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ArteyFlow

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Everything posted by ArteyFlow

  1. ArteyFlow

    Ravage

    Hmm, well I have mine set to 15 as well, and I still go down way too fast. Also, do you know what the cause of the zombies being unable to kill me during incapacitation might be? It feels so strange seeing me be downed by a couple hits from a zombie, but then I can watch myself get mauled by the same zombie nonstop for minutes but never die lmao
  2. ArteyFlow

    Ravage

    Has anyone else had any problems pertaining to the damage inflicted by zombies? I'm asking because I've noticed a few things related to zombies and how fast they can kill you: you can have like 99 hp but you can still go down in like 10 zombie hits, it just seems inconsistent to me. Another thing I've noticed is that zombies can't kill you if you're incapacitated (I use Arma 3's default revive system whereas you can be incapacitated but not killed if you're not wounded by a lethal shot). I actually just recently had to completely disable runners since they kill you way too quickly, and when I had them enabled the only thing (if I didn't have a gun) I could do to defend myself from dying extremely quickly was to find a rock and climb on it until the zombies lost interest.
  3. ArteyFlow

    GF Auto Loot Script - Mod

    I meant that I'll try out your cleanup script and see if I run into any problems and what not; If I don't then I'll just use yours instead. Thank you by the way.
  4. ArteyFlow

    GF Auto Loot Script - Mod

    Thanks for responding my man, however if I turn off the Ravage cleaner, doesn't that mean that corpses and dropped items won't be deleted, therefore causing a cumulative performance drop? I'll take a look at your cleanup script, though. I might even replace Ravage's cleanup system with yours, LOL
  5. ArteyFlow

    GF Auto Loot Script - Mod

    Hello - The spawned items from your mod are getting deleted by Ravage mod's clean up system (I'm pretty sure). I'm unable to find any weapons, other than in the buildings right next to where I spawn. How do I go about fixing this?
  6. Lmao yeah, I originally commented on Youtube but I figured you wouldn't see it, so I deleted it. About the infection script, I feel that it simply is just too overpowered; the chance of getting infected seems to be a bit too high, I also think the damage ticks are too frequent (you die way too fast). Also, for some reason, the injectors dont seem to cure the infection at all. I tried the "pick up injector" option in the mouse wheel menu, but it didn't do anything.
  7. How do you make it so every player playing on a multiplayer mission are spawned with random loadouts? For some reason, I'm the only player that spawns with a random loadout upon spawn/respawn. Also, how do you disable the infection system?
  8. ArteyFlow

    Ravage

    Good job on your Dynamic Spawn Scripts, I've been playing my Ravage missions with them and they work nicely. I do have a question regarding them, though: how do you disable playable units from spawning with OP gear (weapons, vests, etc) whenever you spawn/respawn? Also, it seems to not be compatible with the "MP persistency" Ravage setting, because everytime I continue from a mp save, it resets all my player's gear. Do you know how to fix these things?
  9. ArteyFlow

    Ravage

    I haven't really had any other performance issues in ArmA so far though, just this performance problem when running a Ravage scenario for a long period of time. Also, I've already trimmed my mods list as low as it would go lmao.
  10. ArteyFlow

    Ravage

    Well, I have been having some stutter problems in some games (mainly games like Insurgency: Sandstorm and Battlefield 1), so maybe the problem is my pc, I'm not entirely sure. I guess I'll just stick to clicking "restart mission" every once in a while for now, because I haven't had any other problems related to the mods I have been using.
  11. ArteyFlow

    Ravage

    Nah, nothing like that. Also, I have ArmA installed on a hdd.
  12. ArteyFlow

    Ravage

    Yeah, I have the cleanup system activated on all of my ravage missions. Also, the performance problem happens on most maps that I play on (including vanilla Chernarus), but again it doesn't really occur until I play the scenario for 2 or more hours. I have about 25 mods enabled and that's it.
  13. ArteyFlow

