Jump to content

Hans(z)

Member
  • Content Count

    147
  • Joined

  • Last visited

  • Medals

Everything posted by Hans(z)

  1. Hans(z)

    Ravage

    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.
  2. Hans(z)

    Ravage

    Hi, I want to ask you, what kind of stuff can I sell to Gear Trader? Allways pops up message: "you have nothing of value for me". I run Ravage with RHS mods. Regards Hans(z) Edit: @haleks how does sleeping affect player?
  3. Hans(z)

    Ravage

    Hi @haleks I can't find any FAKs on NPCs neither in loot. Healing via eating and drinking is possible but character can't be seriously injured. Now it's possible to have 100 healt but status chart show "Dying". I think that probability of spawning FAKs on NPCs and in loot should be same as antirad pill. Regards Hans(z)
  4. Hans(z)

    RHS Escalation (AFRF and USAF)

    Hi Sorry for bothering you. I want to know some non-standard weapon classes (like ak74 with suppressor and colimator) but your new RHS engine on your website doesn't work for me, probably is still under construction. Can I find this classes somewhere else? Regards Hans(z)
  5. Hans(z)

    Ravage

    If you use @moduload you can reinitialize every mod after loading a savegame. I just read what others wrote.
  6. Hans(z)

    Ravage

    Do you use some other mods except Ravage, CBA, and Panthera map? Zeds spawn on dead bodies is caused probably by BloodLust or some other mod that creates objects (blood splatter). Car patrols are customizeable via AI Ravage module by setting Car patrol to yes, you don't have to add any classname. If you want custom AI patrol, then you should place some vehicle classnames in respective line, but try to add only cars with 3 or more seats, I have experienced that 2 guys was in 2 seats vehicle and 3rd one was running behind them.
  7. Hans(z)

    Ravage

    Hi guys, Do you know what function have these two signs and what mod adds them to game? https://gyazo.com/6809d8d83fa86819c123c63aab4bdafc THX for info
  8. Hans(z)

    Ravage

    Can we sell something to armor/clothing trader? I think that this trader only provide armor/clothing, but doesn't buy any of theese.
  9. Hans(z)

    Ravage

    New upcoming RHS GREF weapon I think that this is new member of Ravage family. I don't know but I could hear some "clip sound" in RHS showcase, so I'm expecting some "M1ish" rifle.
  10. Hans(z)

    Ravage

    Problem with clothes should solve e.g Frith Ruins (or another RVG supported addon with clothes) which add another fafigues than Vanila.
  11. Hans(z)

    Ravage

    @haleks how does the custom weapon module works?....What exactly means "civil, military, rare" for weapon loot spawning and how does every of this class affect pool for AI? What I want to know is probability that AI is equiped with weapon from specific class. THX for answer.
  12. Hans(z)

    Ravage

    Hi dear ravagers, Friend provide me code, that make custom weapon classes. This work with ravage modules, so if you want AI can now spawn with weapons with attachements. I made first part for Breaking Point Weapons mod. My addon Include some basic WW2 rifles with optics and other stuff. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=1392096846 I want to make another weapons from BP, but not all. Maybe later I'll make some for RHS You are free to edit. Edit: You can suggest some typicaly Ravage weapons, that are not defined by class and I will make it.
  13. Hans(z)

    Ravage

    Thanks, I already know that, but what about weapon mods (Breaking Point weapons mod to be specific), if they don't have "srifle_DMR_01_DMS_snds_F" kind of classes, how can I do it on my own? New addon where I make some presets?
  14. Hans(z)

    Ravage

    Hi guys, can someone suggest me how I can add rifle with attachments to weapon module? For example I want some bandits will be spawned with bolt action rifle with optics (or supressor) attached. Those who play with RHS know that SBR mosin is useless without colimator or scope.
  15. Hans(z)

    Ravage

    I think no ( @haleks should confirm that) . This is known bug. If you play alone in SP just don't do it. If you play MP it's all about honesty between people on server and that's sometimes hard to maintain . Until players group up and fight against zombies and AI it should be ok, but at moment that server becomes more PvP, players will be cheating more and this can bury trader system. I belive that Ravagers are good and honest people so this behavior will be minor!!!
  16. Hans(z)

    Ravage

    @haleks I have question for you, I'm using Left Shoulder Scripted Weapon mod, with which you can carry two main weapons. I read somewhere on Exile forums, that for persistency you have to add some code to the mod, if you want to keep 2nd weapon saved. So will it be possible that you at least look at that option? I think that in SP it works well, sometimes actions in the action menu appear multiple times.
  17. Hans(z)

    Ravage

    Exactly what I want to say.... that will appreciate users with bad internet connection like me! Thanks for your effort @haleks and others for helping him!!! I think that since the Ravage is on SW, fanbase will be twice as big as now. Mission maker will confirm that most of negative feedback is given by plp who are not able to correctly install mod, and they give up on playing rvg scenarios. I want to ask you @haleks : what are your next goal(s) with mod? I know you are rewriting old code now, but do you have any new addition (or big change) on which we can look forward to?
  18. Hans(z)

    Enhanced Movement

    Rappeling mods exist, for building and for helos. They're made by DUDA and I have them in my enhanced Arma modset together with mighty EM.
  19. Hans(z)

    Enhanced Movement

    this and the darker one in the background too. Maybe there is some else broken buildings, I can test it later today and I will send you report.
  20. Hans(z)

    Enhanced Movement

    THX for your work! I kindly remind you that opening doors via action button doesn't work on grey military building. Maybe BI changed some classes...
  21. Hans(z)

    Tales From Nowhere

    It looks interesting! I have a little problem, I have loaded Frith Ruins addon but AIs are still naked. Edit: not all of them, renegades usually have clothes (vanila), but I encountered indep squad and they were naked.
  22. Hans(z)

    RHS Escalation (AFRF and USAF)

    Hi, I have question: How is the SUBSONIC ammo implemented in RHS? I see that e.g. ak's have some type of subsonic, but i doesn't work better in the field of being spottted by AI. Do you implemented some sound enhancements for AI? So how should I use subsonic ammo properly? Regards Hans(z)
  23. Hans(z)

    Ravage

    I think no.... melee is part of Breaking Point (it has over 12GB), this mod is only extracted weapons from BP (and it has about 1,5GB). I think in weapon mod there is some melee but you can't use it due to lack of code from original BP.
  24. Hans(z)

    Ravage

    Hi, how AI Ravage car patrol should work? For me it only stay at one place and doesn't move till someone shoot guner or gunner spots me and starts chasing me. All this action happens only with initiation from my side, they don't patrol by default. Another suggestion: after some time in game map is overpopulated with cars, it would be nice to have some limitation like car patrol should spawn only if in radius e.g. 1km is not another active car patrol. I think that despawning system doesn't work for carpatrols.... dead bodies are still there even if I go to opposite side of Map and go back. I don't have bad experience with zombies stops attacking so this work for me. BTW for mission makers: If you want to add some special weapons https://steamcommunity.com/sharedfiles/filedetails/?id=973548592&searchtext= That crossbow is awesome!!!
×