Jump to content

Jimmakos

Member
  • Content Count

    232
  • Joined

  • Last visited

  • Medals

Posts posted by Jimmakos


  1. 2 hours ago, Tova said:

    Hi Haleks !

    I noticed that, for playing ambient music, you are using a sleep command to wait for a track to finish before playing the next one. I believe that method is limited, since it causes problems for mission makers if they want to play a custom track at specific moments of the mission. In fact, your ambient music will "cut" the custom track once the sleep command is done.

     

    That is why I'd recommand you to use a music event handler to check if a song is done playing.

    I'd appreciate if you could make that modification to your otherwise amazing mod !

     

     

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


  2. 6 hours ago, haleks said:

    Next episode idea : how cool would it be to play as a mutant able to mind-control any human or animal close to him?

      Reveal hidden contents

    And turn them into zombies afterwards.

     

     

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

    • Like 1

  3. @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};

     

    • Thanks 1

  4. 5 hours ago, GEORGE FLOROS GR said:

    It is a Status Bar for Ravage mod.

    It's almost done , because there was no time cause of my JOB , but it will be available soon.

    gCcOa9kPRdu9VaGe0UJzpQ.png

    1.Players in the server

    2.Health

    3.Hydration

    4.Nutrition

    5.Money

    6.FPS

    7.Radiation

    8.Kills

    9.Direction

     

     

    Me wants!

    • Thanks 1

  5. 1 hour ago, TK-7919 Aster said:

    However, I have another issue: The mission I'm making have me (and a few friends later) spawning in a boat in random locations at the beginning. When I enable MP persistency, I spawn under water at grid 0,0,0, at mission start, but the spawn works nicely when I disable this feature. Any ideas maybe ? Thanks !

     

    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.


  6. 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;

     

    • Like 1
    • Thanks 1

  7. 15 hours ago, Donnie_Plays said:

    If there a specific code I can add to animals manually placed on the map, where they can be properly harvested for meat?

     

    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;};

     

    15 hours ago, jimbojones said:

    Does anyone know if the bandit camp script and the rvgFill script still work?  

     

    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.

    • Like 4
    • Thanks 2

  8. 4 hours ago, outlaw2101 said:

    Tried to add a backpack to the loot table. Not sure if I did something wrong lol.


    20180221115013_1.jpg

    20180221115109_1.jpg


    Game throws these two at me and no backpacks spawn. Very annoying lol.

     

    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";

     

    • Like 1

  9. 23 hours ago, Schreber said:

    had a similar feeling in the beginning, but than i realized that the updated loot system is much more immersive ... it breaks with the rather unsatisfying routine of checking each building. it now simply looks and feels more post apocalyptic. 

     

    A work around I did find to fix my old scenarios is to place extra lootpiles e.g. Trash piles next to the buildings that do not or rarly spawn loot "containers" anymore. The script knows which building is next for each pile and spawns loot which would have spawned inside the given building. This is just a small fix working for specific missions ik ...

     

    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.

    • Like 1

  10. 7 hours ago, lv1234 said:

    Okay now i'm stumped again....The thing i did above DID NOT make the ai stay still forlong...Eventually they started walking around.

     

    Anyone know how to make the ai stay still and still be able to turn around easily and shoot people? I dont want to limited them toshooting in one direction with disablemove ai

     

    disableAI

    • Like 1

  11. 5 minutes ago, rekkless said:

    Hey everyone, is anyone getting a dependancy in missions if you have Namalsk loaded?

    I made a mission the other day on Bystrica and when I tried loading it I was getting a missing addon "NS_A2" or something like that which was connected to Namalsk Map. I'm not sure if Namalsk assets are available in the editor and I accidentally used them or if the map itself does put dependencies in missions.

     

     

     

    Also any plans to upload this map to the workshop, it is literally the only map in our modset that isn't on the workshop.

     

    Map does leave a dependency if you have loaded in your mission, even without the need of use any of the map assets.

    • Like 1

  12. 2 hours ago, ContheJon said:

     if anyone else gets that memory error bug

     

    After Windows 10 creators update i was dealing with memory errors out of nowhere, while i didn't had that problem in the past and with a beefy system i was really confused, it turned out it was my page file size was changed somehow.