    Ravage

    Is there a way to have tents, vehicles, etc incorporated into the MP persistency system? I'm asking because I still get performance problems when I play on my Ravage mission for over 2 hours or so (this is probably the point where all the dead bodies start to pile up and bog down the mission's performance). The only fix for the problem is to click "restart mission" on the mission select screen, however, as you would expect, after I do this it resets all the vehicles, tents, etc in the mission. Also, I have encountered a behavioral bug related to the zombie's path-finding: if you step into a body of water while being chased by zombies, the zombies just stand still on the edge of the water, allowing you to safely shoot them in the head. I have found myself actually utilizing this bug to my advantage (especially if I have a trail of zombies following me). Last but not least, how do I prevent player bodies from despawning after they die? On a few different occasions, I died and made my way back to where my body was supposed to be, only to find out that it had despawned already, and my loot was therefore gone from existence.
  14. ArteyFlow

    Ravage

    @haleks Okay, I've tested Ravage whilst only having CBA and Ravage enabled and the bug was nowhere to be found. I understand now that the problem is on my end, and not on Ravage. I have also skimmed my Ravage mod preset down quite a bit (it's now close to 25 mods). In the future I will play with the least amount of mods as possible when playing Ravage so the bug doesn't happen again.
  15. ArteyFlow

    Ravage

    Okay, I'm still just unable to see how any of the map mods I have enabled could be causing problems, but I could be wrong. It was not my intention to start an argument on this forum, I just wanted to find out the source of my issue. Yes, maybe I should have tried Ravage with no mods first, as that would have been the smart thing to do, but I made an assumption based on my previous experiences that it was Ravage's fault. That's what led me back here. If the problem lies on my end, and not on Ravage, then I apologize. I am testing out Ravage right now with a minimal mod set, I will tell you how it goes.
  16. ArteyFlow

    Ravage

    You failed to mention anywhere in your post that like 20 of the mods I have enabled are just maps. I'm not surprised, but still. Also, just for the record, if you looked through the mod list I have again, most of those (or at least a good handful) are supported by Ravage, so that's one of the reasons I am playing Ravage while having them enabled. I'm not going to lie however, there's definitely still mods that I should remove from my Ravage mod preset (which I'm still skimming down, btw).
  17. ArteyFlow

    Ravage

    You need to stop treating me as if I am completely new to the ArmA series. I have been playing ArmA since 2012, it is not like I am pulling everything I am saying out of my ass. Yes, mods make you lose stability, yes 55 is a lot (to some people), but like nearly half of those are just maps. Not overhaul mods or other buggy trash mods, but maps. How can enabled maps possibly break my game or in general cause problems? As for the other mods, yeah they can cause problems and could theoretically break the game, if they're not used properly. I think we can all agree on that. But for the map mods, they're just maps, they're not doing anything, unless I launch a mission on the said map. Making a preset for every single map you have downloaded is a complete waste of time, from my perspective. Also, do not get me wrong, I don't claim to know everything about the ArmA series and I am not trying to sound like it, but I'm telling you that you're not seeing this from my perspective at all. Also, we both know how well ArmA 3 is optimized (sarcasm). I am pretty sure that if I were to get 5 fps in Georgetown, that 90% of the reason would be the trash optimization that ArmA 3 is known for (all ArmA games in general, if we want to expand the subject). Some people are literally playing with Gtx 1080 ti's, i7 7700k's, etc and still get bad performance in ArmA. That's just how it is. I mentioned the 10 fps problem because I assumed it was due to all the AI and zombies that were spawning. I have already told you like twice now. The reason I am blaming Ravage (more specifically, the MP persistency setting in Ravage) is because I have no other problems elsewhere. I am assuming it's that setting causing my issue but I can't be sure. It's only an assumption that I am making, based on the evidence I have. It could very well be some mods I have enabled conflicting or what not. That's what I will try and find out. But in the meantime, just try and see this from my perspective.
  18. ArteyFlow

