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Hans(z)
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Everything posted by Hans(z)
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Hi, I have spotted ravage bug, which didn't occur to me untill recently. Raiders spawn without weapons and IMO I think ravage gear module is the culprit. Some DLCs and big mods (like RHS) are set to "YES" by default. Some mission makers leave the option on "YES" since they want to make mission compatible with optional XY DLC or optional addon, which is nice. You are all right if you load all DLCs and addons which were set on "YES", but when you do not load them (because they're optional) classnames are missing from weapon list and AI spawn without weapons, when rng function assign them weapon. For example I found this in .rpt file when I was playing workshop mission, where western sahara DLC was not even in optionals: "Warning Message: Bad vehicle type arifle_SLR_V_lxWS" @BroussardH I think you can edit those mission by yourself if you DO NOT upload them back to steam workshop. I do this with almost every mission whose last update is older than ravage's last update. You simply put newer ravage modules and copy content from old to new, then delete the old ones.
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[SP/CO12] Dynamic Campaign/Mission - The Forgotten Few 2
Hans(z) replied to KingN's topic in ARMA 3 - USER MISSIONS
Hi, I have problems with CamLaoNam version of the TFF 2. I have been playing with 3 mods: CBA, SOG AI and BC Two Primary Weapons.I have been playing with these mods for some time, and I had problems very rarely. I completed whole campaign (5000pts), with maybe 3 restarts, when game do not load. So I think mods are not the problem. The main persistent problem is that game doesn't load next mission. I verified game files - not effective Created new campaign - not effective Created new game profile - not effective I looked in RPT file and it ends with these two lines: 21:55:00 "MissionFinished - Finished" 21:55:01 "NewMission - Init" I can send you RPT file if you want Also I have a little suggestion to add 9mm HP magazines to vehicles's cargo, since you can equip suppressed M1 carabine. -
Only CUP+dependency
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Hi! How am I supposed to use timed satchel charge "CUP_TimeBomb_M"? I don't get any user action after I set the charge. Does it explode after fixed time, if so, how much time is it? THX
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If you train a little, bayonet kills zeds in one stab. Without bayonet it's harder, cuz you need to get close to enemy (zeds will 99% hit you) + you must hit the head to kill in one attack. For sound coefficient .... most guns from SOG are working with sound system, From my testing: Sound detection coefficient 0.5-0.6 is sweetspot For 2-3 weapons from DLC suppressor doesn't work (one of them is .22LR pistol with integral suppressor) DLC adds new grenades (molotov, incendary, my favourite poisonous gas) which are very efficient for killing large hordes.
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Possible difficulty can occur, when the patrol consist 3 or more raiders. Two guys in ATV, 3rd runnig behind them 😂. ATV usually makes it to the waypoint, then it waits for the 3rd.
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As far as I played this is top tier content!!! One bug: Operator is equipped with AAF UAV terminal - you cannot open terminal and connect it to darter.
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Yes, this works for everything! You just need to change parentclass of the item! You can buy every item in game, but unfortunately you can't sell every item. You can sell every weapon, ammo + binocular type items. On the other hand you 100% can't sell uniforms, vests, backpacks, NVGs, weapon accesories...
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Hi, feel free to use my little utility. #custom traders #custom weapons list
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This exploit is present also in SW addon version. Does this code block repacking all ravage items including same type (e.g. matches-matches)?
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Hi guy, Lets say situation with this pandemic get worse in my country and authorities ban free time activities. I get more time to spend on PC, cuz my every other hobby was banned. So I'd like to add my part of work to ravage. I'd like make furniture compositions for Livonia or Chernarus Redux. I don't exactly know who made that for Altis buildings, but I'm asking that guy for tutorial how to make it.
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Hi, does anyone know why I'm not able to sell certain things to trader? I can sell weapons and ammo-like things, but cannot sell e.g. vests, uniforms, and weapons accesories. I think that it can be caused by cfg parents class. rifles are cfg_weapons and IRL are weapons, but vest are cfg_weapons but IRL they aren't weapons. From code for custom trader above I can buy everything, but I can sell only binocular-type things. Only idea... make money virtual like healt, thirst hunger and radiation. Only cons: Ravage wouldn't be that realistic. Pros are: more room in backpack for other valuables and no more clicking when I want to change backpack. Actual item rvg_money can have its own nominal value for traders, e.g. 1x banknotes=10bucks to virtual account when is sold to the trader.
