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ArteyFlow

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Posts posted by ArteyFlow


  1. 1 hour ago, privileged berserker said:

    I am at my crossroads. I've spent hours trying to figure out how to add custom music in the atmosphere settings for ravage. Nothing I do works and it has me frustrated not being able to figure it out. Nothing I have found on here has helped so far. I can't find the cfgmusic file in the ravage folders. Help would be greatly appreciated. There also isn't a single tutorial on this for some odd reason ig people just don't like to add custom music to these things. Is it really this complicated to do or am I just completely missing the bullseye?

    1 minute ago, MuRaZorWitchKING said:

    You can always class your tracks via cfgmusic in the description.ext and then play them through the init.sqf with BI’s select random feature too. 

     

    This is the method I use for my missions, I recommend this route as well. 

    Just to clarify, you will need the following:

     

    Description.ext: 

    Spoiler

     

    class CfgMusic
    {
        tracks[]={};
        class music1
        {
            name = "music1";
            sound[] = {"\music\music1.ogg", db+7, 1.0};
        };

        class music2
        {
            name = "music2";
            sound[] = {"\music\music2.ogg", db+7, 1.0};
        };

        class music3
        {
            name = "music3";
            sound[] = {"\music\music3.ogg", db+7, 1.0};
        };
    };

     

     

    So on so forth. 

    Make sure that the file directories for each of the tracks are accurate. Take "sound[] = {"\music\music1.ogg", db+7, 1.0}; for example.

    Do you see how it says "\music\music1.ogg"? That means the track is in a folder named "music", and the "music" folder, in particular, would be in the mission folder itself. I would recommend keeping all your tracks in a folder like this for convenience purposes.

     

    Init.sqf:

    Spoiler

    sleep 1;
    [["music1","music2","music3"], 240] call BIS_fnc_music;

     

    You may not need the sleep timer, but I have it enabled for my missions. The "240" part is the timer for when the next song should play.

     

    Good luck.

    • Like 2
    • Thanks 1

  2. 3 hours ago, Valken said:

    I was talking about DayZ SA. There is / was NO basebuilding in DayZ mod, unless it was modded.

     

    So when you base up, loot for materials, repeat ad nauseum, you need at least stamina OFF so you can do your W runs or have auto run enabled.

     

    If PVP only, no base building, autorun is optional. 

     

    I was actually only using DayZ mod as an example, I wasn't mentioning it just because you mentioned DayZ in your previous post. Most of the time, you're too busy looking around for other players or whatever to even think about how monotonous the constant running is. 

    Anyways, I didn't initially realize that you were mentioning autorun because of DayZ SA's stamina system, so I have no opinion on that since I don't really play DayZ SA. 

     


  3. Just now, HereIsJones said:

    In DayZ, my autorun mod was a nickel wedged into the "w" key to hold it down. True story.

     

    Also... O! Captain, my captain (Haleks), do you have a release date for RVG 2.0? Not a big deal, I'm just working on something that should be ready in 4-6 weeks, and I'm wondering if I should wait to release in 2.0. Unless the date is a secret.

     

    "In DayZ, my autorun mod was a nickel wedged into the "w" key to hold it down. True story."

     

    ^^^ This man speaks the golden truth

    • Like 2

  4. 20 minutes ago, Valken said:

    Autorun needs stamina OFF. No way it works without it.

     

    It is good for FAST pace missions and yes, it has its uses on a DayZ server for loot runs due to long travel times.

     

    If there are no cars, autorun is a must.

    If there are base building, autorun is a must.

    If there are traders and trading, autorun is a must.

    If there are looting, autorun is a must.

     

    If the whole point is to complete a mission with an ending, autorun is a maybe.

     

    Some testing for missions with a long delayed stamina, such as 15-20x as SLOW might be a good balance.

     

    In DayZ, you can autorun via mods, but when you AIM with hold breath, stamina starts to drop in standing mode.

    Stamina depletes slower in kneeling and even slower in prone shooting stance.

     

    Something like this might be a better balance for Ravage.

