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Posts posted by ArteyFlow

  1. 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

  2. 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.

  3. 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?

  4. 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.

  5. 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

  6. 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


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


    Ravage Changelog


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


    • Haha 2

  7. 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

  8. 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

  9. 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

  10. 9 hours ago, Vandeanson said:


    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"];


    (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. 

  11. 23 hours ago, Vandeanson said:


    Hiho ravagers


    I am pleased to upload V2 of my Dynamic Spawn Script Pack.

    All site spawners have been redone and some new features have beed added.

    Usage is pretty easy, place a few markers and you are good to go.


    The script requires CUP Terrains - Core


    I am pretty sure that I managed to make the scripts both SP and MP compatible, but I would really love some feedback from anyone using the script in MP to see if everything works:)





    Good job on your Dynamic Spawn Scripts, I've been playing my Ravage missions with them and they work nicely. I do have a question regarding them, though: how do you disable playable units from spawning with OP gear (weapons, vests, etc) whenever you spawn/respawn? Also, it seems to not be compatible with the "MP persistency" Ravage setting, because everytime I continue from a mp save, it resets all my player's gear. Do you know how to fix these things?

    • Like 1
    • Thanks 1

  12. 21 hours ago, EO said:



    Yikes!...that seems like an awful lot of mods guys, is that the norm? I rarely run more than 3 or 4 with Ravage.

    If there's one thing I've learned playing the Arma series.....mo' mods, mo' problems. 

    I haven't really had any other performance issues in ArmA so far though, just this performance problem when running a Ravage scenario for a long period of time. Also, I've already trimmed my mods list as low as it would go lmao.

    • Like 1

  13. 10 hours ago, MuRaZorWitchKING said:

    @EO, @GEORGE FLOROS GR I rarely have difficulty with the mods I use, and haven't had any complaints in "The Burning Rain" on mod errors (19 are required to play it) so all seems well... I'm not saying mods can't cause problems cause they definitely can lol :razz:  and @ArteyFlow I'm not sure what to tell ya man, I personally run my game on an SSD and my game runs quite smoothly, depending on your specs or even the mods you ARE using you may have to experiment with some settings to get it to continue to run smoothly, maybe try different memory allocation.  

    Well, I have been having some stutter problems in some games (mainly games like Insurgency: Sandstorm and Battlefield 1), so maybe the problem is my pc, I'm not entirely sure. I guess I'll just stick to clicking "restart mission" every once in a while for now, because I haven't had any other problems related to the mods I have been using.

    • Like 1

  14. 2 hours ago, MuRaZorWitchKING said:

    If you have the Cleanup system activated you shouldn't be experiencing that big of performance drops, what map are you playing on? Cause I know the Chernarus REDUX map, I've played my scenarios for hours and hours and usually don't get a hit in performance, I really only lose frame rate when entering Cherno or the heavily edited areas but I also only dip to maybe 50FPS so it's not so bad... Also, a big list of mods can cause issues as well, I personally play with a maximum of about 20 or so mods because if you do have a huge list, I'm sure you'll suffer performance errors... Hope this helps man!

    Yeah, I have the cleanup system activated on all of my ravage missions. Also, the performance problem happens on most maps that I play on (including vanilla Chernarus),  but again it doesn't really occur until I play the scenario for 2 or more hours. I have about 25 mods enabled and that's it.

  15.   Is there a way to have tents, vehicles, etc incorporated into the MP persistency system? I'm asking because I still get performance problems when I play on my Ravage mission for over 2 hours or so (this is probably the point where all the dead bodies start to pile up and bog down the mission's performance). The only fix for the problem is to click "restart mission" on the mission select screen, however, as you would expect, after I do this it resets all the vehicles, tents, etc in the mission. 


      Also, I have encountered a behavioral bug related to the zombie's path-finding: if you step into a body of water while being chased by zombies, the zombies just stand still on the edge of the water, allowing you to safely shoot them in the head. I have found myself actually utilizing this bug to my advantage (especially if I have a trail of zombies following me). 


      Last but not least, how do I prevent player bodies from despawning after they die? On a few different occasions, I died and made my way back to where my body was supposed to be, only to find out that it had despawned already, and my loot was therefore gone from existence.