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Posts posted by ArteyFlow

  1. On 5/20/2019 at 11:27 AM, haleks said:

    Hello everyone!


    I wanted to update you on the latest events : I talked with @MuRaZorWitchKING over the week-end, and he is going to send me his spare GC.

    It's the best solution for now, as my current financial situation makes it difficult for me to buy what is basically the most expensive piece of hardware in a computer. Regarding the donations I've received so far, I intend to use them to upgrade other bits and pieces on my rig : improving my "working" environment should allow me to work a bit faster and more comfortably.

    (That includes buying a headset with a microphone so I can - finally - play a bit online with you guys.)

    A huge "thank you" to @MuRaZorWitchKING, @whiteface73, @Zakuaz and @tourist for their contributions - and of course to everyone supporting me on Patreon! You guys have been helping me more than you can imagine.


    Speaking of Patreon, I'm probably going to make some changes : I will drop the tiers, and let anyone pledge the amount they choose. All early-access and conceptual items will be available to everybody, no matter how much they pledged. I'll most likely do that before next month. I also would like to remind everyone that items uploaded on Patreon aren't in any way exclusive : those are merely previews of WIP stuff and will always be released publicly later on (unless a project is deemed too ambitious or not feasable), so keep that in mind before subscribing.


    Thanks again Ravagers, it is trully an honor to have seen such a community forming around what began as an obscure singleplayer mod!


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

    • Like 1

  2. 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

  3. 23 minutes ago, haleks said:

    @whiteface73 Thank you so much Oliver!

    It's staying in the GC pool for now. 😉


    I'm feeling a bit more relaxed, seeing how people on this thread are ready to help is incredible and a huge boost to morale.

    This generosity alone makes more than worthwhile all the years I've put into Ravage, thanks everyone!

    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. 👍

    • Like 1
    • Thanks 1

  4. 23 minutes ago, haleks said:

    @sentinel329, @ArteyFlow


    To be honest, I didn't have much time to study how the AI performs on the long run lately; but sentinel329 is probably right. This new "natural selection" is going to need further adjustments I reckon.

    Right now the AI is too dumb/fearless, it's going to need some sort of fear simulation, or at least be better at weighting its options in presence of infected, and possibly flee instead of engaging.

    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 👍

  5. 6 hours ago, sentinel329 said:
      Hide contents


    I would wager this is a manifestation of the way the new audio detection works for zeds. Based on my experience, BLUFOR survivors (the solos and trader groups both) tend to be armed with better weapons such as assault rifles, and therefore engage zeds at greater ranges. I can't count the number of times I've heard distant gunfire, gone to check it out, and discovered a survivor blasting away at seemingly nothing. I'm guessing the survivor combat behavior may not have been adjusted yet to the new audio detection, they are still engaging at long ranges, and therefore are pretty much doomed to become instant zombie chow because of all the noise they make. This also applies to the vehicle patrols, who seem to have the added handicap of not being able to run over zeds because of the wonky AI driving, making them susceptible to being swarmed by zeds as they pass through a town. Renegades, on the other hand, tend to be more lightly armed and less inclined to engage zeds at range, the better to remain undetected and more likely to surprise the player.


    Again, these are just my observations/interpretations of what's going on "under the hood". I'm sure M. Haleks has more insightful (and accurate) commentary to add on this.

    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.

  6. 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.

    • Like 1

  7. 10 minutes ago, haleks said:


    I will fix that with the next update; but you should add a delay to that code : the gearpool module doesn't kick-in immediatly.

    this spawn {
    	sleep 1;
    	[_this] call rvg_fnc_equip;

    This should also prevent CTDs.

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

  8. 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.

    • Thanks 1

  9. 1 hour ago, haleks said:

    Hey Ravagers,

    Ravage has been updated!

    This update brings some preliminary improvements to the gearpool module and fixes some long-time issues regarding interactions between the gearpool and loot modules.

    Here's the complete changelog :

    Important note for mission designers :

    Those changes won't break previously released missions, but might impact the intended design as some underlying mechanics have been updated to offer more possibilities. As a result, missions in wich vanilla weapons are supposed to be excluded will need to be updated with the new parameters. Friendly reminder : you can quick-test the effects of the gearpool module in editor mode with the rvg_fnc_equip function.

    [player] call rvg_fnc_equip

    About GM :

    The only thing left to achieve total support for GM is creating & adding data for the furnitures system. This is a huge task, given the number and complexity of GM structures, so it will take time. I'm working on a standalone script that will partially address this situation until the furnitures system is updated - more news on that soon!

