Jump to content

Hans(z)

Member
  • Content Count

    111
  • Joined

  • Last visited

  • Medals

Community Reputation

34 Excellent

1 Follower

About Hans(z)

  • Rank
    Sergeant

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

563 profile views
  1. Hans(z)

    Ravage Mod

    I have an idea for missions .... give player full protection in some sort of vehicle. I think that modern tanks are able to protect its crew from radiation. I like the idea of place high level radiation on whole terain and give player 100% protection only in e.g IFV Panther without ammunition to make sure player take road on foot. The mission can be some kind of special force retrieving medical information. AIs are more likely to get RPG and random placed antitank mines will spice up atmosphere.
  2. Hans(z)

    Ravage Mod

    Thx I only want @haleks to explain me what mechanics he's using for sand gusts since there is no sand gust in vanila. If I know how it works, then I can do other steps. I know sand gusts are not constant so I think that your fog is overkill - I dont want to butcher unsuspecting AI from 100m if I'm in gap without sand gust.
  3. Hans(z)

    Ravage Mod

    Wow new update looks awesome! One question.... How is sand gusts handled by AIs? From my experience it looks like I can't see 💩, but AIs snipe me from bigger distances than I can even see. (I can see maybe 30m and they shoot at me from 200m) BTW @bl2ck dog has awesome mission on malden so I recommend it to everyone. It's tough a little bit, so you should bring your friend and play in team. Server info link
  4. Hans(z)

    Ravage Mod

    Do I understand that right? In safe zone module setting "exclude radiations" to "YES" makes radiation free zone? What should I set to "owner" if I want permanent radiation free zone.
  5. Hans(z)

    Problems & Bugs

    I encountered smth similar but in arma generally. Sometimes I disembark from non driver or non commander position in vehicle and AI goes like "I'm the captain now". Youmust be always commander of vehicle, you can't shoot friendly (this will lead to AI take command over your team) and you can't be injured (AI sometimes take command if you are heavily injured). If you are injured try to heal yourself and than type radio command 0-0 "I'm ready". That should give command back to you. I think that your problem is that AI is on "more powerfull" position in vehicle than you, so even that you are team leader AI is leader of vehicle. I wish it help you. Sorry for my english it can be confusing.
  6. Good mission, only one suggestion: you can place radiation safe zone at least on innitial base.
  7. Hans(z)

    Ravage Mod

    One thing I realise is that you have to add sleep; before all non-ravage scripts that spawn AI with custom equipment. Ravage functions need small delay to initialize all its function. I had problem with vanila ravage only once before (I think it was Stories from nowhere on Cambodia map). I think that it's impossible to put character via Eden editor and give it random NON-vanila equipment choosen by Ravage equipment module.
  8. Hans(z)

    Ravage Mod

    @haleks is it possible to set cleanup to "no" in ravage module and run cleanup e.g. by radio 0-0-0? What is the function I should use? Does RVG cleanup system include objects spawned by @GEORGE FLOROS GR drop script? I play some edited mission from others.I killed raiders squad, then I looted 2 guys and others 2 disappeared. Could it be your cleanup system, or this is caused by something else? My settings in Eden editor is here THX for help. Edit: Minimal distance is set to "0". And regime (maybe manner) is set to "NONE".
  9. Hans(z)

    Ravage Mod

    Hi, @haleks Does your "unlimited ammo" code work for all units on map (also for handplaced), or only for AI spawned by rvg module? BTW "The Dust" is very challenging
  10. Hans(z)

    Ravage Mod

    @Vandeanson@MuRaZorWitchKING, script is good, but I had a problem with custom weapons system in Ravage equipment module. I think that ravage modules need a short time to intitialize, in order to load your custom weapons classes, so if you want any unit ,spawned at the start of the mission, are equiped with only weapons you choose, you must delay a litte the rvg_fnc_equip;. I managed to get everything OK by adding 5seconds sleep before banditcamp.sqf in init file. Sorry my English is very simple :D
  11. Hans(z)

    Ravage Mod

    So guy now I know why rvg_fnc_equip; didnt work for me.... The bandit script kick in right at the start of the mission, so simply all those RVG function dont have time to kick in (I think that there is small delay from the start for some function, right @haleks?). For anyone who are using banditcamp script that in get from "The Broken" mission made by @MuRaZorWitchKING, you should paste sleep 5; before you initialize banditcamp.sqf. How I can add sleep function to Units init line? I tried: sleep 5; 0 = [this] call rvg_fnc_equip; but I get some error.
  12. Hans(z)

    Ravage Mod

    The main reason I want to get rid of vanila weapons is that I can change loadout for my character, but Im using bandit spawn script that uses rvg_func_equip...
  13. Hans(z)

    Ravage Mod

    @haleksdo you know that function bellow equips units only with vanilla weapons? 0 = [this] call rvg_fnc_equip; I'm not able to get another weapons from addons. I tried set vanila to "limited", RHS to "YES" and it didn't work. Same situation with custom weapon list... RHS was set to "equipment only" all other to "no" and vanilla to "limited" and I still got vanilla weapon.
  14. Hans(z)

    Ravage Mod

    THX for help!!! I tried that earlier, but I had bad syntax probably. Now it works
  15. Hans(z)

    Ravage Mod

    Hi guys, I'm asking for help..... I'm working on mission where I want add "recruit unit" action after you complete some task. This is the default code from wiki: this addaction ["Recruit Unit", "\ravage\actions\recruit.sqf","", 1, false, true, "", "alive _target && {group _target != group _this}"]; this addaction ["Dismiss Unit", "\ravage\actions\dismiss.sqf","", 1, false, true, "", "alive _target && {group _target == group _this}"]; Could it be something like that: this addaction ["Recruit Unit", "\ravage\actions\recruit.sqf","", 1, false, true, "", "alive _target && {(group _target != group _this)&&(!alive _HVT)}"]; For example I want to make something like "I'll join you, but you must kill HVT", so you kill HVT, then when you get next to "taks guy" and voila! "Recruit unit" action appears. 2nd question: Do you know how to stop ambient animation with condition? Injured guy lay on the ground you must find first aid kit and heal him, after that he should stand up and act like normal AI. THX for help.
×