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About Jimmakos

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  1. Jimmakos


    That's actually very right, this reason kept me back from adding custom music/songs on my missions with ambient music enabled.
  2. Jimmakos

    Tales From Nowhere

    Like the controllers from stalker, that sounds neat, we really need mutants!
  3. Jimmakos


    @haleks i got an error on the createFireEffect function of yours, nothing major i believe, line 66 Undefined variable in expression _unit waitUntil {({_x distance _unit < 700} count (allPlayers - entities "HeadlessClient_F")) isEqualTo 0}; //possible fix? waitUntil {({_x distance player or _pos < 700} count (allPlayers - entities "HeadlessClient_F")) isEqualTo 0};
  4. Jimmakos


    @haleks is there any way we could enable the ambient voice chatter on manually placed survivors?
  5. Jimmakos

    GF Ravage Status Bar script

    I liked old icons layerstyle better, ravage usually uses plain white icons (radiation etc) so you should find something that should fit.
  6. Jimmakos


    Me wants!
  7. Jimmakos


    Can you disable the vehicles caching system from the module and test your mission again w or w/o the MP persistency. As far as I remember there isn't a specific way to exclude vehicles from the function atm. Please report back.
  8. Jimmakos


    @haleks Safe zone module does still not seem to work on lan hosted or dedicated servers.
  9. Hello! you can also do this: works well with ravage... { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; [_x] call RVG_fnc_AddGear; [_x] call RVG_fnc_AddWeapon; [_x] call RVG_fnc_AddLoot; //Force NVG item _x linkItem "NVGoggles_INDEP"; } forEach units _bandits; Maybe assign them a combat animation, this is very flexible tbh { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; //Add random gear for guarding units and sets animation state [_x] call RVG_fnc_AddGear; [_x] call RVG_fnc_AddWeapon; [_x] call RVG_fnc_AddLoot; [_x,"WATCH","ASIS"] call BIS_fnc_ambientAnimCombat; } forEach units _bandits;
  10. Jimmakos


    Name the script and call it from your init.sqf while {true} do { _pos = [getPosATL player, 100, 400, 2, 0, 100, 0] call BIS_fnc_findSafePos; _eastGrp = createGroup east; for "_i" from 0 to random 2 do { _type = ["Sheep_random_F", "Hen_random_F", "Cock_random_f", "Rabbit_F", "Cock_white_F"] call BIS_fnc_selectRandom; _unit = _eastGrp createUnit [_type, _pos, [], 1, "FORM"]; _unit setVariable ["BIS_fnc_animalBehaviour_disable", true]; _unit setSpeaker "NoVoice"; _unit disableAI "FSM"; _unit disableAI "AIMINGERROR"; _unit disableAI "SUPPRESSION"; _unit disableAI "AUTOTARGET"; _unit disableAI "TARGET"; _unit setCombatMode "BLUE"; _unit setBehaviour "CARELESS"; }; [_eastGrp, _pos, 250] call BIS_fnc_taskPatrol; Sleep 300;}; Bandit camps by trigger is literally broken, AI will spawn but they will just standing there without aggroing or anything. rvgFill still works ok though.
  11. Jimmakos


    I'm kinda sure you try to add the backpack on the wrong script, It's either here or there: "\ravage\code\scripts\system\gear_list.sqf"; "\ravage\code\rvgLoot\lootLists.sqf";
  12. Jimmakos


    I noticed that with my Esseker and Redux missions as well, i noticed that no loot like luggages etc are spawning inside buildings anymore, is there something i have to do because im kinda lost right now.
  13. Jimmakos


    Can't wait to play and fumble with this mod again, it's been a while for me and probably there will be some decent content added for sure on all these updates.Thanks for keep working on this haleks.
  14. Jimmakos


  15. Jimmakos


    Renegades are not affected from the safe zone module and they keep spawning in, can you take a look at that @haleks.