    As always, have fun fellas, and thanks to the contributors & supporters who are helping me keeping Ravage alive!

    You're the man, Haleks!

    • Like 1
    • Thanks 1

  10. Just now, EO said:

    As i mentioned earlier, "I get there in the end"...

    From this...

      Reveal hidden contents


    To this...

      Reveal hidden contents



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

    • Like 1

  11. 6 minutes ago, haleks said:


    Some quick news about the gearpool module :

    The plan remains unchanged, but I'm going to do this progressively across several updates. I've started working on the upgrades; that area of the code is among the oldest and is rather messy - it is quite the headache tweaking it without breaking the dynamic interactions with the loot module.


    What's done for now :

    - The setting for vanilla content works in the same way as supported mods (on, off, weapons only or gear only). This is a quick QoL improvement until I begin work on deeper changes to the module.

    - Enabling weapons from supported mods no longer auto-disables vanilla weapons : mission designers can use the new setting to exclude or combine them with mods.

    - Fixed sync between gearpool and loot modules: data generated by the gearpool module is correctly applied to the loot system - no more vanilla items if the mission designer don't want them.

    - That also means the gear used by the AI will be consistent with what can be found as loot (that wasn't always the case).

    - Added module support for GM CDLC.

    - Made sure it doesn't break previous missions.


    I'll see if I can squizz more custom list overrides like for weapons, and I'll probably update in a few days.


    EDIT : Here's the changelog for now :


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

    • Like 1

  12. 7 hours ago, whiteface73 said:

    If I remember correctly, using the custom vehicles will exclude every other vehicles. OK, I could add them too.

    There is a vehicle option in the Ambient AI Module? Didn‘t notice...I think life is gonna get interesting in my sandbox 😁

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

    • Like 3

  13. 35 minutes ago, kodabar said:


    That's actually a very good question. I've noticed that a lot of Ravage missions use one particular thumbnail image which was taken from one of my videos, which I, in turn, took from Haleks. So clearly people are having difficulty with this. There's a hidden page on the wiki that explains what font is used, where to find it and the image Ravage uses for the logo as well as the original image from which it's derived. I haven't made it visible yet because I still need a higher resolution image, but you can access it here in the meantime:

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

  14. 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.

  15. @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)]

    • Thanks 1

  16. 13 minutes ago, Donnie_Plays said:

    I'm not sure where things are currently, but setting anything to "Limited" seems to break spawning. At least in the past.

    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.

  17. 12 minutes ago, Donnie_Plays said:

    I like the idea of weapons spawning on the ground, but it kills performance. I was just thinking about it. The AI probably wont' spawn because the new map has new roads and likely new pathfinding. Same thing with zombies. If every object on the new map is new to Arma... it's probably going to be a massive project to update everything.

    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....

  18. 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.

  19. 6 minutes ago, Donnie_Plays said:

    I've been looking around on the new map that just came out with the Creators DLC. The map is gorgeous and exceptional. However... I have no idea how loot is going to work with Ravage mod on this map. There are no objects on the entire map that is used from vanilla arma. I'm also not seeing piles of boxes or crates that can be used for loot systems. The houses are all completely enterable and empty.

    Could this be the perfect time for an optional 2nd loot system for Ravage? The old loot system that spawns objects such as luggage, might be a great system to use for this map.

    Better yet, what if guns and items spawned directly on the ground, just like in DayZ mod? That would be a dream come true, for me. I've tried loot mods that spawn items at the start of missions, but they reduce performance far too much; it would be sick if an alternate system was used where things spawned directly on the ground, but only if players were near, then when players got far enough, the objects were stored in cached memory or despawned.

