage

    That's the thing - I'm not running my own scenario, I'm playing Ravage as it is. Thing is, this script used to work up to 1.44 version of Ravage, and it would make Renegades and Bandits use weapons from those mods. Now it doesnt work and I'm not sure why.
  3. Lecter

    Ravage

    Hi people, Im having issue with this update of Ravage regarding compatibility with that script that would allow Bandits and Renegades to use weapons from other mods (like HLC and NIARMS). I added my list of items (civilian, military and items pool) as usual (editing rvg_missions.pbo and adding the script at the end of init.sqf file), and Bandits/Renegades do not use those weapons. Does anyone know what's the problem because in Ravage 1.44 version it's working okay? This is the script in question: waitUntil {!isNil "rvg_gearlist"}; { 0 = rvg_mainWeapons pushBack _x; //pool for civilians weapons } forEach ["list of ordinary weapons' classnames here"]; { 0 = rvg_Weapons pushBack _x; //pool military weapons } forEach ["list of advanced weapons' classnames here"]; { 0 = rvg_Items pushBack _x; // accessories } forEach ["list of utility items classnames here"];
  4. Lecter

    Ravage

    I can confirm that it wasn't my script (from earlier post I made) for custom items for Raiders that was bad, there is something wrong with Ravage 0.1.46 that makes it not work. I've tested it with 0.1.43 and it's working just fine there. So maybe @Haleks could look into this for the next update.
  5. Lecter

    Ravage

    For some reason script for adding customized weapons to the Raiders does not work for me anymore. Can anyone help me? What am I doing wrong? I've placed it at the end of the Ravage init.sqf file in rvg_missions.pbo. Here is my list: Thanks.
  6. Lecter

    Ravage

    I havent been following on the most recent updates, but do you guys have large group of zombies spawned once you kill initial 4 bandits at the start? Is this something you've encountered as well, or it's some bug that I have?
  7. Lecter

    Ravage

    Hello all again, it's been quite a while since I played Ravage and to be honest I missed it, A LOT! It's nice to see that updates are coming out and that the mod is very much alive - thanks @Haleks I tried one similar zombie mod called DayZero SP although it is rather bugged, (saving game, hunger, thirst, item use on double click...), but one thing was rather interesting, and I think it could make Ravage even better if it could be incorporated - Infection from zombies. Ravage is good as it is true, however radiation can be very unforgiving without Anti-Rad pills and/or Geiger. My suggestion is, if Haleks could introduce infection from zombies (system like in this mod I mentioned) but reduce radiation areas a bit, leaving military installations/airfield where normally best loot is found irradiated. Im not sure if side-missions (like in Epoch or Exile) could be introduced, but they surely would make Ravage kinda more dynamic and more action-packed with some goals attached to it. Maybe introduce helicopter crashes or helicopter support drops? It would be nice to have those. And one more thing that I think would be awesome addition to Ravage is ACE medical system, that is IF it can be incorporated of course. Anyhow, those are just a few ideas, I'm not sure whether or not they can be introduced by Haleks, but if they can be added it would make this already great mod even better IMHO. Cheers.
  8. Lecter

    [SP] DayZero [SURVIVAL]

    For some reason double clicking on sometimes does not work for me. I cannot refill a water canteen on wells and water pumps. Also, sometimes hunted animals cannot be skinned for meat when double clicking on a knife. Additionally, frying meat at a fireplace doesnt work.
  9. Lecter

    Enhanced Movement

    Well I tested this update with Ravage mod and now it works fine after loading and resuming the game. Works when exiting and starting the game again. Good job bad benson.
  10. Lecter

    Ravage

    Which version of EM is working ok (i.e. works upon resuming the game), because I had mine connected to steam workshop and it got updated automatically and messed up my game. Can you give the link to the version which is working ok?
  11. Lecter

    Enhanced Movement

    Hi bad benson, I've got an issue with the mod. Here's the deal, I was playing Haleks Ravage mod, and upon loading saved game (when I exited the game) the enhanced movement mod doesnt work anymore. I havent had this issue on earlier versions so I doubt my other mods create this conflict. Could you look into it mate?
  12. Lecter

    Ravage

    The module is set correctly mate: primary hostile forces: radier opfor secondary hostile forces raider indep friendly forces: bluefor survivors
  13. Lecter

    Ravage

    So, I've decided to try out Ravage on Chernarus map, downloaded it with CUP terrains pack. And when I set up mission in editor (place Ravage modules), Raiders (INDEP) are green/friendly to me and they do not attack. What seems to be the problem? Can anyone please post here procedure how to set up a mission. Thanks.
  14. Lecter

