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ArteyFlow

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Everything posted by ArteyFlow

  1. ArteyFlow

    Ravage

    That's awesome, you could pretend that when that happened, it was during the early days of the apocalypse when the military was still trying to cordon off the infected or something. Honestly, I'm gonna take a look at that "TPW mod" because I want to get in on this action too LUL
  2. ArteyFlow

    Ravage

    Thanks my dude, I'll take a look and see if I can get something working!
  3. ArteyFlow

    Ravage

    I'm glad that you're able to get back on your feet again 👌
  4. ArteyFlow

    Ravage

    Anyone have experience with ambient music scripts? I'm asking because I'm trying to add custom songs to my Ravage missions, but only the initial track plays, after that it's silence. Any help is 100% appreciated. Here's what's in my "init.sqf" file: _randomFirstTrack = _musicPool call BIS_fnc_selectRandom; // select the initial track playMusic _randomFirstTrack;//play the initial track, required for the eventHandler to work addEventHandler ["MusicStop" //add an eventHandler which starts a new track when the music stops { _randomTrack = _musicPool call BIS_fnc_selectRandom; 0 fadeMusic 0; //set volume to 0 to smoothly fade in afterwards playMusic _randomTrack; //play a random selected track 10 fadeMusic 1; //Turn up the music volume smoothly }];
  5. ArteyFlow

    Ravage

    Just put some duct tape on it, it'll be ight.
  6. ArteyFlow

    Ravage

    I'm happy for you that you finally get to take your *very hard earned* break now, and I'm in the same boat as everyone else, if you need me to donate to help you out I'd be willing to. Rest up, my friend. 👍
  7. ArteyFlow

    Ravage

    A fear simulation system for the AI would certainly make the AI more realistic... however would there be a chance for that to be a toggable option? I'm asking because I prefer the way the AI are now, with their literal balls of steel whilst firing at the undead and all 👍
  8. ArteyFlow

    Ravage

    I think in one of the updates, Haleks changed the firing mode of the AI so the Blufor survivor problem you were experiencing should be history by now... but I do agree on your points. The problem could just be me, I'm not entirely sure yet.
  9. ArteyFlow

    Ravage

    I've noticed some strange behavior in Ravage lately, mostly regarding the AI and zombies. I am encountering an over-abundance of Renegades almost, just earlier I was playing and found like 3 Renegades all within very close proximity of each other (they weren't part of the same group). Blufor Survivors seem to be extremely rare, I almost never find them nowadays, as opposed to back in 2016 when I could find them every other playthrough. It's almost like Renegades have higher spawn priority than the other AI or something. I also almost never find Car Patrols anymore, especially the Independent Truck Patrols that I used to commonly find/see, they're nowhere to be found. Also, zombies seem to only spawn in cities and towns now, I only find one, two, maybe three, tops, out in the wilderness. I have my AI population multiplier set to 2, and the spawn distances are 400 and 1000. My Zombie count is set to 30 per player, safe distance is 75 meters and the other one is 250 meters. Is anyone else noticing this strange behavior or is it just me? On a different note, thanks again for the update, Haleks! The new and improved gear pool module is one of the things the mod needed the most, and I can't thank you enough for revamping it.
  10. ArteyFlow

    Ravage

    Thanks, I'll go ahead and add the delay to my missions 👍
  11. ArteyFlow

    Ravage

    If you set the "ArmA 3" setting in the Gear Pool module to Equipment Only and have a player or AI have "0 = [this] call rvg_fnc_equip; " in their init field, the game will CTD. I just got it to occur multiple times under the same circumstances.
  12. ArteyFlow

    Ravage

    You're the man, Haleks!
  13. ArteyFlow

    Ravage

    The first pic kind of looks like something from "The Thing" LUL
  14. ArteyFlow

    Ravage

    That all sounds amazing, I'm now extremely hyped to see those gearpool changes 👍
  15. ArteyFlow

    Ravage

    I just discovered a new distance related bug, much like the "Repair/Scavenge Vehicles" one I found a while back. It's related to traders this time around:
  16. ArteyFlow

    Ravage

    The end result of downloading and converting the Ravage Mod Header that @kodabar linked me to:
  17. ArteyFlow

    Ravage

    I'm gonna take a look too myself into adding custom vehicles... I think life is going to get very interesting indeed...
  18. ArteyFlow

    Ravage

    Thank you very much, I'll take a look!
  19. ArteyFlow

    Ravage

    This is going to sound like a seriously dumb question, but where can I find a good quality picture containing the Ravage logo? I was looking to add scenario pictures to all my Ravage missions to add a coat of polish, but I'm not sure where to find a high quality Ravage picture.
  20. ArteyFlow

    Ravage

    Does anyone remember those "I spy" books where you have to find things out of place in the pictures? Well, here's a Ravage version..
  21. ArteyFlow

    Ravage

    @haleks Thanks for your hard work in keeping Ravage up to date, my dude.
  22. ArteyFlow

