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ContheJon

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Everything posted by ContheJon

  1. 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.
  2. 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
  3. 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.
  4. Oh sweet, thanks for posting that line to edit out TPW! Been wondering how to disable the chainsaw sounds! :D
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. ContheJon

    Ravage

    @Evil Organ That's brilliant! Nicely done!
  10. 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...
  11. ContheJon

    Ravage

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

    Ravage

    Hiya Cosmic! Good to see you back!
  13. ContheJon

    Ravage

    Oh sweet, a Ravage furniture system! It's gonna be awesome! Just out of curiosity, will we be able to blacklist a specific area so that the furniture doesn't spawn things inside buildings that already have stuff in them, for example if I placed some stuff manually and didn't want the furniture system to build over that?
  14. Thanks a ton @tpw! I actually think your climate system and Ravage's dynamic weather are working together in a way. I haven't seen any snow, but I've noticed a lot of mist in the valleys and there's a distinct cold ambience to everything that Napf Winter didn't have before you kindly added it to the Arctic climate. Same with Esseker actually, those woods had mist in them all the time, even after a number of saves and reloads on the mission I made using Ravage. @tortuosit Interesting. I had heard that weather could cause some lag in that regard a while ago, but had forgotten until just now. Thanks for that script!
  15. @tpw Yes please, that would be great! I'm working on a mission involving the Ravage mod on that Napf Winter island. I tried Ravage's own dynamic weather module but it looked like it stopped the snow after a while and just started pouring with rain, so I'm guessing the two are incompatible. Then again, I did read that it doesn't snow often. I'm trying the mission out this time with the rain disabled by the manual override in the Eden editor. I'll see if that maybe lets it snow now.
  16. ContheJon

    Ravage

    Ah! Thanks a lot! I'll add this into my newest Napf Winter mission.
  17. ContheJon

    Ravage

    I've tried that RDS Flashlight. Its cone of light is smaller than a weapon mounted light too, which actually makes things a lot scarier.
  18. ContheJon

    Ravage

    @HeroesandvillainsOS You're welcome! Yeah, with what I've seen from the new videos on Dayz Standalone, the melee stuff there looks cool. It's supposed to get an offline mode for singleplayer stuff, as well as mod testing, so maybe we'll see a Ravage mod for Standalone in the future? If Haleks ever does that, I can only imagine it would be an utterly terrifying experience. @redarmy I took a look at that on Steam, those knife and axe models look good! Them taking a pistol slot is actually interesting from a tactical perspective I think; do you keep your pistol ready to take down zombies from a safe range or do you use the axe to conserve ammo?
  19. ContheJon

    Ravage

    @HeroesandvillainsOS Yeah, there's a melee script mod on the Armaholic site. http://www.armaholic.com/page.php?id=27262 It's a bit funky since it's outdated, the lowered weapon walking animation defaults to the old version for example, but you can punch and kick the zombies.
  20. ContheJon

    Ravage

    Oh god, they're going to be able to knock your backpack and weapon off your character? Good thing there's that melee script out there!
  21. Hey guys, just a quick question, do the Fog scripts make the weather dynamic? For example, after a while, would the sky go from mildly clear to overcast? I thought I saw there were more clouds after a while during a mission test, but I wasn't sure.
  22. ContheJon

    Ravage

    I swear Haleks, are you a modding demigod or something? Nice job on adding the ambient conversations, I can't wait to hear how it'll sound in-game!
  23. ContheJon

    Ravage

    Oh my god, that's brilliant! @damsous Nice! I had no idea you could script that in. To be honest, I haven't even thought of making my own wandering traders. I usually place them in towns or settlements I make up on the map.
  24. Woohoo! Thanks TPW! EDIT: Just tried it out, works wonderfully! Started the mission up and already it's foggy and the snow's coming down heavy. It's got a nice wintery feel to it now.
  25. ContheJon

    Ravage

    @Caites I can't help you with finding good end game stuff, but I can say that AI do enter buildings. I've seen them in warehouses searching around and in large office buildings. They'll even climb up ladders and everything. If you're in a large city and you don't see any AI, chances are they're in a building somewhere
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