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ArteyFlow

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Posts posted by ArteyFlow


  1. 42 minutes ago, EO said:

     

    Plenty of Bandits and Renegades in his mission tho'.....:shoot:

    True, I guess he could pretend that all the Bandits and Renegades got to the backpacks before he could, that's why there's no bags for him to find LUL

    • Like 1
    • Haha 1

  2. 4 hours ago, RZNUNKWN said:



    My spawns:
    Civ
    [30,5,15,8,0]
    Mili
    [25,10,40,0,0]
    Inds
    [20,5,15,8,0]

    Desperate times upon me :tounge_o:

    Lol, it looks like you prefer to carry all your gear in your hands instead of putting anything in a bag, since judging by those spawn chances, your mission doesn't even have bags. LUL


  3. 1 hour ago, dreadpirate said:

    For those that use the default loot system: What values do you use?

     

    I like a bit more loot than the default, so I set [50,50,50,50,50] across all categories.

     

    (I'm just using A3 and Ravage. Around 10 hours of play)

     

    I get a decent supply of survival items doing this.

     

    I have *never* found a weapon. I have *never* found a backpack. I have *never* found a vest. 

     

    I have found 2 uniforms and an assortment of ammo (mostly APERS mines and tripwire mines).

     

    Am I doing something wrong? Or is this what you would expect?

     

    I get way more loot from bandits than I do from buildings.

    I've had the same problem, my advice would be to not have any two things be the same chance: for some reason it just unbalances the loot spawns (or so I've seen). Look at my post above if you want my loot spawn chances as an example. You could try using those chances and then tweak it from there until you find the perfect balance.

    • Thanks 1

  4. 1 hour ago, MuRaZorWitchKING said:

     

    What are your loot settings? (Values for each defined loot type) 

    Civilian Loot spawn chances: 50,40,35,25,20

    Military Loot spawn chances: 20,50,45,35,30

    Industrial Loot spawn chances: 10,30,25,20,15


    I've been tweaking the spawn chances so damn hard to find the perfect balance, and so far, this feels best to me. Survival items aren't too scarce, and I can decently find weapons and ammo. It's just the damn binos man, I'm telling you. They're reproducing, and we need to put an end to them before they overpopulate the goddamn planet.

    • Haha 2

  5. 2 hours ago, MuRaZorWitchKING said:

     

    Did you put a magazine classname inside one of the arrays? I believe the equipment module only asks for weapon types and not magazines, though I’m unsure... Could be wrong, just my guess? 

    Nope, I even double-checked all my classnames. I only added weapons and no magazines.

    • Like 1

  6. 5 hours ago, LSValmont said:

     

    I have to say that I am also getting micro stutters with the latest Ravage version. (And I have a super PC). It happens mostly while going fast on vehicles. I had to disable the Ai Module to reduce the stutters but they still happen occasionally.

    I am also getting this issue where after using the loot HoldAction an empty inventory screen pops up. (Before If it was empty Ravage would just show "its empty" and not opening the inventory screen.

    I also get the empty inventory bug sometimes too. It seems to not happen until I've searched a handful of loot objects, though. I also occasionally experience the bug where after you've held space to search an object, the inventory opens but then immediately closes...

    • Like 1

  7. 6 hours ago, Donnie_Plays said:


    I'm not sure. I had no idea that vehicles were included in that module. I'm not sure if that's true or not.

    If I want specific custom weapon loot lists, I turn everything to "No" and then proceed to list out what I want to use. That's how I do it. I'm not big on RHS or CUP though, so you might be talking to the wrong person.

    Oh, for some reason I was under the impression that they were global settings that affected everything, I'm most definitely wrong but that's just what I thought. Im gonna go ahead and set mine to "No" too, though.


  8. 10 hours ago, Donnie_Plays said:


    It's my understanding that if you are using the custom weapon list, it will replace any other settings for loot tables in the module. However... if you enabled "CUP" as an option, that might be the reason. It's probably causing a conflict and items from CUP and slipping through.

    Oh, that makes sense then. I have Cup and Rhs set to "Yes" atm. I'm guessing I should set them to "Equipment Only" then, right? If i set them to equipment only, rhs and cup vehicles will still spawn, right?


  9. 7 hours ago, whiteface73 said:

    I guess the items from the equip module are additionally to A3 stuff and gear from compatible mods (CUP, Massi etc.). Stuff from other mods does not seem to be included.

     

    Wishlist #2: I‘d like to have two additional fields in the equip module. One for adding gear (not firearms) to the loot list and one to exclude (i.e. remove) stuff from the loot list, like A3 weaponry.

     

    Yeah, that would be amazing actually.


