Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Posts posted by ArteyFlow

  1. 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....

  2. 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.

  3. 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

  4. 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

  5. 1 hour ago, haleks said:

    Okay, here's a potential fix : https://drive.google.com/open?id=11-DQKJitC2Dcy9xSXSJFgoCAi-N2aQ8Y


    Everyone having error pop ups when firing, please download this mission, open it in the editor, and try as many weapons and vehicles as you can.

    If all works correctly, a hint with numerical values will be displayed; if not, some data will be copied to the clipboard each time you fire : just paste it somewhere and post it here.

    "Try as many weapons and vehicles as you can". Challenge accepted! https://steamcommunity.com/sharedfiles/filedetails/?id=1727086244

    • Haha 1

  6. I've just encountered this error text box whilst playing Ravage: https://steamcommunity.com/sharedfiles/filedetails/?id=1726772630. Looks like it has to do with the zombie's new hearing system. I saw on Ravage's Steam workshop page that someone else had the same problem. I'm using weapons from vanilla ArmA 3, CUP, RHS and NiArms. Not sure which mod specifically is conflicting with the zombie's hearing system though, unfortunately.

    • Like 1
    • Confused 1

  7. 28 minutes ago, EO said:

    Let me give you my interpretation of looting in Ravage...


    Ravage loot is timestamped, I think it's a full Ravage day maybe 24 hrs, so if you loot an object at 3pm it will stay empty until 3pm the next day assuming you've migrated at least 500m away before returning.  

    When I loot an object for the first time it only ever opens the inventory if it contains loot, otherwise I always get the "empty" "nothing here" messages.

    Upon returning to an object that has already given up loot it will open the inventory, but the inventory is empty because I've previously looted it. (In this situation, ideally the "empty", "nothing here" messages should be shown rather than opening an empty inventory but i personally don't see this as a "bug")

    Rummage sound effects while looting....never had an issue with this in any previous iterations of Ravage, including this one. 


    All freshly tested in a loot test mission I return to with each new edition of Ravage. (Vanilla map, Ravage/CBA) 



    The thing is, the inventory was empty on objects that I hadn't even looted yet. In fact, the barn I mentioned in my previous post was several hundred meters away from where I initially spawned. What @RZNUNKWN said about every object of the same type being considered looted made perfect sense, it seems strange that once you loot let's say a cabinet, all other cabinets you find on the terrain will be empty, because the mod thinks that you already looted that cabinet, even though it's not the same one you're looting every time.

    • Like 1

  8. 22 minutes ago, RZNUNKWN said:

    @ArteyFlow - when you loot objects in other maps, (that are not from Arma 3, ie. Chernarus), every object of the same type will be considered looted until, the respawn time, I experience this also since day 1 playing. So it doesn't matter if you looted the barn near Zelenogorsk or near the NW airfield, all barns will be considered looted. Same goes for every object/building, again, until loot respawns. 

    I had the feeling that was the case, looks like my suspicions have been confirmed. Just curious, is that something that could be potentially fixed, or is it somehow hardwired into how the loot system works? 

  9. 3 hours ago, haleks said:

    Hello Ravagers!


    It's time for an update, and this is a big one : Ravage 0172 introduces a new audio detection system for zombies among other additions. Mission makers can now tweak both audio and visual detection levels for better customization of zombies; it's possible to create totally blind or deaf zombies. The audio detection coef especially will have a great impact on overall difficulty : depending on settings, zombies could be able to hear gunshots up to 3000 meters around (an audio coef of 0.25 or less is recommended).


    Here's the complete changelog :


    The "Dust" showcase has been updated to better reflect the possibilities offered by Ravage : zombies are almost blind but have a very good earing. It's easier to sneak past them, but firing an unsuppressed gun can have dire consequences...


    Also, as noted, I had change some things regarding locality when it comes to processing targets detected by zombies : that is going to increase network traffic, so please, if you notice any performance degradation caused by interactions with zombies in multiplayer, ring the alarm bell on this thread.


    As usual, special thanks to the patrons who made this update possible, and to EO for sharing amazing assets. Have fun guys!



    Awesome update, Haleks; I'm really digging the new Audio and Visual zombie coefficients, I feel they make the zombies more believable and dynamic. However, ever since the update, I keep getting the "blank inventory" bug when I am looting things (picture example: https://steamcommunity.com/sharedfiles/filedetails/?id=1726498495). I just finished looting a barn (the one with all the boxes stacked high), and every other box came up blank. Also, I don't even hear the sound effect anymore while looting, I saw this in the changelog: "Fixed a sound issue when searching objects", so I think that might be why I'm not hearing the looting sound effect anymore.

