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ArteyFlow

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Posts posted by ArteyFlow


  1. 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

  2. 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


  3. 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

  4. 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

  5. 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.


  6. 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

  7. 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

  8. The ai still don't seem to be spawning with things from the classnames I have listed in the Gear Pool 🤔. I just did some extensive testing with Zeus enabled to see what all the ai spawned with, and only a very small handful spawned with weapons that I have defined in the Gear Pool, 99% of them still spawn with ArmA 3 weapons and whatnot. I didn't see any ai spawned in with uniforms, vests, backpacks, etc from the classnames I defined. Here are my Gear Pool settings once again:

    A9DB5BC355BAF63DC54970408811246EF0914B75

     

     

    If I set Arma 3, RHS, CUP, and Friths Ruin to "No", then I get hit with a barrage of errors and the AI all spawn in completely naked with guns.

     

    Edit: It seems that the zombie's hit damage has been immensely increased since that last update, too. They're now killing me in just 2-3 hits. Damage output is set at "8", which is what it's been at for the past several updates. 😟

     


  9. 1 hour ago, haleks said:

    Hello Ravagers!

    It's time for another batch of tweaks and fixes, plus a few module improvements as usual. 😉 

    The gearpool module specifically needed more work - it's not 100% finished yet, but should be more reliable, and make it easier to track errors caused by invalid classnames.

     

    Here's the changelog :

     

     

    Have fun everyone!

    Thank you for your unrelenting, hard work Haleks. Two thumbs up from me! 

    • Like 2

  10. 8 hours ago, Recaldy said:

    New question...I have placed individual weapons and ammo at certain parts of the map (magazines on tables etc)...but seem to disappear when the player is too far away. I have the Ravage clean up running...but both Garbage Collections set to None.. I'm assuming the ravage clean up is removing the items. Is there a way to fiddle with the module to exclude the objects? Could I tie their existence to a trigger to make them show up when the player is near...or would they respawn every time I would be in range?

    I'm curious to know the answer to this as well, as I have ammo boxes placed in some of my missions that keep getting deleted 🤨


  11. 4 hours ago, Recaldy (DayZ) said:

    OK thanks.

     

    So an array is a list of class names then? Is there a limit to how many things I can put in there? I've tried a few days ago but I'd get a script error when I hit play scenario. Gonna assume there was a ; or something missing. Also would the pool be limited to what I put in there?

     

    @ArteyFlow - That suggestion did fix my world loot problem, thanks! (Late reply, sorry.)

     

    No need to thank me, @EO deserves your thanks more than I, he knows a lot more about scripting and whatnot than I do 😎


  12. 9 hours ago, acoustic said:

    I'm not the only one that has the main menu shortcuts messed up from Ravage? Ie, no Single Player/Editor/Multiplayer shortcut buttons anymore? Just narrowed it down to Ravage being the cause.

    Do you have Cba enabled? What other mods do you have enabled? And are you using the latest version of Ravage?


  13. 25 minutes ago, Recaldy (DayZ) said:

    Making a mission atm and the "Zombie Horde Placement" module seems to be removing crates (and probably other empty entities} I've placed inside the radius. Is there a way to not have my individual items disappear? My intent is to put zombies in military uniforms at military bases while having military items to loot there...but currently I can't have both.

    Have you tried turning off the "Garbage Collection" feature in the "Settings" module? That could be what's removing the crates.

    • Like 1

  14. 18 hours ago, haleks said:

    @ArteyFlow: No problem mate, I'm still working on tweaks to the gearpool module and trying to find out what could be causing the problems you're having. I'm working a tad slow under this damn heat. ^^'

     

    can you send me your mission.sqm file? (Or paste its content in spoilers)

    The spawn systems haven't changed with the recent updates, most changes were related to the gearpool module and zombie damage handling - nothing that should impact mission design that way.

    But obviously, the issue you're having with the gear pool is a game breaker and makes it hard to tell if there are other problems at hand here.

    Having a mission file which does produce the issue would help me pinpoint the cause, and eventually what else is going on.

