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ContheJon

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Everything posted by ContheJon

  1. ContheJon

    Ravage

    Heh, just recently found out that I can attach glowsticks to myself by double clicking them. Had no idea I could do this, spent all this time throwing them around instead
  2. I was thinking of recording some trailers for future missions, so if I do that I'll try and get a hold of some footage of me running for my life from dogs! EDIT: I tried using those scripts you provided but still no bueno. Now I'm not sure if this is what I've done wrong; in the script for the feral dog pack you provided a script line in the init.sqf and said to delete everything below that line, but I couldn't find that line in the init.sqf. This is line: // ************************************************************************** // Create game logic used by JBOY_AIFightsDogs.sqf to force AI to fire weapons. // ************************************************************************** JBOYDogLogicCenter = createCenter sideLogic; JBOYDogLogicGroup = createGroup JBOYDogLogicCenter; JBOYDogGameLogic = JBOYDogLogicGroup createUnit ["Logic", [0,0,0], [], 0, "NONE"]; This didn't exist in my init.sqf so I had to add it in manually, and from there I deleted all other scripts apart from the _pos = getpos dogPackTrigger1; script (edited it down to just that line for this comment for brevity, I used the full script obviously :P). I'm not sure if that's the problem. I will say that it seems to be giving me an error on the trigger now, not the dogPackCreate, so I've made it one step closer it seems! :D
  3. ContheJon

    Ravage

    @Gill93 Oooh, nice! When I download the CUP stuff again, I'll need to give it a play
  4. @johnnyboy Thanks an absolute ton! I didn't know I needed that line in my Init.sqf, maybe that was the problem all along I'm working on a survival mission basically, with AI robots like a Skynet sort of thing (UGVs and such) along with radiation, and I wanted to make the woodlands a little bit more deadly to the players (and other AI). I'm sure with your feral dog pack script, I'll be able to make the players just as scared of the woods as the cities! >:D Thanks again!
  5. Hey johnnyboy, thanks for making this script! I'm having some trouble getting the feral dog packs to spawn, I can get everything such as the trigger, the game logic and the init set up, but it keeps giving me an "Error undefined variable in expression: JBOY_dogPackCreate" and quotes the script to create a dog pack in the trigger's activation box. I'm not sure what I'm doing wrong since I'm pretty script inept, and I would love some help figuring it out!
  6. ContheJon

    Ravage

    Oh dang, nice one [SEN]Baraban! I might have to use that myself, thank you!
  7. ContheJon

    Ravage

    @CptStampede The only workaround I know of, I think, is to hold the weapon you want to sell in your hands first, sell it off and then it'll actually go to the trader. I'm not sure if there's a fix for it or not, but hopefully that workaround will help a bit!
  8. ContheJon

    Ravage

    @MisterOth Oh wow, thank you very much, that looks like a good script to use! And thank you @GEORGE FLOROS GR for posting it! :D
  9. ContheJon

    Ravage

    Ok so it looks like my Esseker mission has startled its first victim player >:D This player also noticed a bug, and I think it may have been reported before but I'm not sure. You can take items out of a traders backpack and place them on the ground without them getting hostile. Just posting this here in case anyone else manages to replicate it. If not, it's possibly an issue on my end and if so, I'm sorry for the false alarm.
  10. ContheJon

    Ravage

    @kodabar Dang, shame that save file killing didn't work for you! The weirdest thing is, it works wonders for me, but if it crashes after I delete the save files, loading up Arma 3 again and then playing the scenario seems to work. Arma 3 is both incredibly cool and incredibly weird/annoying at the same time, somehow. But I still love it lol Looking forward to the new release Haleks! :D
  11. ContheJon

    Ravage

    @haleks If it helps, my mission uses all the RHS mods, Frith's Ruin, Essker and CUP Core. I personally use TPW's mod for ambient stuff mainly, but that's recent and I got the memory crashes before I started using it. And I think you're right, it's mainly the mission creators who have the issues. I think maybe once or twice I got a complaint that it wasn't working in a similar fashion on someone's end, but since posting my recent mission on Steam, I haven't (fingers crossed) had any complaints about it. And considering it's Steam, if there was a problem I'd definitely know about it ;P
  12. ContheJon

    Ravage

    Ah, so it's Ravage Settings module! Thanks for telling us Kodabar, I was starting to wonder if it was CBA not playing well with something or even just an Arma issue. Hopefully my method worked, but you can try doing it in various ways. I can say with complete certainty that it does work, it's just a pain in the ass getting it to work is all. After that though, saving and reloading offers no problems, for me at least.
  13. Nice one TPW, thanks! Thanks for making the chainsaw sounds configurable as well!
  14. ContheJon

    Ravage

    @tosbalok Oh hey, it's that freaking memory crash that plagued me for months! Assuming it is the same memory crash that I had (because it sounds almost exactly like how mine happens apart from the structures options). A couple of suggestions from me that have worked on my end. Load up the scenario in the editor first, playtest it by just loading it up and walking around with your character, then exit and load the scenario from the scenario menu. Now if that doesn't work, you could also navigate to your saved game folder. For some bizarre reason, I get a memory crash because of the save folders. Just look for the save folder with your mission's name on it and delete. Don't delete the one with the mission actually in it, just the save folders located at Arma 3 - Other Profiles and the folders Saved and UserSaved, even if they're both empty folders. After I do that, I load it up in the editor again, but I don't playtest it I just load the Eden editor and then the mission, exit then load up the scenario. After that, it should play. I have no idea what's causing the out of memory error, I've been told it's my machine at one point but I'm certain it isn't.
  15. ContheJon