    Ravage

    I guess we'll see then.
  19. ArteyFlow

    Ravage

    Yes, but when it gets to the point where you're literally restarting the game every single time you want to play on a different map, then it just becomes pointless, imo. I do agree with your "do not use unnecessary mods" statement, that's why I use presets (I even have one specifically made for Ravage that disables a handful of the mods).
  20. ArteyFlow

    Ravage

    I am running multiple maps at once so that I don't have to restart ArmA every single time I want to play on a different map. I already know that you can use presets, I use them all the time. For me personally, making 20 different presets just so I don't have all the maps enabled at once doesn't make sense to me. The reason I have so many mods is because vanilla ArmA 3 is very lacking in terms of actual content. Let me explain before you respond with something along the lines of: "Well there's like 8 dlc, so you're obviously wrong". When I first bought ArmA 3 in October or so of 2015, there were only like 20-30 guns in the game. Only like 20 different vehicles. Only 2-3 maps. There was hardly anything. ArmA 3 is one of those games where you need mods to fill in the lack of content that the developers plagued the game with in the first place. Compare this to ArmA 2 OA, where there's an abundance of actual things in the game. I know ArmA 3 now has multiple campaigns, DLC, etc but it's still one of those games, at least to me, where you really just need mods for a genuinely good experience. I still believe long term stability is attainable, even with 55 mods (which btw, isn't that many compared to how many some other people use). I am aware that some mods (especially overhaul mods like RHS) could definitely conflict with other mods. I am willing to take the risk, just so I can have a better experience in the game. Also, can you please list exactly which mods of mine are "potentially game breaking"? I have literally come across no other problems that could be potentially related to the mods I have enabled, just the MP persistency issue in Ravage. The "ocean death bug", or so I call it, only occurs when I have the setting enabled, so do you see why I am blaming Ravage? I am not the same dude that you are talking about. I don't know who you are talking about and I don't care lol. I'll tell you what, though. Later today I will test Ravage mod, in a multiplayer lan mission, while only having CBA and Ravage enabled. I will make sure to enable the MP persistency setting. If the problem still occurs, I don't want anyone to blame the mods I am running again. Does this sound fair?
  21. ArteyFlow

    Ravage

    A good healthy portion of the mods in the list I included are maps. Most of the others are things like CUP, RHS, etc that add guns, uniforms and maps. Only a small handful of the mods (like maybe Chemical Warfare) could possibly interfere with Ravage's scripts and what not. Therefore, I don't bother with disabling any of my mods while playing Ravage. I could still try Ravage later today with maybe just Cup and Rhs enabled, but I'm like 90% certain the MP Persistency problem will still persist (pun intended).
  22. ArteyFlow

    Ravage

    Thank you, I was unaware of that.
  23. ArteyFlow

    Ravage

    I am aware of your heli crash script, I will give it a try later today. Thanks!
  24. ArteyFlow