    • Like 1

  20. Alright, I just tested a boat load of weapons (haven't tested any vehicles yet), and here's the list of weapons that threw up errors for me:


    [B Alpha 1-1:1 (ArteyFlow),"CUP_SVD","CUP_SVD","Single","CUP_B_762x54_Ball_White_Tracer","CUP_10Rnd_762x54_SVD_M",180: tracer_white.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_SVD_des_EP1","CUP_SVD_des_EP1","Single","CUP_B_762x54_Ball_White_Tracer","CUP_10Rnd_762x54_SVD_M",202: tracer_white.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_Igla","CUP_Igla","CUP_Igla","CUP_M_9K38_Igla_AA","CUP_Igla_M",223: cup_9k38_igla_fly.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_RPG18","CUP_RPG18","CUP_RPG18","CUP_R_RPG18_AT","CUP_RPG18_M",226: cup_pg7vm_fly.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_launch_9K32Strela","CUP_launch_9K32Strela","CUP_launch_9K32Strela","CUP_M_9K32_Strela_2_AA","CUP_Strela_2_M",230: cup_9k38_igla_fly.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_MetisLauncher","CUP_MetisLauncher","CUP_MetisLauncher","CUP_M_9K115_2_AT13_Saxhorn_2_AT","CUP_AT13_M",234: cup_9m113_at5.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_M136","CUP_M136","CUP_M136","CUP_R_M136_AT","CUP_M136_M",239: cup_at4_rocket.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_Javelin","CUP_Javelin","CUP_Javelin","CUP_M_Javelin_AT","CUP_Javelin_M",244: cup_javelin_rocket.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_Stinger","CUP_Stinger","CUP_Stinger","CUP_M_Stinger_AA","CUP_Stinger_M",247: cup_stinger_rocket.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_SMAW","CUP_SMAW","CUP_SMAW","CUP_R_SMAW_HEAA_N","CUP_SMAW_HEAA_M",251: cup_smaw_rocket_inflight.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_M47Launcher_EP1","CUP_M47Launcher_EP1","CUP_M47Launcher_EP1","CUP_M_47_AT_EP1","CUP_Dragon_EP1_M",139: cup_tow.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"CUP_BAF_NLAW_Launcher","CUP_BAF_NLAW_Launcher","CUP_BAF_NLAW_Launcher","CUP_M_NLAW_AT","CUP_NLAW_M",369: nlaw_rocket.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_rpg26","rhs_weap_rpg26","rhs_weap_rpg26","rhs_rpg26_rocket","rhs_rpg26_mag",258: rpg26_projectile.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_rshg2","rhs_weap_rshg2","rhs_weap_rshg2","rhs_rshg2_rocket","rhs_rshg2_mag",262: rshg2_projectile.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"Put","Rhs_Mine_Muzzle","Rhs_Mine_Muzzle","rhs_mine_pmn2_ammo","rhs_mine_pmn2_mag",272: rhs_pmn2.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"Put","Rhs_Mine_Muzzle","Rhs_Mine_Muzzle","rhs_mine_msk40p_white_ammo","rhs_mine_msk40p_white_mag",275: rhs_msk40p_white_e.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"Put","Rhs_Mine_Muzzle","Rhs_Mine_Muzzle","rhs_mine_sm320_white_ammo","rhs_mine_sm320_white_mag",276: rhs_sm320_e.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"Put","Rhs_Mine_Muzzle","Rhs_Mine_Muzzle","rhs_mine_tm62m_ammo","rhs_mine_tm62m_mag",297: rhs_tm62m.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_m72a7","rhs_weap_m72a7","rhs_weap_m72a7","rhs_ammo_m72a7_rocket","rhs_m72a7_mag",302: at4_rocket.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"rhs_weap_M136","rhs_weap_M136","rhs_weap_M136","rhs_ammo_M136_rocket","rhs_m136_mag",306: at4_rocket.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"Put","Rhsusf_MineMuzzle","Rhsusf_MineMuzzle","rhsusf_mine_m19_ammo","rhs_mine_M19_mag",327: rhsusf_m19_e.p3d,B Alpha 1-1:1 (ArteyFlow)]
    [B Alpha 1-1:1 (ArteyFlow),"Put","Rhsusf_MineMuzzle","Rhsusf_MineMuzzle","rhsusf_mine_m14_ammo","rhsusf_mine_m14_mag",331: rhsusf_m14_e.p3d,B Alpha 1-1:1 (ArteyFlow)]

    I want to mention one thing not related to the weapon errors, but rather than the weapons, however; I saw that most of the CUP weapons (assault rifles, primarily) barely drew any of the zombies's attention, the number that showed on the top right was "15" for a good chunk of the CUP weapons I tested (primarily guns like the M4's, M16's, Ak's, Rpk, Pkm, etc), which I'm guessing is 15 meters? Which means that the CUP weapons are basically easy mode, at this point in time. Even a few of the RHS weapons I tested showed "15", like the "Ak-107" I believe. Other than that, and the error list that's above, I didn't notice any other issues.

    • Thanks 1