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Lecter

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Posts posted by Lecter


  1. On 11/30/2015 at 6:25 PM, haleks said:

    Well I've been thinking about it; you're probably not the only one willing to override/change the weapon lists. The current code is a bit messy when it comes to define wich item is to be used or not...

    I will probably re-writte it at some point and add support for user configs.

     

    Meanwhile, there's an easy way to add your own weapons to the gear lists used by NPCs; execute this code at the end of your init.sqf file :

    
    waitUntil {!isNil "rvg_gearlist"};
    0 = rvg_mainWeapons pushBack "weapon Classname here";

    Untested but it should work all right.

    rvg_mainWeapons is an array defining commonly used weapons. You can also use rvg_weapons (military grade) or rvg_LMG (machineguns).

     

    Yeah, I probably added Massi's RPG but totally forgot to add vanilla rocket launchers... :/

    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. 5 hours ago, gaverio said:

     

    Since you already are depbo-ing the mission, have you tried adding the weapons you want in the equipment module instead of the .sqf file?

     

      Reveal hidden contents

    fqVMM8u.png

     

    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. 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. 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. 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:
     

    Spoiler

    waitUntil {!isNil "rvg_gearlist"};
        {
        0 = rvg_mainWeapons pushBack _x; //civilians weapons
        } 
    forEach ["hlc_rifle_aks74u",                         
    "hgun_Pistol_heavy_01_F",                                
    "hlc_rifle_M1903A1_unertl",                                
    "hlc_smg_mp5n",          
    "rhs_weap_ak74m",
    "rhs_weap_m4a1_blockII",            
    "hlc_rifle_ak12",
    "hlc_rifle_honeybadger"];
        {
        0 = rvg_Weapons pushBack _x; // military weapons
        }
    forEach ["hlc_rifle_FAL5000",                                       
    "srifle_DMR_05_hex_F",                                   
    "srifle_DMR_02_camo_F",                                     
    "hlc_rifle_g3sg1",                                       
    "hlc_rifle_psg1",                  
    "hlc_rifle_M14DMR",                                                                                                                                                                                  
    "hlc_rifle_awmagnum",
    "rhs_weap_m40a5",                                          
    "rhs_weap_XM2010_wd",                                                                                                                           
    "rhs_weap_sr25_ec",                                          
    "rhs_weap_SVDP",                                             
    "rhs_weap_VSS",                                              
    "rhs_weap_M107",                                               
    "srifle_LRR_F",                                              
    "srifle_GM6_F",                                                                                         
    "rhs_weap_fgm148",
    "rhs_weap_fim92",
    "rhs_weap_igla"];
        {
        0 = rvg_Items pushBack _x;            // accessories 
        } 
    forEach ["rhsusf_acc_compm4",           
    "rhs_acc_rakursPM",
    "rhsusf_acc_ACOG3_USMC",                
    "rhsusf_acc_SpecterDR_CX_3D",  
    "rhsusf_acc_SpecterDR_A",    
    "rhsusf_acc_premier_low",
    "rhsusf_acc_M8541_low_wd",
    "rhsusf_acc_LEUPOLDMK4",
    "rhsusf_acc_LEUPOLDMK4_2",
    "rhsusf_acc_anpeq15_wmx",                             
    "rhsusf_acc_grip1",                              
    "rhsusf_acc_SR25S",
    "rhsusf_acc_rotex5_grey",
    "rhsusf_acc_M2010S",
    "rhsusf_acc_ACOG_MDO",
    "rhs_acc_pso1m2",
    "rhs_acc_pso1m21",
    "rhs_acc_1p29",                                    
    "rhs_acc_1pn93_1",                                   
    "rhs_acc_pkas",                                  
    "rhs_acc_1p63",                                 
    "rhs_acc_1p78",                                  
    "rhs_acc_ekp1",                                 
    "rhs_acc_tgpa",                                
    "rhs_acc_pbs1",
    "rhs_acc_tgpv",
    "hlc_muzzle_545SUP_AK",
    "hlc_muzzle_762SUP_AK",
    "hlc_optic_goshawk",
    "hlc_optic_1p29",
    "hlc_optic_PVS4FAL",
    "hlc_optic_PVS4G3",        
    "hlc_optic_suit",            
    "HLC_Optic_ZFSG1",        
    "hlc_optic_accupoint_g3",
    "hlc_muzzle_snds_M14",    
    "hlc_optic_artel_m14",    
    "hlc_optic_LRT_m14",    
    "hlc_muzzle_556NATO_KAC",    
    "hlc_muzzle_Tundra",                                   
    "hlc_30Rnd_9x19_SD_MP5",
    "hlc_5rnd_3006_1903",
    "7Rnd_408_Mag",
    "5Rnd_127x108_APDS_Mag",
    "10Rnd_93x64_DMR_05_Mag",
    "10Rnd_338_Mag",
    "rhsusf_10Rnd_762x51_m118_special_Mag",
    "rhsusf_5Rnd_300winmag_xm2010",
    "hlc_5rnd_300WM_AP_AWM",
    "rhs_10Rnd_762x54mmR_7N1",
    "rhs_20rnd_9x39mm_SP6",
    "hlc_30Rnd_545x39_EP_AK",  
    "rhs_fgm148_magazine_AT",
    "rhs_fim92_mag",
    "rhs_mag_9k38_rocket",                  
    "muzzle_snds_338_black",
    "muzzle_snds_93mmg",
    "RH_ta01nsn",                      
    "RH_eotech553mag",
    "rvg_plasticBottlePurified",                           
    "rvg_spirit",
    "rvg_rice",
    "rvg_purificationTablets",
    "NVGoggles_OPFOR",
    "NVGogglesB_blk_F",
    "ItemGPS",
    "Laserdesignator",
    "FirstAidKit",
    "optic_LRPS",
    "optic_MRD",
    "optic_Arco",
    "optic_ERCO_blk_F",
    "optic_Hamr",
    "optic_Aco",
    "optic_Holosight",
    "optic_NVS",
    "optic_Nightstalker",
    "optic_tws",
    "optic_KHS_blk",          
    "optic_AMS",
    "optic_DMS",
    "optic_SOS",
    "bipod_01_F_blk",
    "muzzle_HBADGER",
    "muzzle_snds_L",           
    "muzzle_snds_M",          
    "muzzle_snds_B",             
    "muzzle_snds_acp",         
    "U_B_FullGhillie_sard"];

