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Jimmakos

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Everything posted by Jimmakos

  1. Jimmakos

    Ravage

    What are the supported weapon mods that let you sell and buy weapons from the roaming or static traders so far, are only those that are present at the equipment pool module? Also are you capable of acquiring dogs as companion in the official Altis mission?
  2. I'm in the credits list... -CUP Maps are obviously optional, CUP core is only needed for Esseker and there is no way you can add a dependency from CUP Maps in the Esseker terrain unless you save the mission with CUP Maps enabled which leaves a dependency called "Desert". (hope it will be fixed in the next CUP Maps update). -Setting the Ravage equipment pool to spawn equipment,gear and/or weapons from CUP,RHS or WarfareThai doesnt automatically makes those a dependency,its optional and will read the gear pool only if it detect those are running, but as tourist said "CUP is needed for the civilian clothing in the mission". @Tourist Nice work on the mission mate, sadly didn't really had the time to test it yet but i hope I can find some guys and definitely play some coop with it.I know that it took you quite a while to finish it up, so hats off. i would suggest you to change the CUP need for the AI civilian clothing in order to let people get rid of the cup units,weapon dependency and stop crying too about the amount of mods need it to run the mission.You can give your AI units random gear (which means only uniforms and/or a vest and/or a backpack not weapons or loot, will also read CUP,RHS,WFT gear if its enabled) by adding this to the init list of the unit: 0 = [this] call rvg_fnc_addGear; or if its a group of civilians you can add this to their leader only: { [_x] call rvg_fnc_addGear; _x addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}] } forEach units group this;
  3. The interface size on my 1080p 16:9 monitor is so small i almost get blind every time. Please fix that.
  4. I was unable to get the puddles (script) to work in Esseker with CUP core running, well basically i didn't really waited to rain and stop in order to take the effects going but i used the debug to force a 0.3 rain and after 10-15 minutes i faded the rain away, sadly no puddles appeared, didn't really had the time to test the script on other maps unfortunately but I've seen screenshots on this thread that it works to other maps, probably i did something wrong.
  5. Jimmakos

    Ravage

    Object,view distance maxed out. Edit: To make something more distinguishable you take the most presentable part of it and color it to an eye catchy color , like a distinguishable type of clothing such as a raincoat.
  6. Jimmakos

    Ravage

    Yeah, bet those armbands will be easily recognizable when friendly survivors (traders) spawns from a 400 meters minimum to 800 maximum radius around player, and with the scopes being more rare than a needle in the straw, those gonna help for sure.
  7. Jimmakos

    Ravage

    Haleks i've removed those in my missions for a while now, car patrols from AI module seems to do the trick perfectly. Nice idea, but who's gonna see the armbands anyways, everyone is shoot first ask questions later...
  8. Jimmakos

    JSRS4 - APEX 1.2

    No dependency issues here,i'm saving my missions with JRS4 loaded as normal without any issues so far (unless i place an asset which does leave a dependency,which is normal). Well it doesn't used to be like this when it was the DragonFyre eden version. Completely.
  9. Jimmakos

    JSRS4 - APEX 1.2

    Awesome! Thanks for the update, really enjoying your sounds.
  10. Is there any way i could blacklist an area from getting affected of the simulation manager module?
  11. Jimmakos

    Ravage

    Then i have to redone this as it was done pretty quick and link every possible command that can be found in the community wiki for the script arrays. I'll speak with Kodabar.
  12. Jimmakos

