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ContheJon

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Everything posted by ContheJon

  1. ContheJon

    Ravage

    Hi @Vandeanson! I'm using the BCSpawner v2_1. Script was running prior to the save, yeah. I'll let you know what happens when I remove the script when I go back to tinkering with the mission again. Thanks!
  2. ContheJon

    Ravage

    Well, looks like another unexpected problem has cropped up. For some reason, I can't reload from a save on my Napf Winter mission. When I do, I just get stuck on the loading screen with the bar loaded all the way. I thought that it could have been something to do with the George Floros' missions script or DAC so I deleted those but it wasn't them. The only others I have are Johnnyboy's dog script, primarily the feral dog pack script with Vandeanson's edit of it, and Vandeanson's Dynamic Bandit Camp Spawner. I'm really only posting this here to see if anyone else has had this problem or knows the solution off-hand. Otherwise I'll just do the usual process of elimination to see what's causing it.
  3. @johnnyboy Ah right! So it's your script that's causing the weapon drops! I forgot your dog script had that in. That's pretty cool, another reason to avoid them.Yeah, the poor guy was limping away with two dogs just destroying him, and he had no secondary so he was pretty much screwed. I tried to help, but there's only so much I could do with a single-shot 12 gauge at over 100 meters
  4. @johnnyboy I'm afraid I didn't. Maybe it's related to a mod, I'm using the Ravage mod on this mission with your script and when getting attacked by dogs, your weapon can sometimes be stolen (it's a script added by ravage for the zombies, but I guess it works for dogs too which is neat!), so the AI I saw was limping around without a weapon with the dogs nipping at his heels. I did notice that only two dogs were attacking him and two came after me, and there's usually five dogs if I'm not mistaken, so it could have been that the AI killed one before he had his rifle stolen, but I'm not sure.
  5. Thanks guys! Indep are hostile to both sides in my settings, so maybe it's just a random thing. The dogs went after me when I was next to a small squad of guys but they didn't attack, nor did they attack the other half of the pack that was attacking a lone guy. I guess I'm not too bothered by it really, so long as the dog pack script is working.
  6. So I've got the feral dog pack script working using Vandeanson's edit, and the dogs are attacking the AI, but the AI aren't attacking the dogs. Anybody know if I've done something wrong, or if I need to enable it somehow?
  7. Just tried out the bandit script and it works wonderfully! I like the big campfire smoke from the campsites, it's a great addition!
  8. Oh my goodness you've been busy! Thanks very much Vandeanson, I'll definitely be trying out these scripts!
  9. ContheJon

    Ravage

    Wowee, I've been wanting to add something like this for a while but didn't really know where to look. Thanks a ton @Gill93!
  10. Ok, I'll try a mission without Warfare Thai. Oh TPW mod is great! Really easy to customise, just need some tinkering in the provided config files. I play Ravage with the ambient animals, some sounds, weather and other stuff it adds in. It also has a skirmish script so you can play Ravage and at the same time have a full scale war going on around you with tanks and squads of troops.
  11. Thanks for replying! My VD_Array.sqf is executed before the VD_BCSpawner.sqf, the VD_Array is above the BCSpawner. The VD_Array.sqf doesn't seem to have the classnames of weapons in it, I have noticed. Maybe that's got something to do with it? And nope, I haven't changed anything in the scripts, just copied and pasted from here into SQF files. Mods active are Ravage, RHS (all mods), Warfare Thai, CUP Terrains Core, Napf Island A3, CBA, 3DEN Enhanced, TPW Mods and a bunch of urban rappelling and towing mods as well.
  12. Nice, thanks! I'll give it a go later on and see how it works EDIT: Tried it out and it seems like it's not spawning the camps. I get this error: https://imgur.com/fcOgngo I also tried out your feral dog pack script. They do indeed work in Ravage and do damage, it's great! They're bloody terrifying too.
  13. I like the random trader idea myself. I can already place my own traders down and it's not too difficult. Having them pop up randomly could make the mission feel more dynamic and alive, as if they're moving around and trading with other people than just the player, or moving to another secure location.
  14. Ooooh! Small camps and buried chests sound nice! Having small camps with one to maybe four guys around them might be interesting, and you could have more of them. Would make it seem like more people are out there camping and surviving, and maybe some of the small camps could be friendly? I'm just having a little brainstorm at the moment. I have noticed a few errors pop up but the camps still spawned. I can't actually remember what the errors said, it might have been related to equipment but I'll need to get another look at them again. It could also be caused by something I did, I'm not the best when it comes to scripts anyway.
  15. Just tried out the new version, works well at first go! First time I've used a script not had an immediate error pop up! They spawned in the woods way out in the wilderness on Napf Winter Which was nice. Hopefully that'll make the woods slightly more threatening (unless someone makes a werewolf mod ;P)
  16. Oh sweet, thanks Vandeanson. I like the randomness, it's just I'm worried about them spawning in right on top of safe zones I've created.
  17. Oh wow, thanks Vandeanson! I was just adding your script to my mission when you posted that! By the way, is there a way I can blacklist the spawner from spawning a camp in certain areas?
  18. ContheJon

    GF Missions Script

    Thanks a ton @GEORGE FLOROS GR!
  19. ContheJon

    GF Missions Script

    Thanks George Floros, this will be a great addition to my upcoming Napf Winter Ravage mission! I'm just wondering about a couple of things though, how can I disable the DAC missions and only use yours, and can I disable the little information box that pops up in the lower left-hand side with the FPS details and such? Thanks for again for making this!
  20. ContheJon

    Ravage

    @RZNUNKWN Yeah it's just a bug I think, I get it a lot too. It doesn't mean nothing's spawning I don't think, just that you didn't find anything but it opens the inventory anyway. If you keep trying eventually you'll find something
  21. ContheJon

    Ravage

    I remember being able to disable the fatigue system by disabling the checked box in the unit's list in the Eden editor. I usually do that for any units I place around friendly camps so they don't slow down and get tired. I'm not sure if it still works for the player though, I'm guessing it should but you never know.
  22. ContheJon

    Ravage

    Yes! Dust storms! Time to remake that Mad Max mission I was working on two years ago! :D
  23. ContheJon

    Ravage

    Thanks a ton for the update Haleks! I'm looking forward to testing it out at some point. Nice video Evil Organ! I've always loved the idea of mixing in supernatural with the apocalypse, and those ghosts look spooky as hell, especially since they make no noise.
  24. ContheJon

    Ravage

    I know, Ravage is slowly turning into a really in-depth survival to rival other actual survival games. The main thing for me is being able to use it to make missions, and customise it how I want, even not have any zombies and only AI in a mission if that's what I want. Very few games would let the player do that, and I guess that's one of the wonders of being able to mod games, also one of the wonders of Bohemia who've made the mission editor and modding tools in the first place! On the topic of autowalk, I totally support it! I usually run everywhere, but I sometimes take the time to stroll around and look at stuff, so being able to do that without holding down the W key would be great.
  25. ContheJon

    Ravage

    Oh heck, I didn't realise the AI for bandits going in buildings was broken! Spent ages carefully checking each room when I didn't need to, lol! Thanks for working on the holstering scripts as well, that strange slide was always odd in third person. That AI infinite ammo will be interesting to use. I'll probably keep it on for my missions, but there is one mission where I want to make the player's existence as terrifying and miserable as I can. Maybe making the AI use finite ammo will help with that
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