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ContheJon

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Everything posted by ContheJon

  1. ContheJon

    Ravage

    Ah, I remember them now! That looks cool as all hell. Anything that adds more supernatural stuff into Arma is great, it just adds to the tension that's already there from fighting regular guys with guns.
  2. ContheJon

    Ravage

    Those phantoms look spooky as all hell! I'm digging the supernatural stuff. Two questions though, are they part of Ravage and if not, can mission makers use them?
  3. ContheJon

    Ravage

    Been working on getting Jboy's dog script up and running along with Vandeansons' script to spawn them around the player. I was disappointed when it looked like it wasn't working, but I carried on anyway. Was searching a house when all of a sudden there's tons of barking. I look down the stairs and see about 8 or so dogs running around in circles barking at me. Nearly crapped myself, had to make a break for it out of town. Some of them were already bloodied up too, which was weird. I wonder if the Blufor AI squad was shooting at them, since they didn't shoot at zombies if the zombies weren't alerted (is that meant to happen because that's actually super cool). It would mean that the AI are attacking dogs too which is good, I had that issue a while back where they wouldn't, so I'm guessing it was a conflicting script somewhere. EDIT: By the way, as a side note, does anyone know of any dynamic weather scripts featuring snowfall in place of rain? For some reason I vaguely remember reading it somewhere but I can't seem to find it.
  4. ContheJon

    Ravage

    Just messing around on the Esseker mission. Got a looped sound script working so the southern bar now has chill music playing 24/7, which'll be great for making chillout zones where the player can relax, read up on intel and plan their next move, kind of like what the MISERY mod for Call of Pripyat had. Really enjoying how I can change the mood of a mission just by doing stuff like that. I can do a lot more of the triggers too, courtesy of ALIAS and Jboy and his dog scripts. The end goal is to have players play my missions and always have that sense of apprehension of never really knowing just what is going to come at them. That sound could be ambient or it could be the Strigoi coming to rip their face off >:D By the way, the zombies hearing sounds is a great touch. Being able to lure out a horde of them by firing a shot at the edge of town and sneaking in around them is great. I was watching a firefight a while back and the guys shooting managed to lure about 20 running zombies to them. It looked like a mosh pit of blood and screaming, with the bolters literally climbing over the other zombies to get to them. Ravage has really turned into something else over these past years, it's incredible.
  5. ContheJon

    Ravage

    Thanks EO! I'll update the beds array too.
  6. ContheJon

    Ravage

    Hi guys! Finally figured out how to get sounds to activate on triggers, so my custom missions will have a bit more flavour! Already been updating them. Expect a few spooks and Easter eggs in the future. Just a quick question, but I'm having a glitch where the holster action works but using the scroll wheel to take out a weapon after doesn't. Also, I found an A-frame tent that allowed me to store gear, and I believe I'm allowed to sleep in it too, but it doesn't let me. I'm still using the old Ravage modules on the map but I've opened all of them to make sure they're up to date (Which they appeared to be but I'm probably wrong). I'm guessing I'll have to replace the modules with new ones and that'll work? It's been a while and I'm out of the loop on some changes (AI camps, woohoo!)
  7. ContheJon

    Ravage

    @alekzenit I'm not sure if this is helpful but I had a framerate as well as a (similar to you) slowdown issue using TPW and Ravage. I noticed an odd error with the line "crows" in it, so on a whim I disabled the ambient animals part of it. It seems to have solved my framerate and slowdown issue altogether.
  8. ContheJon

    Ravage

    So I reloaded to where I wasn't injured and went to the same city. This time I found 4 medkits and loads of ammo and I only searched half the places I did last time lol
  9. ContheJon

    Ravage

    @Recaldy Rad zones are turned off, no radiation in this map. However, I've been hit by zombies a number of times, which seemed to reduce my overall health to "weak". I also tried eating near a campfire and I even hunted some rabbits. No such luck, I couldn't get my health to go above 85 and the "Weak" status still remained.
  10. ContheJon

    Ravage

    I was testing out another upcoming mission on Chernarus Redux, and I got hit a few times and became weak. When I ate food to try and get my health up it only capped at around 85, and I couldn't find any medkits. I also became slow and movements were sluggish, obviously since he's weakened. So I was wondering, since it's tricky to find medkits, is it possible to script a rest and heal kind of option? Perhaps a "Rest until Healed" option for tents or beds that makes your character rest in a bed for 8 or so hours from weakened until healthy (Maybe stopping at around 90 health?) and a longer 12 hour rest for the state below weakened until it gets to weak, then another 8 hour rest to get to healthy? Maybe there could be a food and hydration depletion since your character's body is healing, plus the time passing, would be the downsides to it? Just a suggestion I've been thinking about posting for a while, I've had the "weak" issue before and couldn't find the medkits to heal myself so I basically ended up dying eventually, plus rest is always a good but slow way to heal.
  11. ContheJon

    Ravage

    Wow, loving the new updates Haleks! Came back after another long break, have to say, it's improved tenfold since I last played. Feels like its own thing now, not just a mod. I'm digging how the zombies react to gunfire, I shot some zeds around a barn and about 30 secs later about fifteen more show up stumbling out of the woods. Some AI in a town started shooting and they were overwhelmed by walkers everywhere. I saw one guy get ganged up on a'la The Walking Dead, with bolters climbing over others to get to the dude. Crazy stuff! Just a question, I've noticed with the loot now that fridges and cookers seem to spawn only food related items? Lockers and such spawn gear or weapons? Is that intentional or have I just had strangely appropriate luck with the random loot? If it's intentional, I love it, really feels good to loot a fridge and not find an AK-47, two boxes of 5.56 and an APERS bounding mine lmao
  12. ContheJon

    Ravage

    Yeah Haleks, 5 years is a long time for a mod like this. It's been awesome to see it grow, and be part of making some content in a small way with my missions. Thanks very much for making it, it's exactly what Arma 3 needed I think! And don't worry, I think the community will keep this mod alive for some time to come.
  13. ContheJon

    Ravage

    @GEORGE FLOROS GR Yeah, I think it's something I added recently somewhere that's causing it. Might not be, but I'm sure I was able to reload saves not too long ago @Vandeanson Thank you!
  14. 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!
  15. 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.
  16. @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
  17. @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.
  18. 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.
  19. 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?
  20. Just tried out the bandit script and it works wonderfully! I like the big campfire smoke from the campsites, it's a great addition!
  21. Oh my goodness you've been busy! Thanks very much Vandeanson, I'll definitely be trying out these scripts!
  22. 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!
  23. 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.
  24. 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.
  25. 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.
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