  10. The Equipment Pool module is confusing the hell out of me. I added my own custom weapon lists to the "Common", "Military" and "Rare" weapon categories, but weapons that aren't in my weapon lists are still spawning (for example, one of the CUP Makarov pistols are still spawning, even though I didn't add the classname of the gun to my weapon list). I'm not sure what I could be doing wrong at this point.

    • Like 1

  11. On 4/13/2019 at 4:45 PM, EO said:

     

    It's possible the detection range has been tweaked, maybe it needs to be confirmed by haleks, this was my test...

      Hide contents

    LiiYCDT.jpg

    ...the player has the repair/scavenge/syphon action available at this distance.

     

    Ravage Changelog

    ADDED:

    - Telekinesis vehicle repairing and scavenging. Use your zombie brain power to repair vehicles from up to 25 meters away!

    😂

    • Haha 2

  12. 3 minutes ago, EO said:

    Player apparel will also influence the damage inflicted by Zeds, a decent hard hat and vest combo will always trump basic civilian clothing.

     

    Yeah I've noticed that the vests definitely help a bit.


  13. 36 minutes ago, MuRaZorWitchKING said:

     

    Yes, Haleks has gone over this before, I believe he referenced the Arma damage system, certain parts of the body can only take damage till “100” or whatever then you just die.

     

    If you’re making your own missions within the Zombie modules you can change their damage outputs, I usually set mine to 15 or so, that way you can take a decent beating before you’re dead. 🙂

     

    Hmm, well I have mine set to 15 as well, and I still go down way too fast. Also, do you know what the cause of the zombies being unable to kill me during incapacitation might be? It feels so strange seeing me be downed by a couple hits from a zombie, but then I can watch myself get mauled by the same zombie nonstop for minutes but never die lmao


  14. Has anyone else had any problems pertaining to the damage inflicted by zombies? I'm asking because I've noticed a few things related to zombies and how fast they can kill you: you can have like 99 hp but you can still go down in like 10 zombie hits, it just seems inconsistent to me. Another thing I've noticed is that zombies can't kill you if you're incapacitated (I use Arma 3's default revive system whereas you can be incapacitated but not killed if you're not wounded by a lethal shot). I actually just recently had to completely disable runners since they kill you way too quickly, and when I had them enabled the only thing (if I didn't have a gun) I could do to defend myself from dying extremely quickly was to find a rock and climb on it until the zombies lost interest.

     

    • Like 1

  15. 10 minutes ago, GEORGE FLOROS GR said:

    Hello there ArteyFlow !

     

    You can turn off the Ravage cleaner and i have also a cleaner script that you can give your desired settings.

     

    Just check about the loop of the script , because in the example i have set it to  every 1 sec.

     

    do you know also about the Ravage Club ?

     

     

    Thanks for responding my man, however if I turn off the Ravage cleaner, doesn't that mean that corpses and dropped items won't be deleted, therefore causing a cumulative performance drop? I'll take a look at your cleanup script, though. I might even replace Ravage's cleanup system with yours, LOL

     

    • Like 1

  16. 9 hours ago, Vandeanson said:

    @ArteyFlow

    Hi, you also commented on YT right?

    I rarely get to test MP myself and only found out recently that something woth the loadout script doesnt work ob MP. It is either a small mistake or a general missunderstanding on my end. 

    in initplayerlocal.sqf you can try and add

     

    params ["_player"];

     

    in the first line, and replace any mention of player with _player.

     

    do the same in vf_functions.sqf within the code VD_Player_Equipper = {

    params ["_player"];

    ....code...

    (replace all mentions of player with _player)

     

    };

     

    if that does not fix it then i might need to add remoteexec code language, but thats new land to me and i am not sure about it yet. if i find a fix, it will be part of the next update.

    EDIT: after reading again through the BI forums entry about remoteexec and the comments there under, I am now pretty sure that my code is not MP compatible and that I need to adapt the code using remoteexec, FYI.

     

    infection script:

    there should be a line under vd_init.sqf calling it. smth like execvm "../.../VD_infection.sqf" or smth like it. just delete this line.

    EDIT: ups, nvm - the infection script is called from initplayerlocal.sqf via an Eventhandler - you will need to remove the eventhandlers related to the infection scripts.

     

    I will add an option under VD_Settings.sqf to easily disable the infection script in the next release however.

    May I ask, is there something you do not like about the script, but would use it if it was better, or do you just in general do not want such a feature in your mission? (just FYI to see if improvements can be made).

     

    hope this helps;)

     

    cheers vd

     

    Lmao yeah, I originally commented on Youtube but I figured you wouldn't see it, so I deleted it. About the infection script, I feel that it simply is just too overpowered; the chance of getting infected seems to be a bit too high, I also think the damage ticks are too frequent (you die way too fast). Also, for some reason, the injectors dont seem to cure the infection at all. I tried the "pick up injector" option in the mouse wheel menu, but it didn't do anything. 

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