    I'm sorry Haleks, I don't mean to keep bothering you about this. I originally wasn't going to post what I posted because I knew you were already busy working on things, but I decided to bite the bullet and go with it.

     

    Thank you so much for clarifying everything, and sorry again for bothering you. I just didn't know if something was wrong with my missions and whatnot. I'll go ahead and send you the mission.sqm file, for whenever you have a chance to take a look at it. Thanks again, dude.

    • Like 2

  15. I just tested an older Ravage mission of mine that was last updated in May this year, meaning that the Ravage version used to make the mission with was version 176. Let me tell you, playing that mission felt like a completely different experience than playing one of my latest Ravage missions, using the latest version of Ravage. The older mission actually feels and plays better than the newer ones that I have. In the older mission, the AI units all spawn with gear from the gear pool, there are both hostile and friendly car patrols, there are gunshots in the distance making the game world feel alive, and there's plenty of zombies everywhere. It was exactly how I remember Ravage. On the other hand, in the newer Ravage missions I have, there are no car patrols, there's barely any gunshots in the distance and zombies feel few and far between. The world just feels empty and lifeless. That's why I was curious if the spawn systems and whatnot have changed since version 176, because Ravage feels like a much different experience now. I don't know at this point if something is wrong with my missions, or if some things have changed within Ravage. Just my two cents, and again, I don't mean to sound demanding or annoying, I'm just not sure what's going on.

    • Like 1

  16.  
     
     
     
     
    6
     Advanced issues found
     
     
    4
    8 minutes ago, MuRaZorWitchKING said:

     

    Zombies (from as far as I can remember) in Ravage don’t tend to spawn in these areas purposely mate, the few I find in wilderness are the ones that occasionally spawn next to deer stands, or even light poles in fields, and that’s like 1 zombie per pole / stand. And it isn’t for every one either, it’s like 25% chance probably. (Atleast from how I’ve set up, and from what I’ve seen 😉 )

     

    You could attempt to trigger zombies spawning in the woods, fields, etc with the horde spawner, obviously don’t go overboard, but maybe like spawners with a count of 5 or so per every other field wouldn’t be bad.

     

    Cheers mate.

    Yeah, the spawns just feel like they... changed somehow, but I could just be misremembering things. My apologies if I am.

    • Like 1

  17. Also, @haleks, if it wasn't too much trouble, would you be able to confirm that all the AI units and zombies are spawning properly and as intended? It still seems like either none/barely any car patrols are spawning, and it seems like way less zombies spawn in the wilderness (forests, open fields, etc) than they used to. I know you're already aware that the Blufor survivors aren't spawning anymore, though.

     

    I don't mean to sound demanding or anything, I was just curious if anything changed regarding the spawn systems for the AI and zombies.

    • Like 1

  18. On 7/20/2019 at 10:50 AM, haleks said:

     

    You didn't forget the brackets [*], did you?

    I've been somewhat inconsistent on this with the modules, but for the gearpool module, you do need the brackets for the input to be correctly processed as an array.

    Sorry for the late response, I had a power outage in my area due to a very potent thunderstorm a few days ago 🙁. I did remember to include the brackets for everything, though. I also made sure all the class names were typed correctly, too.

    • Like 1

  19. 2 hours ago, EO said:

    Is it possible to only spawn roaming traders, my module settings are bearing no fruit...

      Reveal hidden contents

    TkpASzy.jpg

     

    It seems the only way to spawn Blufor Friendlies is to set a Main or Secondary Force...

      Reveal hidden contents

    dAgVr91.jpg

    The drawback here is I don't want any non-trader groups spawning. ^^

     

    Scenario is a friendly, peaceful boar hunting trip around Livonia, civilian populated towns with a static traders set in the Market Stores so no enemies or non -trader groups are required, but a random encounter with a roaming trader party would be sweet.....lone roaming traders would be an even better!

    I've noticed the exact same problem for a while now, no Blufor Friendlies were spawning at all. In my mind I imagined that the Blufor Survivors gave up being friendly because they were sick of getting backstabbed by players whenever they turned their backs on them 😄

    • Like 2
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