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ArteyFlow

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Posts posted by ArteyFlow


  1. My friend TerraAtlus has a Ravage server set up, if anyone's interested in playing some public ravage. Details are as follows:

    EDIT: If you plan on joining, make sure to join through the ArmA 3 launcher, so the mods get automatically loaded.

    Spoiler

     

    Server IP: 14.1.31.138:2332

    Required Mods:

    @CBA_A3

    @Ravage

    @CUP WEAPONS

    @RHS USAF

    @RHS AFRF

    @CUP TERRAINS - CORE

    @CHERNARUS REDUX

    @VANDEANSON'S APOCALYPSE

     

     

    • Like 1
    • Haha 1

  2. 1 hour ago, outlaw2101 said:

    Heyo 

    I have a suggestion - forgive my ignorance if this has been asked previously.

    Unless its already possible (I haven't worked it out yet) - options in the Gear Pool Module to add custom ammunition and attachments in the module to get them to spawn would be pretty bangin'. 

    You can add custom attachments, guns, etc by double-clicking the "Gear Pool" module, and entering the classnames of the things you want to be added into the fields (weapons, common items, rare items, etc). You can't enter ammunition into any of the fields, as those automatically start spawning once the respective guns are added into the "Gear Pool' module. This is what my "Rare Items" field looks like, if you want an example:

    Spoiler

    "APERSBoundingMine_Range_Mag","APERSMineDispenser_Mag","APERSMine_Range_Mag","APERSTripMine_Wire_Mag","B_IR_Grenade","CUP_optic_Elcan","CUP_optic_Elcan_OD","CUP_optic_Elcan_reflex","CUP_optic_Elcan_reflex_OD","CUP_optic_Kobra","ClaymoreDirectionalMine_Remote_Mag","DemoCharge_Remote_Mag","FirstAidKit","HLC_Optic_G36Dualoptic15x","HLC_Optic_G36Dualoptic15x2d","HLC_Optic_G36Export15x","HLC_Optic_G36Export15x2d","HLC_Optic_G36Export35x","HLC_Optic_G36Export35x2d","HLC_Optic_G36dualoptic35x","HLC_Optic_G36dualoptic35x2d","HandGrenade","ItemCompass","ItemGPS","ItemMap","ItemRadio","MineDetector","MiniGrenade","NVGoggles","Rangefinder","SatchelCharge_Remote_Mag","SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellOrange","SmokeShellPurple","SmokeShellRed","SmokeShellYellow","acc_pointer_IR","bipod_01_F_blk","bipod_01_F_khk","bipod_01_F_mtp","bipod_01_F_snd","hlc_optic_ANGSCHUTZ","hlc_optic_FNSTANAG2D","hlc_optic_FNSTANAG4X","hlc_optic_HensoldtZO_lo","hlc_optic_HensoldtZO_lo_Docter","hlc_optic_Kern2d_3011","hlc_optic_Kern_3011","hlc_optic_LRT_m14","hlc_optic_LeupoldM3A","hlc_optic_LeupoldM3A_3011","hlc_optic_VOMZ","hlc_optic_VOMZ3d","hlc_optic_ZF95Base","hlc_optic_ZF95_3011","muzzle_snds_570","muzzle_snds_B","muzzle_snds_B_arid_F","muzzle_snds_B_snd_F","muzzle_snds_H","muzzle_snds_H_MG","muzzle_snds_H_MG_blk_F","muzzle_snds_H_MG_khk_F","muzzle_snds_H_snd_F","muzzle_snds_L","muzzle_snds_M","muzzle_snds_acp","muzzle_snds_m_khk_F","muzzle_snds_m_snd_F","optic_ACO_grn","optic_ACO_grn_smg","optic_AMS","optic_AMS_blk","optic_AMS_tan","optic_Arco","optic_Arco_arid_F","optic_Arco_blk_F","optic_DMS","optic_DMS_ghex_F","optic_DMS_weathered_F","optic_ERCO_blk_F","optic_ERCO_khk_F","optic_ERCO_snd_F","optic_Hamr","optic_Hamr_khk_F","optic_Holosight","optic_Holosight_arid_F","optic_Holosight_smg","optic_Holosight_smg_blk_F","optic_LRPS","optic_LRPS_ghex_F","optic_MRCO","optic_SOS","optic_SOS_khk_F","optic_Yorris","optic_aco","optic_aco_smg","rhs_acc_1p29","rhs_acc_1p63","rhs_acc_1p78","rhs_acc_1p87","rhs_acc_2dpZenit","rhs_acc_dh520x56","rhs_acc_ekp1","rhs_acc_ekp8_02","rhs_acc_ekp8_18","rhs_acc_nita","rhs_acc_pbs1","rhs_acc_perst1ik","rhs_acc_pkas","rhs_acc_ps01m2","rhs_acc_ps01m21","rhs_acc_rakursPM","rhs_acc_tgpa","rhs_acc_tgpv","rhs_acc_tgpv2","rhsgref_acc_zendl","rhsusf_acc_ACOG","rhsusf_acc_ACOG_MDO","rhsusf_acc_ACOG_RMR","rhsusf_acc_ACOG_d","rhsusf_acc_ACOG_wd","rhsusf_acc_ELCAN","rhsusf_acc_LEUPOLDMK4","rhsusf_acc_LEUPOLDMK4_2","rhsusf_acc_LEUPOLDMK4_2_d","rhsusf_acc_LEUPOLDMK4_d","rhsusf_acc_LEUPOLDMK4_wd","rhsusf_acc_M2A1","rhsusf_acc_M8541","rhsusf_acc_M8541_low","rhsusf_acc_M8541_low_d","rhsusf_acc_M8541_low_wd","rhsusf_acc_RM05","rhsusf_acc_RX01","rhsusf_acc_RX01_NoFilter","rhsusf_acc_RX01_tan","rhsusf_acc_T1_high","rhsusf_acc_T1_low","rhsusf_acc_compm4","rhsusf_acc_eotech_xps3","rhsusf_acc_g33_t1","rhsusf_acc_g33_xps3","rhsusf_acc_g33_xps3_tan","rhsusf_acc_mrds","rhsusf_acc_mrds","rhsusf_acc_mrds_c","rhsusf_acc_mrds_c","rhsusf_acc_nt4_black","rhsusf_acc_nt4_tan","rhsusf_acc_omega9k","rhsusf_acc_premier","rhsusf_acc_premier_low","rhsusf_acc_rotex5_grey","rhsusf_acc_rotex5_tan","rhsusf_acc_su230","rhsusf_acc_su230_c","rhsusf_acc_su230_mrds","rhsusf_acc_su230_mrds_c","rvg_O_NVGoggles_ghex_F","rvg_O_NVGoggles_hex_F","rvg_O_NVGoggles_urb_F"