    Ravage

    Here is the list of the mods that I use: CBA_A3 ASDG JR 3den Enhanced Advanced Rappelling Advanced Towing Advanced Urban Rappelling Ambient Combat Manager Enhanced Movement RHSAFRF RHSUSAF RHSGREF RHSSAF ADR-97 Weapon Pack (Official Mod) CUP Weapons CUP Units NATO_Rus_Weapons_CBA Altis_Guerrilla_Warfare CUP Terrains - Core AVON FM12 Respirator Pack Chemical Warfare CUP Terrains - Maps AVON FM12 + Chemical Warfare Compat B61 Nuclear Bomb CUP Vehicles FEMAL3 Heads FEMAL3 Uniforms KA Suitcase Nuke L3-GPNVG18 Panoramic Night Vision MAKTAC Insignia MiddleEastWarfare MRH Satellite NIArms All in One RussianGRU_mas Specialist Military Arms (SMA) Version 2.7.1 TAC VESTS TRYK [TRYK's Multi-play Uniforms] ussocom_mas WLA Addon Arctic ArmA 3 Custom Buildings - Original Arma 3 Taviana 0.4.1 CUP Terrains - CWA Esseker Fallujah Island Panthera 3.9 Kunduz, Afghanistan Lingor+Dingor Island v3.82 Nam Namalsk Napf Island A3 Ruha SNW Rura Penthe Tembelan Island VIDDA | ALPHA X-Cam-Taunus (Version 1.1) Yes, I know I use a lot of mods, but I haven't had any problems with them. I do not think my mods are the source of the issue. The bug only occurs when "MP persistency" is enabled. As soon as I disable it, the problems completely disappear. I know that "MP persistency" is the source of the problem. If it isn't the source, then it's definitely a contributing factor. I know the problem isn't my respawn markers (I have two dozen respawn markers placed throughout the map), as I have their variable names set correctly. Also, I'm guessing your last sentence was a jab at me. You should know that the people in my group all use the exact same mods, to avoid any potential problems from occurring. There's no way that "long term stability for the mission" shouldn't be attainable here.
  25. ArteyFlow

    Ravage

    Haleks - Hello. The mod is looking really good now, however there's still a few problems that should be ironed out so that it can be more playable. I'll list the problems I've experienced (and things I would like to see in the mod) down below for you to check out. Also, keep in mind that I primarily play Ravage multiplayer missions over LAN, that I create myself. - The "MP Persistency" option found in the "Save" module is still not working. It still randomly kills me and/or other players, and teleports our bodies into the ocean, while playing in multiplayer. I tried to enable "Sp saves" as a workaround, however resuming from saves seems buggy. Because it doesn't work, it drastically reduces the fun factor of the mod, because there's no viable way to save progress whilst playing in multiplayer. I listed this problem first because I feel it was the most important to list and therefore should have the highest priority on your to-do list. - Over time, my average fps in multiplayer tanks quite a bit. It starts out at about ~40 fps in the beginning of the mission (which is to be expected), but after about 2 hours of playing it tanks to 20 fps or lower. My fps actually went down to like 10 at one point while playing on Tanoa (and it never rose back up). I'm unsure of whether or not this is related to a buildup of zombies, ai and vehicles spawning but it reduces my immersion in the game. I know it's not a problem on my end, because I checked my computer's temperatures, vram usage and ram usage while the fps problems were occurring and everything was fine. I checked my modules and nothing was set too high (particularly the amount of zombies per player, global amount of zombies on server, ai population factor, etc which were all set to reasonable limits). I even made sure the "Garbage Collection" setting was turned on, in the "Settings" module (but I left the "Vehicles Caching System" turned off). - I would like there to be some sort of base building system in place. I know this is a big request, but it would still be extremely nice and make Ravage much more worthwhile to play in the long run, imo. It should be like the Epoch mod for ArmA 2 was, where materials spawned in industrial buildings, and once you had enough materials, you could create a base. Maybe you could even have a crafting system in place, where you can craft the materials needed to make a base. - Zombie's melee reach is a bit unpredictable sometimes. Take for example, running over a zombie while in car. They are actually able to somehow hit you while you are in the process of driving over them. It's something that should be tweaked in the future. - You should be able to sleep in multiplayer. You could make it like how in Minecraft, you are only able to sleep in multiplayer if all players in the server go to sleep. - It would be really cool if Heli crashes could spawn, kind of like in the DayZ mod for ArmA 2, however I am aware there are scripts for this, so I decided to put this one at the lowest priority in the list. That's all I have for now, but I would like to take a second to say that I admire what you are doing. I know you are just one person working on the mod, and I know it must be extremely time consuming (and probably sometimes frustrating) working on the mod, but I just wanted to give my advice on how it could improve in the future. Thanks for reading.
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