    Ravage

    I've updated my mission! It should be more meaty, with a little more content for you guys to sink your teeth into if you're interested. I've also made my first little journey into the world of triggers, so there should be a nice little surprise for you guys when you find it ;) I was having some framerate issues I hadn't had before in prior tests that may or may not have something to do with a mod or a script on my end. If anyone suffers a consistent, non-stopping stutter, please let me know here or on Steam. By the looks of it, I think it's on my end which is fine. I'm more worried about other people not being able to play it. http://steamcommunity.com/sharedfiles/filedetails/?id=1155398137
  16. Oh don't worry, it's not really making me angry or anything. I was just working on a post-apocalyptic mission, so having chainsaws going in the background was a little bit unfitting is all.
  17. Oh sweet, thanks for posting that line to edit out TPW! Been wondering how to disable the chainsaw sounds! :D
  18. ContheJon

    Ravage

    I really can't get over how much better the ambient chatter from the survivors makes the mod feel. They turned from a random Arma 3 squad into a group of survivors just by adding that in! Really loving it, nice job Haleks! @haleks By the way, are survivor camps still going to be in? The ones that they make themselves and rest at? Sorry if you've answered this already, I may have missed it when I was inactive for ages.
  19. ContheJon

    Ravage

    @tosbalok I highly recommend Enhanced Movement, it really helps and I can't play Arma 3 without it! Like others have said, you should take some time to get used to using it since it can be a bit odd as Arma wasn't designed around being able to climb and jump like that. Going into buildings like Gunter Severloh said is a good way to slow the zombies down, but if you have runners chasing you it provides a great opportunity to shoot them since they start walking instead of running in houses.
  20. ContheJon

    Ravage

    Heya guys, back again. Just been messing around, updated my Esseker mission to the latest Ravage version, and been play-testing it. I'm impressed with the new NPC talking feature, and when you shoot around friendly survivors who message you to tell you they're friendly, I like that a lot! I walked around with a squad of Blufor Raiders who were just chatting about snakes and stuff, that was really neat to hear. Makes the world feel so much more alive. Had a freaky moment though. I was wandering towards the military base south of Esseker city and was climbing up a hill in the middle of the woods when all of a sudden the "pick up" hand icon popped on my screen for a brief second. I looked around and heard some buzzing, and to my surprise I found a dead infected renegade with an AK on him. Really freaky moment, since I hadn't heard any gunfire from this area, and I couldn't find anybody around. Had a real STALKER moment, like how the AI just play out their day even when you're miles away doing your own thing, and this poor sap got caught by someone (I never did find out who shot him). Also, the furniture feature is something I was a bit worried about, but it works great. Once I started tinkering with the loot system it started making sense and it works great.
  21. ContheJon

    Ravage

    Hey guys, back again! Finally moved back to the UK now. It's bloody cold here though! Oooh! MREs! I tried a hiking ration not too long ago that had a flameless ration heater. Think I put too much water in though, it sort of... exploded a bit ._. If MREs were added to Ravage, it would be neat if when you double click on them it empties the contents of the ration into your bag or on the ground, so you've got your dessert, side, main and that sort of thing. Been looking at the recent updates. You've been busy Haleks! Actually, you've all been pretty busy here! Looking forward to getting back into Arma 3 again at some point.
  22. ContheJon

    Ravage

    @Evil Organ That's brilliant! Nicely done!
  23. ContheJon

    Ravage

    In my missions, I left the exact origin of the fungus sort of vague, but it's been spread throughout the Mediterranean, Eastern Europe and parts of the Middle East after a number of nuclear weapons were set off to contain the initial infection, thus spreading the fungus into the sky. It was then deposited across various landscapes (Sahrani was first hit by the radioactive cloud before the rest of a few parts of Central Europe and so on) and even managed to reanimate the recently deceased underground in graves or on the surface. Some people were found to be immune, and eventually a vaccine was created to immunise people, but the damage to those parts of the affected world had already been done. Although most of those areas are now slowly being recolonised, it's a lawless frontier. In my little fan-fic of the fungus, it works best in cooler environments, which is where you'll find runners and bolters. Hotter climates slow it down and essentially kill key parts of the fungus, thus leaving the infected to shamble around as they lose higher brain function. Those still running are essentially "feral" people, who still seek food and shelter from the elements (why they're always clustered around buildings) but apart from that are no longer the people they used to be. There's also a new mission I'm nearly done with on Napf Winter involving AI drones linked to a larger intelligence like a skynet that's run amok, and takes place in the same odd universe I've created through these missions. That's my personal long-winded explanation for the infection and fan-fic universe I guess. I've had loads of fun creating these missions too! Now if only I could create a werewolf apocalypse mod...
  24. ContheJon

    Ravage

    @damsousThat's a good idea! Maybe even Discord group or something as well? Not sure how many people here use Discord though.
  25. ContheJon

    Ravage

    Hiya Cosmic! Good to see you back!
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