     

    • Like 2

  3. On 4/5/2020 at 8:38 AM, Muecke said:

    AiXtwy7.jpg

     

    Having this in MP when I got shot down and check my dead body after respawn. There is this strange half naked guy lying next to my dead body. Can I do something about ? I am running ravage with modules which is very easy to do. Sometimes when killing a vehicle every crew member gets one of these half naked guys spawning around too. Ah and the light filter effect does not keep on working after respawn for me.

     

    Thank you haleks for this great mod you made and share with us.

     

    That's a bug associated with the resurrection feature, you can temporarily disable the resurrection feature in the "Zombies" module to fix it. What mods are you playing with, btw?

    • Like 1

  4. 7 hours ago, haleks said:

     

    Hi!

    I'm afraid it's not possible to exclude players from the 'turn' feature at the moment. But I've received a similar request for the 'AI Looters' feature and I'll push a small update soon(ish) to make life easier for mission makers.

    But before I tweak the Zed resurrection thing, I could certainly use more data on that glitch. 😉 

    Does it happen on bodies inside vehicles only? Low framerate may be part of the problem, but I wanna make sure I ain't missing something.

    When the bug happened to me, the ai were not in vehicles. They were just chilling in the middle of a field, and when I killed each of them, bodies started pouring out, and my fps dropped down to like 3 until the bodies stopped spawning.

     

    Here's a screenshot of what it looked like: CC5DECA0E46B1049919567222C8EEEE8134AD525

    • Thanks 1

  5. 2 hours ago, NutzMcKracken said:

    Question about Ambient Zombie configuration.

    Is there somehow I can define that only Ai (NPC) players become zombies after they are killed? (This is with the zombie resurrection turned on) 

     

    It would be good to not include actual Human players. Players seem to be losing their bodies when they die and they turn to Zombies and go walking off 😅, then the garbage collection system cleans them up. Oops. So players would love to have a chance at getting their stuff back when respawning, lol.