     

    -If anyone has the same problem on win 10 all you can do is go to Control Panel then choose System, Advanced System Settings, Advanced Tab, on Perfomance section choose settings, then a new window will pop up (perfomance options), there go to Advanced, Virtual Memory, Change and choose "Automatically manage paging file size for all drives".

     

    While this might wont be a fix, it might help some.

    • Like 3

  13. NOTE: THIS IS NOT A FINISHED MISSION!

     

    uF8rTAAa.png

     

     

     

     

    -Side Note to moderators, if you think this is not the appropriate forum section please remove the thread.

     

    Currently looking for mission makers willing to help me out finish the mission, and the story line.
    Working alone with side help from some of my Arma 3 community friends but having a couple of more hands is always welcomed.
    Taking a break from the game itself and it's the latest release (1.70), but i'm willing to come back and finish the mission as soon as possible.

    If someone is willing to collaborate on this one, leave a comment below on let me know via PM.

    Find me on Steam.

    Discord: Jimmakos#2139

     

    -Introducing a work in progress cooperative zombie horror multiplayer mission for Arma 3.
    -A 4 player SWAT squad have been sent to Podagorsk with one and simple objective, find Dr. Ivan and retrieve the virus antidote.

     

    Features:
    Dark ambient horror music.

     

    Main story line and side quests for players to achieve.
    Supply drops and balanced loadouts.
    Modified and fortified story line based locations on the map.
    Thunderstorm, fire effect, nuke, radiation script(s) from ALIAS.

    Female voiced playable character.
    A lot of jumpscares and a lot of creepy sound effects.
    Unique atmosphere with spooky environment.
    Various custom scripts.
    Zombies and demons support, dynamic ambient zombies spawner depending the numbers of players playing on current server.
    Headless zombies and scipts for making them acting like the hunter and smoker from the L4D2 game.
    Voice acting for important main characters.
    Apex simple conversation support.
    Custom textures.
    And many more to come...

     

    -Workload of the mission is currently 7 days of work on 3den editor.

     

    Youtube playlist:

     

     

    Pictures: (more will be added later).

    0SSYCGvw.jpg

    • Like 4

  14. 21 hours ago, Hans(z) said:

    Hi,

     

    I find colour filter glitch or bug.... When I aim through any colimator like RCO, ARCO, Holo.... my screen become darker and I'm not able to see anything through it. This problem occurs at late hours(or in bad weather conditions) and WITHOUT NVG. If I turn NVG on, problem is gone, but NVGs are really rare in this mod :down:. I prefer playing withour colour filter but I want you to know this. Here is screenshot http://steamcommunity.com/profiles/76561198305015162/screenshot/830196727536374129

     

    That have been said, setting HDR lighting to LOW in video settings tends to eliminate the effect.


  15. 1 hour ago, NeoArmageddon said:

     

    It is not part of CUP but CUP contains a lot of general and some terrain specific fixed to make old A2 terrain working as they are, including Podagorsk. CUP even checks such A2 terrains like Podagorsk for compatibility before releasing updates.

    You really only need the A2 Podagorsk (from Armaholic) and CUP TP and you are fine and most likely get an even more up-to-date version than the workshop upload.

     

     

    Original author was Goeth and the FDF Mod.

     

    Well probably issues like itemscopeinfo were fixed, also ui icons were added and probably other stuff which im unaware or cant remember but as it looks like it got taken down because it was a reupload with fixed "issues".


  16. 6 minutes ago, dmarkwick said:

     

    I'm pretty sure I#ve used that version in A3 before - but certainly not recently so maybe it is outdated information.

     

    It might be possible for you to make a supplemental addon.... if you can work out what the changes were, then place those changes into an addon that affects the original map version.

     

    Thanks ill give it a try but i'll never be sure if map's state will ever be the same (old vs new one).


  17. 8 minutes ago, NeoArmageddon said:

     

    -I doubt that. CUP Terrains is what upgraded Podagorsk to be compatible with A3.

    -Without knowing the SteamWS entry you are refering to,

    -Who was the author of that SteamWS entry?

     

    Nevertheless: Podagorsk works perfectly in conjunction with CUP Terrains Core.

     

    Unless im really mistaken, podagorsk is neither located on cup maps or cwa terrains pack so im really unsure how its been updated to be compatible with A3 since if its not a part of the mod.

     

    Name was Podagorsk in WS and was the only "legit" copy of that on the workshop which sadly im unable to reach any informations about the author as well.

×