    Thanks.


  6. 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.


  7. 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.


  8. 7 hours ago, jarrad96 said:

    EM has been having a lot of updates lately- I've rolled back to an older version for a bit until it gets all the kinks worked out and it's all in order. 

    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?


  9. 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?


  10. There should be an option in the Ambiant AI module to set what side the factions are on. Failing that have you changed the INDEP faction relation in the mission settings? I know you likely know this stuff but sometimes it's easy to overlook the simple things.

    The module is set correctly mate:

    primary hostile forces: radier opfor

    secondary hostile forces raider indep

    friendly forces: bluefor survivors


  11. 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.


  12.  

    The effects seen on the video below are really well made and realistic the same time.
    I do appreciate that you will implement those effects on the gasmasks, they certainly give a nice touch.
     
    Having the tpw_rainfx script running i basically get the same rain splatters effect over screen.

     

     

    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%)

    • Like 1

  13. 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.


  14. The markings in the reticle aren't for bullet drop, they're mil markings. If your splash is within the reticle you can use them for holdover, but they're there to measure distance and vertical drop. Depending on the round you use, the trajectory will change, meaning you have a different drop at different ranges. With a HORUS, the markings in the scope aren't for 100-meter marks, they're still mils.

    This is a HORUS reticle which works off of holdover, but you're assuming the trajectory on your rifle is 1 mil dropped in elevation per 100 meters, which isn't accurate - using ACE3's range card or the ballistics calculator, you can find the actual amount of mils that you'd need to holdover. I'm guessing it will be around 3.5-4 mils at 500m, which will validate your shot. You just have to go off of what the rangecard says, so if at 900m it says you have 11 mils of drop, than instead of adjusting the sight you'd just put the target on the 11 mark. I hoped this helped, but we should probably get back on topic.

    TL;DR: The mil markings won't line up with 100m increments due to different calibers having different trajectories.

    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.


  15. This isn't how the Horus or any other mildot based reticle is supposed to work.

    Read this

    https://www.leupold.com/wp-content/uploads/2013/08/Horus-reticle-Man.pdf

    Thanks a lot mate, it's clear now. I thought this was some custom-made optic and reticle. 

     

    In reality (and with ACE3) sniper rifles aren't zeroed in meters, that's way too coarse a measurement for a precision rifle. Those aren't bullet drop compensation markers, they're range estimation assists. It's not an ACOG.

    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.


  16. 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!

    71A7E83811DFB3B2C96C0CC302D2713B6CBF2488

    Pic: 2
    B2B34DDBF1EF3C3319AE1BE54AF4C91C11CF76DD

     

    Pic 3:
    5D07A76BAE53290442B61D897ADCEB37E2C2F0BC


  17. I think it's a good idea, but we would need to model a new uniform for that (none of the vanilla assets fits, IMO) - that's out of Ravage scope, currently. :/

    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.


  18. Hi guys,

     

    Just letting you know that I have identified more issues with the trading system (it concerns weapons traders mostly), those are already being worked on for the next update!

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


  19. 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?


  20. 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. 

    E57670E1712C66D11845EE1D5A0826EDEBFCDA2A

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