     

    Really hate to turn it off as we love playing with it and seeing some of the NPC die and comeback as Zeds. Even when it's PvP people find it interesting. FYI this is on merging with Exile.

    Also noticed from time to time that when you kill an NPC it spawns up extra bodies and if the player unloads into the Ai it spawns more of them. I'm going to reproduce later what was reported to me to get a better idea, but I've seen it where there's 5 Ai in a car and you unload on them and what seems like 25 bodies spill out. 

     

    Any ideas as to what could be causing that? 

     

    Server was at one time down to 2-7FPS but after cleaning up some code with the mission and VCOM Ai Side assignment, Server FPS is back to 40's+. So maybe the FPS caused a part of it I'm assuming.

    I noticed the same exact bug that you noticed once, but at the time I thought it was a script acting up. Very interesting stuff indeed.


  6. On 12/22/2019 at 4:21 PM, UnDeaD. said:

    I don't know if it has been reported, but i encountered a bug with CUP buildings: when you loot one, all the buildings of the same type becomes looted.

     

    That bug has indeed been reported already, thats only an issue on custom maps though. It's not an issue on base ArmA 3 maps such as: Altis, Tanoa, Malden 2035, Livonia, etc.

    • Like 2

  7. 2 hours ago, RZNUNKWN said:

    More hazardous rains?

    Maybe add an option to increase the radiation received from the rain, a slider or numeric value of radiation. Make it a bit more dangerous to venture out during the rain, something similar to @MuRaZorWitchKINGs weather script, just with radiation. 

    I think a more important addition would be a dumpster so we can roleplay as Glenn and hide from zombie hordes.

    latest?cb=20151026214951

    • Like 3
    • Haha 3

  8.  
     
     
     
     
     
     
     
    6
    On 8/27/2019 at 6:21 PM, GEORGE FLOROS GR said:

     

    Thank you very much @ArteyFlow !

     

    I just notice that it wasn't still correct so i updated the code and now it's working properly .

    This was my first script by the way !

    Have fun !

     

    Here is the update to version  2.0

     

    GF_Custom_Deathscreen_Script v2.0.zip

    Expires in: 29 days 20:59:06   |   Size: 2.4 MB   |

     

    Thanks !

    Hell yeah dude, I'm going to add that script to my missions since it provides a nice touch of polish 😎 Thanks again!

    • Thanks 1

  9. 2 hours ago, EO said:

     

    I'm thinking it might just be possible to upload this soundtrack as a proper workshop mod for Ravagers to subscribe too for use with the Ravage's own Custom Music feature.

    There is a "Legacy Sounds" mod on the DayZ workshop that contains a range of samples from the Arma 2 mod, it also includes the Chronos/Klankbeeld music. This mod is covered by the ADPL-SA and hasn't, as yet received a DMCA.  

    From what I can see there is legitimacy to release the soundtrack to the Arma 3 workshop under the same ADPL-SA licence. 

     

    Any thoughts or fears folks?.... 

          

    Actually, that sounds great!! Also, I checked out the "Legacy Sounds" mod, and I'm definitely subbing to that if/when I get DayZ!

    • Thanks 1

  10. 1 hour ago, EO said:

     

    I already have another soundtrack pbo that has the original DayZ samples, I think there are around 35 samples in total. I'd be happy to share if you like. 

    Oh no thats fine, I think I just about have my own DayZ custom soundtrack up and running, there's just one more thing I have to fix. Thanks for sharing the other thing too.

    • Like 1

  11. Actually, how did you guys get your custom soundtracks up and running? What does your "cfgMusic" entries look like? I tried both this:

    Spoiler

     

    class CfgMusic
    {
    tracks[]={};

    class music1
    {
    name = "music1";
    sound[] = {"\music\music1.ogg", db+0, 1.0};
    };
    class music2
    {
    name = "music2";
    sound[] = {"\music\music2.ogg", db+0, 1.0};
    };
    class music3
    {
    name = "music3";
    sound[] = {"\music\music3.ogg", db+0, 1.0};
    };
    class music4
    {
    name = "music4";
    sound[] = {"\music\music4.ogg", db+0, 1.0};
    };
    class music5
    {
    name = "music5";
    sound[] = {"\music\music5.ogg", db+0, 1.0};
    };

    };

     

     

    and this:

    Spoiler

    class CfgMusic
    {
    tracks[]={"music1","music2","music3","music4","music5"};

     

    I couldn't get the music playing with either of those formats. Not sure if I'm just being stupid and the answer is obvious, or if there's more to it than that LUL


  12. 48 minutes ago, haleks said:

     

    I made meself a small private addon with the music from Homeworld 2 : they work beautifully with any post-apo setting. ❤️ 

     

    Obviously it's not something I can share; but FYI : with the custom soundtrack entry in the Settings module, it's definitely worth making your own addon with your favorite tunes configured in CfgMusic. Just load your private addon, enter the track names you configured, and enjoy the end of world with style!