    Ravage

    @haleks Here's another small list of the vehicles I've tested with that had errors in your Ravage test mission: [B Alpha 1-1:1 (ArteyFlow),"CUP_Vmlauncher_AT5_single_veh","CUP_Vmlauncher_AT5_single_veh","CUP_Vmlauncher_AT5_single_veh","CUP_M_9M113_AT5_Spandrel_AT","CUP_8Rnd_AT5_BMP2_M",193: cup_9m113_at5.p3d,B Alpha 1-1:1 (ArteyFlow)] [B Alpha 1-1:1 (ArteyFlow),"CUP_AT13LauncherSingle_W","CUP_AT13LauncherSingle_W","CUP_AT13LauncherSingle_W","CUP_M_9K115_2_AT13_Saxhorn_2_AT","CUP_6Rnd_AT13_M",275: cup_9m113_at5.p3d,B Alpha 1-1:1 (ArteyFlow)] [B Alpha 1-1:1 (ArteyFlow),"CUP_Vacannon_Yakb_veh","CUP_Vacannon_Yakb_veh","manual","CUP_B_127x108_AP_Green_Tracer","CUP_1470Rnd_TE1_127x108_YakB_AP_M",315: tracer_green.p3d,<NULL-object>] [B Alpha 1-1:1 (ArteyFlow),"CUP_Vmlauncher_RBS70_veh","CUP_Vmlauncher_RBS70_veh","CUP_Vmlauncher_RBS70_veh","CUP_M_RBS70_AA","CUP_1Rnd_RBS70_M",371: cup_stinger_rocket.p3d,B Alpha 1-1:1 (ArteyFlow)] [B Alpha 1-1:1 (ArteyFlow),"CUP_Vacannon_M230_veh","CUP_Vacannon_M230_veh","burst_5","CUP_B_30x113mm_M789_HEDP_Red_Tracer","CUP_1200Rnd_TE1_Red_Tracer_30x113mm_M789_HEDP_M",372: tracer_red.p3d,<NULL-object>] [B Alpha 1-1:1 (ArteyFlow),"CUP_Vmlauncher_AGM114K_veh","CUP_Vmlauncher_AGM114K_veh","Direct","CUP_M_AGM_114L_Hellfire_II_AT","CUP_PylonPod_4Rnd_AGM114L_Hellfire_II_M",396: cup_agm_114k_hellfire_ii_fly.p3d,<NULL-object>] [B Alpha 1-1:1 (ArteyFlow),"CUP_Vmlauncher_AIM9L_veh_1Rnd","CUP_Vmlauncher_AIM9L_veh_1Rnd","CUP_Vmlauncher_AIM9L_veh_1Rnd","CUP_M_AIM_9L_Sidewinder_AA","CUP_PylonPod_1Rnd_AIM_9L_Sidewinder_M",398: cup_aim9x_sidewinder_fly.p3d,<NULL-object>] [B Alpha 1-1:1 (ArteyFlow),"CUP_Vmlauncher_AIM120_veh","CUP_Vmlauncher_AIM120_veh","CUP_Vmlauncher_AIM120_veh","M_Zephyr","CUP_PylonPod_1Rnd_AIM_120_AMRAAM_M",462: missile_aa_02_fly_f.p3d,B Alpha 1-1:1 (ArteyFlow)] [B Alpha 1-1:1 (ArteyFlow),"CUP_Vblauncher_GBU12_veh","CUP_Vblauncher_GBU12_veh","CUP_Vblauncher_GBU12_veh","CUP_Bo_GBU12_LGB","CUP_PylonPod_1Rnd_GBU12_M",64: cup_gbu_12_fly.p3d,B Alpha 1-1:1 (ArteyFlow)] [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_yakB","rhs_weap_yakB","manual","rhs_ammo_127x108mm_1SLT","rhs_mag_127x108mm_1slt_1470",181: empty.p3d,<NULL-object>] [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_2K8_launcher","rhs_weap_2K8_launcher","rhs_weap_2K8_launcher","rhs_ammo_9m17p","rhs_mag_9M17p_Mi24_2x",184: rhs_m_9m17_fly.p3d,<NULL-object>] [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_zt3_Launcher","rhs_weap_zt3_Launcher","rhs_weap_zt3_Launcher","rhs_ammo_zt3","rhs_mag_zt3_4",200: rhs_m_zt3_fly.p3d,B Alpha 1-1:1 (ArteyFlow)] [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_9K114_launcher","rhs_weap_9K114_launcher","rhs_weap_9K114_launcher","rhs_ammo_9m114m","rhs_mag_9M114M_Mi24_2x",218: missile_at_03_fly_f.p3d,B Alpha 1-1:1 (ArteyFlow)] [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_SidewinderLauncher","rhs_weap_SidewinderLauncher","rhs_weap_SidewinderLauncher","rhs_ammo_Sidewinder_AA","rhs_mag_Sidewinder",222: missile_aa_08_fly_f.p3d,B Alpha 1-1:1 (ArteyFlow)] [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_mk82","rhs_weap_mk82","rhs_weap_mk82","rhs_ammo_mk82","rhs_mag_mk82",142: bomb_02_f.p3d,B Alpha 1-1:1 (ArteyFlow)]
  23. ArteyFlow

    Ravage

    I experience the same exact problem whether or not "Allow ArmA 3 content" is set to "Full" or "Limited", I just mentioned that I changed it to limited because I thought it would stop the vanilla ArmA 3 weapons from appearing everywhere, but it didn't do anything.
  24. ArteyFlow

    Ravage

    Well, what if the loot spawn system was just like in Dayz mod, where loot only spawns when players get near a building, then when players go away from the building, say 250 meters, the loot either despawns or is cached....
  25. ArteyFlow

    Ravage

    Also, not sure if anyone has this problem as well, but I keep finding Sting 9mm sub machine guns in residential buildings, like houses and barns. I have ArmA 3 Content set to "Limited" in the Equipment Pool module, but I'm still finding so many Sting 9mm sub machine guns that I could have an entire tent full of Stings in under a hour. It's not just Stings either, I keep finding PDW2000 sub machine guns too (the vanilla MP7 look-a-like). I'm confused because I have those guns listed in my "Military" weapons section in the Equipment Pool module, but they just keep popping up everywhere.
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