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Hans(z)

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Everything posted by Hans(z)

  1. Hans(z)

    Ravage

    Hi guys, just a reminder... about new custom weapon module: common: [] military: [] rare: ["rifle"] launchers: [] this will results in weapon module will ignore all above settings in module (like RHS=yes, CUP=yes) and it will put vanila weapons in empty brackets for common, military and launchers. If you want use custom lists, you have to manualy fill all brackets like this if you want weapons from mods to be spawned. common: ["rifle1"] military: ["rifle1","rifle2"] rare: ["rifle3"] launchers: ["rpg7"] @haleks please affirm my thought.
  2. Hans(z)

    Ravage

    I think they will add some new weapons that will match ravage, but how knows.. they are a little bit "classified" about their work (I get it because they are getting tons of annoying requests "will you make this and that") If you want, they have some weapon classnames that contain attachements so you can put them in "Rare weapons list" and you don't have to use your script to equip some weapon with colimators and suppressors. There are some:
  3. Hans(z)

    Ravage

    Will you look on supported mods weapons list? RHS released some good WW2 weapons, it would be fine to have them in default RHS list. I know I can make custom weapons list, but it causes problems with traders (they are not equiped from custom weapon list - not a big problem), but loot system spawns vanila weapons if custom weapon list is used and everything else is set to disabled. And how I can add GL ammo to AIs and loot list. I remember that rifles with GL used to be in ravage loot list, but they were useless because you couldn't find any GL ammo.
  4. Hans(z)

    Ravage

    +1
  5. Hans(z)

    Ravage

    @haleks Where are MPsaves stored please? (files) THX for answer
  6. Hans(z)

    Ravage

    yep I made some typo
  7. Hans(z)

    Ravage

    Yep I made some typo in config file
  8. Hans(z)

    Ravage

    Hi guys I need help with setting up dedicated server. I finally managed to run the server, but when I want to connect my monitor start flashing and I can find this mpmissions\__cur_mp.newhaven\mission.sqm/Mission/Entities/Item0.type: Vehicle class Ravage_ai no longer exists in server "manager"
  9. Hans(z)

    Ravage

    Hi guys, Does someone of you have 28 years later mission file? Im looking for mission made by Haleks. THX
  10. 100% JSRS bug, I tested it with vanila + JSRS + JSRS reloading sounds, 2nd time with only JSRS loaded and I was still getting healing sound loop when I healed at ambulance van (medical tent).
  11. Hans(z)

    Ravage

    @haleks hi, I found little problem: Custom weapons works only for AI, buildings are still spawning non-custom weapons and ammo. Vanila set to limited, RHS, Frith ruins to equipment only and I used custom weapons from RHS Gref (my WW2 rifle edition) Did you remove ambient heli script? If not, where I can found it and how is it named? How are ravage NVGs diferent from vanila ones?
  12. Hi @LordJarhead, I encountered a bug. If you heal from medical vehicle (or medical tent) you get healing sound loop. It can be stopped only by injuring myself and using FAK (but that doesn't heal you to 100%). This bug doesn't occur when you use other AI to heal you. Do you heard about that? If yes, could you please add unresolved bugs section to OP on the first page. 😎 Keep your good work!!! Best regards Hans(z)
  13. Hans(z)

    Ravage

    Hi guys, is there a way to extend ravage item list for other items that are not included in present list or to add same items to increase probability of spawning in game. I'm looking something like that: Additem to rvg_ items ["FirstAidKit","FirstAidKit",....] Something that I can write in my mission files
  14. Hans(z)

    Ravage

    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.
  15. Hans(z)

    Ravage

    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.
  16. Hans(z)

    Ravage

    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
  17. Hans(z)

    Ravage

    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.
  18. 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.
  19. Good mission, only one suggestion: you can place radiation safe zone at least on innitial base.
  20. Hans(z)

    Ravage

    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.
  21. Hans(z)

    Ravage

    @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".
  22. Hans(z)

    Ravage

    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
  23. Hans(z)

    Ravage

    @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
  24. Hans(z)

    Ravage

    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.
  25. Hans(z)

    Ravage

    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...
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