    Ravage

    You might want to delete everything you see as comment " ".
  13. Jimmakos

    Ravage

    @BattleChief Well haleks is the guy we should all thanks, without his hard work i wouldn't be available to achieve a thing, how much to get passionate and start "modding" on my own, on a new engine that i never had any kind of experience before. If you want to get the wrecks and the dead units to "follow" the player, you basically have to add these codes after your random spawn points as FireWalker suggested previously. So if you want just the wrecked flaming car as the one you see on my missions start (used to be the default ravage spawn scene in older versions) use this code: Now if you want to spawn with the wrecked zamak and the dead prisoner units (just like the official Ravage Altis mission) use this code: Change the spawn points ( _markers = [ "spawn1", "spawn2"...]; ) to the one of your liking and make sure they much (by names) with the empty markers you placed inside your mission in the editor. If you are planning on doing this on smaller terrains than Altis with fewer roads i would suggest you put the "_list = (getMarkerPos _p) nearRoads 1000;" on something smaller like 25,50,100 so you can always spawn with the wrecked vehicles by a road. @haleks Could you possible add the option to cook meat on the dynamic created campfires within your spawn bandit camp function to the next update? Basically i did this on my own by adding this: _cook = _firePlace addAction ["Cook Meat", "\ravage\actions\cook.sqf",[], 1, false, true, "", "vehicle _this == _this && {_x in rvg_rawmeat} count magazines _this > 0"]; just below your createVehicle ["Campfire_burning_F"..] to the fn_spawnBanditCamp.sqf and called it from a simple trigger as null = [thistrigger] execVM "fn_spawnBanditCamp.sqf" just for testing reasons,it worked but i was missing the cooking meat sounds, so i don't know if this was an efficient way. Thanks, hope you all enjoyed my huge text wall !
  14. Jimmakos

    3den Enhanced

    I've been using the 3den editor since day one, recently i got suggested to use this mod since i'm working a lot in it and yes it was the best choice ever,literally eden enhanced adds so much stuff to get you going and helps you so much for achieving a whole damn mission throughout only the 3D editor. Thanks for this one R3vo.
  15. Jimmakos

    Ravage

    Yeah sorry forgot to mention that. It happens in SP, no idea about MP yet.It's on my Esseker mission, no idea about original Altis mission.Always in editor in order to figure possible errors from the running scripts.Fresh start of a new game, happens occasionally ( I been looking through splendid camera for possible survivors,traders spawn points without getting any error when see them spawning ) but sometimes out of nowhere i got this rpt error, i believe its from when a trader spawn? Edit: basically you might want to take a look at this one too.
  16. Jimmakos

    Ravage

    Thanks for the tip haleks,unfortunately i tried that and it still gives me those errors occasionally,i believe that this happens when a trader spawn in map,its not the end of the world at least if it doesn't break something its fine by me.
  17. Jimmakos

    Ravage

    Hey halkes i've been getting this error lately:
  18. Jimmakos

    Ravage

    Nice and i just setted a "Trader Safezone" on "Ravage DayZs on Esseker" with only a guy selling weapons..wish i knew!
  19. Hey tpw, i've been using some of your scripts (tpw_core, tpw_fog, tpw_rainfx) on one of my missions posted on the arma 3 workshop and i've got some people which they using the normal standalone version of your mod asking if they have to disable them before playing my mission as they are included and running as scripts over mine. Basically i have no idea what they should do, are the standalones going to be overrided from the scripts while running on my mission or they are going to get corrupted? Really appreciate any kind of help since you're the best person to ask. BTW im getting this error from the tpw_core.sqf
  20. Yeah it looked a bit weird for me too, when i first tried it but when i changed this to that: everything looked smoother and nicer.
  21. Thanks so much tpw for the update,cant wait to try the new fog effect! Keep up!
  22. Jimmakos

    Ravage

    That's because of an error coming from the intro script, making it impossible to spawn weapons on the dead unit. I had to return to the "call RVG_fnc_AddWeapon;" array for my missions too.
  23. I've been used this kind of fog on some of my workshop missions, but it all had to be done with a daytime zone array. So you either had "fog" at a certain time or you didn't. Those simulated particles used to be a huge performance hog (talking from experience) so it might was good for me but not for others. On the other hand as tpw mentioned this type of mist-fog is going to be a more complex thing that will take into consideration temperature and dewpoint values that come straight from his fog script,which i find awesome since we can have mist-fog random during a day or night depending the op as been said and not predefined from daytime values. Cant really wait for this new type of fog,since i'm always keen on when something has to do with a better environment ambience.
  24. Jimmakos

    Ravage

    @Haleks Nice update mate thanks for bringing that to us, i'm gonna pm you soon about some possible feedback regarding the latest update. Keep up the amazing work. Yeah it seem like the workshop have been overdosed recently with custom missions based on the Ravage mod, basically I've seen like 3 different Tanoa ravage missions posted from different people for the same terrain. ^_^
  25. Nice we can simulate this as a spooky ground fog instead of a mist affect as well.
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