    • Like 1
    • Thanks 1

  10. 7 hours ago, Donnie_Plays said:

    I've had the same comment a few times on my MP missions. However, when it comes to released content, I've never once enabled "Select Respawn Position" as a setting, because I generally think selecting spawn points is lame in apocalyptic sandbox scenarios. (the whole point of the environment is the grind of getting geared and staying alive through the process). I have no idea what causes the problem you are referring to. Something is definitely happening with player characters when they die, though and it's clearly something that is having an effect on respawns. It is sporadic.

    For the longest time I thought the issue was directly related to respawn positions and objects spawning in the same place, causing immediate death on the character. I proved that wrong though, by putting in parachute spawns (Exile style). It basically fixed the problem, but I did still see it occur one time, while testing the WarZones mod. Something is happening with player deaths in the code. I'm not sure what is happening or why.

    The issue you are referring to has occurred multiple times in Arma. Usually... the issue is related to someone not using the right version of Arma or an outdated version of a mod on a mission file that has not been updated.

    Here is an example from a vanilla Wasteland server without mods.



    Well, the reason I have the option enabled is so that I can spawn together with my friends. That's the only reason I actually have the option enabled. I actually have two versions of Ravage missions, one that utilizes Respawn Selection and one that doesn't (for when I want the true Ravage experience, of course). I'm almost 100% sure that the Multiplayer Persistence system is to blame for the bug, though, since the bug doesn't occur if I disable it.

  11. 1 minute ago, Vandeanson said:

    Hiho all,


    The current version of the Vandeanson's Apocalypse mod was way to heavy on FPS when combined with Ravage.

    I am currently updating the spawn system to counter that with below first results.


    In the example I have a standard Ravage setup up and running.


    The sites spawn positions are now initially just marked (only visible in debug mode ofc) and all objects and units belonging to such site will only be spawned in once a player gets close.

    And of course get despawned if no player is anywhere in proximity and has moved to the other side of the map. As per below showcase.


    I am exited that the FPS gain (or non-loss) was quite noticeable!




    PS: you might also notice the vDog feral dogs from @LSValmont spawned in - now MP compatible;)




    It's looking amazing as always, Vandeanson 👍

    • Thanks 1

  12. 1 hour ago, dreadpirate said:

    I tried @ArteyFlow's values and I found a weapon at a military base within 10 minutes, while [50,50,50,50,50] was producing no weapons for me in hours of play. Can anyone explain what is happening "under the hood" here? I assumed the numbers were just a percentage chance of finding that type of loot, but I guess not?

    I can confirm this issue. A few days ago I did a little test: I put myself down right in the middle of Kavala, with just the Ravage Loot and Equipment modules. I tried a variety of Loot chance combinations, for one in particular, I put down 50 and 50 for both weapons and magazines, but 0 for everything else. I ended up finding like a million guns, but not a single magazine. Very strange indeed.

    • Thanks 2

  13. @haleks I have an update for you regarding the Respawn bug I've mentioned a few times on the forum (the one where you die immediately upon respawning). I've just now discovered the secret behind the bug, which is that it only occurs if you have "Select Respawn Position" enabled in the mission's Multiplayer attributes. The bug doesn't seem to occur if you leave "Select Respawn Position" disabled. The bug seems to be directly connected to the "Multiplayer Persistence System" in the "Save System" module. I have video proof of the bug located down below, that shows literally everything, including my enabled mods and what not (which are only "CBA_A3" and "Ravage" in the video I linked, so the bug is 100% due to Ravage and not one of my mods). Take a look and let me know if you would be able to fix it. Thanks, my man.


    Video: Ravage Respawn Selection Bug


    There's two parts to the video; the first part is me showing a Ravage mission with "Select Respawn Position" enabled, from the beginning of the video to about 8 minutes in. The second part is me showing a Ravage mission with "Select Respawn Position" disabled, which starts at about 8 minutes in and lasts through to the end of the video. You can actually see my game freeze when I click respawn around 5 minutes in the video, it's almost like the game is struggling to even function at that point.

    • Thanks 1
    • Confused 1

  14. 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

  15. 4 hours ago, RZNUNKWN said:

    My spawns:

    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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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.

  21. 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?

  22. 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.