    I think I might add Dayz mod's soundtrack to my Ravage missions to replicate the old-school DayZ mod gameplay experience pretty soon. I even have Namalsk's unique soundtrack too. Ravage is about to get a whole lot better 😉

    • Like 2

  13. 3 hours ago, EO said:

     

    The full fat version that come with TPW Mod has a few more features like additional sounds plus the crows disperse if there's near-by combat. The version he edited for me is pretty basic and was mainly for the hunting aspect. 

    I'd imagine if you ran that script during a regular Ravage scenario with bandits, renegades and zeds the skies would eventually look like this...

      Hide contents

    g2peora.jpg

    😅

    Screen capture from "The Birds (1963)", directed by Alfred Hitchcock, non-colorized.

    • Like 2
    • Haha 2

  14. 19 hours ago, haleks said:

     

    I made multiple tests with the mission file you provided, and from what I can tell, the gearpool module works as intended.

    All the loadouts generated by the rvg_fnc_equip function were consistent with the custom arrays; although you are using a lot of vanilla items in your arrays, I had a fairly good number of items from CUP etc in most loadouts.

    You should definitely reduce the number of vanilla items if you want to see more of the other stuff : roughly 60-70% of your 'common uniforms' are vanilla.

    This is especially true for weapons, since they are sorted according to a set of values : depending on those, some weapons will be selected more often than others. This could lead to vanilla weapons being picked up more frequently, as 3rd party addons may not use the same references in their configs.

     

    Note that I don't have RHS or HLC installed though; I'll download them later and run more tests, but so far I reckon it's just a question of balancing your lists. By the way, a fast way to test your gearpool settings is to run this on the player with the debug console :

    
    [player] call rvg_fnc_equip

    You don't have to hunt for spawned AI with Zeus, and can generate dozens of loadouts in a few seconds. ^^

    Looks like I owe you an apology. It looks like you were right: the Gear Pool is indeed working properly. I'll trim my classname lists down a bit to better optimize things. I'm sorry for being so quick to blame everything on the Gear Pool, it won't happen again, I promise.


  15. 1 hour ago, haleks said:

     

    I made multiple tests with the mission file you provided, and from what I can tell, the gearpool module works as intended.

    All the loadouts generated by the rvg_fnc_equip function were consistent with the custom arrays; although you are using a lot of vanilla items in your arrays, I had a fairly good number of items from CUP etc in most loadouts.

    You should definitely reduce the number of vanilla items if you want to see more of the other stuff : roughly 60-70% of your 'common uniforms' are vanilla.

    This is especially true for weapons, since they are sorted according to a set of values : depending on those, some weapons will be selected more often than others. This could lead to vanilla weapons being picked up more frequently, as 3rd party addons may not use the same references in their configs.

     

    Note that I don't have RHS or HLC installed though; I'll download them later and run more tests, but so far I reckon it's just a question of balancing your lists. By the way, a fast way to test your gearpool settings is to run this on the player with the debug console :

    
    [player] call rvg_fnc_equip

    You don't have to hunt for spawned AI with Zeus, and can generate dozens of loadouts in a few seconds. ^^

    Thanks my man, I'll go ahead and do more testing then 😎

    • Like 1

  16. 1 hour ago, haleks said:

    @ArteyFlow: With "Display Errors" enabled, the module will show invalid classnames at mission start - those are also stored in your RPT files.

    Check it out : I think you have wrong uniforms names ("CUP_I_B_PMC_Unit_1" for instance is a unit class, not the uniform itself).

    Oh yeah, I've already tested the Gear Pool with Display Errors enabled, and I've already fixed all the classnames that popped up errors. Also, that classname is actually the classname of the uniform itself, and not a unit. Here's proof from the Virtual Arsenal:

    A30F5476A533AE04CA2091BAB955A2A27C2E2F4F

    • Like 1
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