     

    DayZ mod didn't have an autorun feature. It's not really a "must" but rather a personal preference. Running around for half an hour definitely gets repetitive for most, so I definitely see the appeal, but it's still not a requirement for enjoying the game experience.


  5. @haleks 

     

    Love ya man and thanks for the update. However, I wanted to add to what Cloud said above by stating that @Slay No More also had a similar issue for his dedicated server; Slay was unable to join his server at all until he re-uploaded the mission and tried a few different things (such as using an older mission.sqm, which worked) as part of his problem-solving process. He mentioned seeing this error message:

    Spoiler

    82205F4FACAA0B41857D1A6D91B2106A3812EB32

     

    I obviously don't know where the root of the problem lies but I wanted to mention Slay's experience, just in case. 

     

    As a side note, Ravage version 2.0 sounds amazing, however, I'm with the "release a brand new mod" team. I feel that most mission makers could feel the same way since one of the worst thoughts to have is that your mission will get broken in some shape or form.

    • Like 2

  6. Hello Ravage fans, if you want a laid-back community to play or talk about Ravage then I've got good news for you. We have a community appropriately named "Wasteland Walkers" that was created with Ravage in mind. We have a server set up at the moment (which is hosting TenuredCloud's "Not Alone" mission) with only a small list of required mods. Ravage has given the chance for zombie apocalypse lovers everywhere to have common ground to be able to connect with one another, which is something that we chose to capitalize on. Our discord is composed of: Mission makers, Ravage fans, and others who enjoy laid-back interaction with others. There's only a couple of rules to follow on our Discord and they're laid-back ones, as we want members to feel welcome and valued. Here's some additional info about our community:


    Timezone: EST
    Country: United States of America
    Play Style: Relaxed
    Attendance Requirements: None

     

    Here's a link if you're interested in joining.
    We hope to see you there. 

     

     

    2BCBC313059435EC0C4CCD047FC5C42E3A9D9EEA

     

    Photo Credit: Haleks

    • Like 4

  7. Update: The server will only be up till February 4th. Last chance to join and play if you're interested. Hope to see you there.

     

    Hello fellow Ravagers -

     

    Got a Ravage Taviana server up and running. Only 12 mods, a good portion of them being CUP related. It's password protected at the moment, but anyone is free to join. Some issues are still being worked on however, so its still a work in progress. Here's the info:

     

    IP: 104.243.43.26:2352

    Password: Fart2797

     

    Mods:

    CBA_A3

    CUP Terrains - Core

    CUP Terrains - Maps

    Enhanced Movement

    CUP Weapons

    CUP Units

    CUP Vehicles

    Ravage

    Ravage CUP

    Interiors for CUP

    Vandeanson's Apocalypse

    Arma 3 Taviana 0.4.2

     

    Please note that multiplayer persistency IS a thing on this server, so your character should always be saved between restarts. Persistency only extends to players themselves, however; vehicles are not saved.

     

    TenuredCloud was kind enough to allow me to link his discord, "Wasteland Walkers", if anyone has any questions regarding the server. Here's a link for the discord: https://discord.gg/KMkfnDKy5E

     

    If you're interested in joining, please do give feedback if you notice any bugs or other issues. Thank you.

    • Like 4
    • Thanks 2

  8. 19 hours ago, UnDeaD. said:

    If anyone is using Outlawled's Mag Repack script and don't want other people on a server to exploit by combining for example toolbox with matches, just swap inside MagRepack_Misc.sqf this line:

    
    if (getNumber(configFile >> "CfgMagazines" >> _magType >> "count") > 1 || {[_magType] call outlw_MR_isConvertable}) then

    with this:

    
    if ((getNumber(configFile >> "CfgMagazines" >> _magType >> "count") > 1 || {[_magType] call outlw_MR_isConvertable}) && (_magType find "rvg_" != 0)) then

    This way it just disables the combination of Ravage items, so no more exploits. 😉

     

    Bro thank you for that. I wasn't even aware that exploit existed with that script.

    • Like 1

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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.


  14. 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

  15. 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

  16.  
     
     
     
     
     
     
     
    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

  17. 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
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