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Zombie safe zone only prevents zeds from spawning, if you somehow lure them to your position, safe zone doesn't help you. If you make custom base, and you don't want zombies keep coming you should equip guards in base with suppressed weapons. I agree with custom init fields for ai module. But I think that GF or VA made script that gives you banknotes when you kill raiders, it can be easily modified to your needs. Ravage has it's own retextures. I think, that money system should be reworked, or at least make money stackable. @haleks nice work with night camps. Once I got NVGs it's my favourite thing to do, since in the the tent you can find very rare items (usually which you placed in rare pool). My rare pool consists low gear collimators, suppressors and one NVG. After about 10h gameplay (about 200 killed raiders) I found maybe 10x NVGs on AI but no other items that I put in rare items line. In night camp tents items were better randomised than on AI. Edit: For everyone that make mission with RHS assets, from my experience 0.25 in zombie hearing is sweetspot, they hear unsuppressed gunshots far beyond spawning distance, suppressed assault rifles aprox. 120m, beyond that distance they don't react, at smaller distance they are atracted, but not allerted. For suppresed makarov the distance is shorter aprox 40m. My suggestion: You can implement fatigue system, when hours without sleeping affect stamina, weapon sway... I don't know, if it's arma 3 or ravage thing... when I carry much loot, even if I'm standing still and have stamina regenerated, I have enormous weapon sway, IRL it doesn't effect me (sway) when I'm aiming with 30kg backpack, let's say it's more exahausting but I can aim with nearly the same sway.
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Hi, is it intended to that I'm not able to sell anything to gear trader? I can only buy things from him, but he doesn't buy anything back. Tested in both vanila and moded. I played Livonia ravage mission, where author manualy placed weapon attachments (with custom prices) to trader, again I could buy everything, but he took back only binoculars, laser designators...
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Hi @haleks is there an option to heal up to 100% including injuries on arms and legs. Maybe I'm wrong, but from my experience, I can regain RVG health to 100 by eating/drinking near fireplace, but my character still suffer from injuries on arms (weapon sway) and legs (running slow). In vanila, you can regain up to 75% of the health with FAK. How is FirsAidKit implemented in RVG?
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I need help, I'm trying to set up UGV whic should guard object, but I want to make UGV's enemy to all other entities. Same thing like Haleks do with renegades. Problem N1 is that I'm not able to set armed UGV to civilian side (if I could change the side to CIV, I should be able to addRating -xxxxx and problem should be solved). Problem N2: If I set up OPFOR UGV and addRating -10 000; Red raiders fire on the UGV, but UGV doesn't fire back on them.
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I have one question about trader system. I'm using code from ravage-wiki for custom trader system. Where I change classnames and cfgclasses e.g. ["Binocular", 70, "CfgWeapons", 2]. I can buy things without any problem, but I'm not able to sell anything, but binoculas (range finders, laser designators...). The same thing doesn't work for clothes => Can buy, but cannot sell.
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Actually I get this idea from this mission, but the stamina is completely turned off (when you complete a quest) and max. weight is the only restriction. My idea is something similar to Mauseris Livonia mission, but not turn off the whole stamina system, but upgrade stamina little by little. Messing with camo coefficient came in my mind too.
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@haleks are you planning optimize money system in rvg? I mean it's hard to manage high amount of money. My suggestion is add pack addaction. From 10(50, 100) banknotes make 1 inventory item "100money pack" and vice versa.
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I just found out that Rad protective gear decrease antirad pills effect. Repro (with geiger counter): 1) get some radiation 2) eat pill 3) watch radiation (sould be negative number around -60) 4) put on antirad mask 5) watch radiation - it is between -30 and -40 @haleksis it possible to apply some RPG mechanics for stamina system and now entirely screw Ravages stamina system? I mean something like: pay 100money to "stat-trader" and you get permanent increase of mass limit player can carry without to be forced to only walk (or decreasing stamina consumtion). At this time I only know some coefitients that you can put in units init line, but i don't know if that can destroy Rvg stamina mechanics. Do hunger and thirst have effect on stamina?
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Amount of radiation is dependent on the size of Rad zone. But Radiation from two ovelapping zones have additive effect, put enough small rad zones one on another and you should get what you want.
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I tested new audio detection and I must say, that it worked best with vanila weapons (suppressed/unsuppressed) ASP-KIR 🔇= silent zeds killer! With RHS, and CUP I didn't get good results.... zeds reacted equally to suppressed/unsuppressed rifles and even with VSS and AS VAL (special subsonic ammo) heard me. I tried multiple values and I didn't find good one. With lover values I was able to go stealth (suppressor), but mid range zeds didn't react to unsuppressed shoots. I'm waiting for CBA update because with Contact DLC came DMS optics for ASP KIR (zeroing from 50m to 600m by smaller increments), but with CBA loaded I can't mount DMS(KIR) on any other rifle than from Contact DLC. @haleks are you going to add special suits and masks from Contact DLC to antiradiation equipement?
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I saw that on non vanila maps. Looks like they are atracted to electrical poles (wind turbines), sometimes I can see many zeds on crossroads (without horde placement). New zeds are more dangerous and now I have to count with walkers too. Love that!!! Disadvantage is almost zero survivability of AI raiders.