    Ravage

    Very nice. This video made me thinking: maybe Haleks could introduce 3 leves of quality for protection gear: - ruined (mask, rebreather, protection suit = no protection) - worn (30-50% of protection) -pristine (full protection). Of course make better quality items rarer. Later on when it's tested there could be 5 levels for wider spectrum of protection (0%, 25%, 50%, 75%, 100%)
  15. I followed instructions for installing this mod, yet I dont have radio on/off effect sound when pressing Caps Lock. It says Transmitting alright, but I dont have those radio sounds despite having plugins copied into my TS. I tried Steam Workshop version of the mod as well, but it doesnt produce those sounds either. What could be the problem? Thanks.
  16. Lecter

    Ravage

    Second version looks great. That pilot helmet with oxygen hose and suit do indeed look like some sort of fully enclosed protection suit.
  17. Lecter

    RHS Escalation (AFRF and USAF)

    Like I said, I didnt know this was based on a real optics, I thought this was custom made scope. I'll have to make my own range-card since I dont use ACE3 with Ravage mod (due to issues with saving and healing system). It's all clear now mate, that link you gave was sufficient. I'll just have to do my own range card and bullet drop values to use this Horus grid. Cheers.
  18. Lecter

    RHS Escalation (AFRF and USAF)

    Whatever, I cannot draw it for you here since you dont get it. :rolleyes:
  19. Lecter

    RHS Escalation (AFRF and USAF)

    Thanks a lot mate, it's clear now. I thought this was some custom-made optic and reticle. In reality, sniper rifles are normally zeroed at 100m distance and you do your adjustments from there regarding at what distance your target shows up. We're not talking about the spread of the group or dialing in the turrets for adjustments in MOAs or Mils. I know it's not an ACOG, but these markings below are the bullet drop compensators i.e. holdovers.
  20. Lecter

    RHS Escalation (AFRF and USAF)

    I believe Mk. 4 ER/T 6.5-20x M5 and Mk.4 M5 (Desert) scopes bullet drop reticle does not correspond with the bullet point of impact at given range, i.e. the zeroing is wrong by 100m because we cant zero the scope to "0" zero meters. Example: I've set zero to 100m (you cant zero the scope for 0-meters), and aim at target, which is at 500m, in center mass (pic. 1), and we should use bullet drop markings for 500 yet the trajectory is above the target. However, the shot goes above the target. (pic. 2). In order to hit it, we must use marking which is -100 meters than range of the target i.e. marking for 400m (pic 3). So you should fix this if it's not the problem - just move these big 2, 4, etc numbers for vertical bullet drop compensation markings UP one line. Cheers!
  21. Lecter

    Ravage

    I found this mod on workshop, maybe the author would lend you models? I dont know, these look rather awesome to me, but I'd just keep the looks, not the jump-pack capability and significant ballistic and explosion protection those suits have. http://steamcommunity.com/sharedfiles/filedetails/?id=646476994&searchtext= P.S. A bit off topic, but do you know how vehicle loading system works? I mean, is there a way to tell which vehicle carries more cargo? I know we have that bottom line which shows how much something is loaded and remaining space, but it's rather inaccurate when you need to compare two vehicles. I'm asking this because I've noticed that Humvees from RHS mod carry significantly less cargo than your armed offroad from vanilla Ravage. Even big trucks like Ural carry less load than armed offroad. It kinda makes no sense. PPS & Edit: Does anyone know how to delete comment and if it's possible in the first place? I didnt want to make two posts on the topic which could have been said in one. :/ Thx.
  22. Lecter

    Ravage

    Great news mate, I hope you'll be able to fix and return "Open backpack" option for recruited survivors.
  23. Lecter

    Ravage

    One question Haleks regarding protection from radiation - I was wondering what you think about introducing some protection suit with air supply like SEVA in STALKER? It would give a player total protection from radiation (say we must have rebreather along with it) but the tradeoff would be it would have no carrying capacity nor would the rebreather, making a player an easy kill for raiders? And the only loot would have to be carried inside the backpack?
  24. Lecter

    Ravage

    Nice Star Trek Voyager reference. Thumbs up ;) B)
  25. Cheers toadie. I've been getting this error lately (not sure why but I suspect it's something to do with NIArms weapons) and upon opening inventory, pictures of FN FAL rifles are not shown (also AK47&74 with GP25 grenade launcher are not shown if I recall correctly). What seems to be the problem? I mean it's no big deal really, but it sometimes pop during gameplay so it can be annoying.
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