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ContheJon

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Everything posted by ContheJon

  1. 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?
  2. 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!
  3. @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.
  4. ContheJon

    Ravage

    Ah! Thanks a lot! I'll add this into my newest Napf Winter mission.
  5. 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.
  6. 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?
  7. 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.
  8. 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!
  9. 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.
  10. 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!
  11. 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.
  12. 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.
  13. 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
  14. ContheJon

    Ravage

    Memories of Misery mod returning... Now all Ravage needs is for AI to play the guitar around campfires, a guy named Beard to sell you vodka and radioactive animal meat, and plenty of Cheeki Breeki bandits
  15. ContheJon

    Ravage

    That would work well! Kind of reminds me of Alien: Isolation and how the NPCs talk to one another, or in STALKER when they're around a campfire. Actually, now that you've mentioned dialogue, I wonder what sort of voiced audio files are in Arma 3 anyway? I guess I'll go and have a little look'see.
  16. ContheJon

    Ravage

    Oh wow, having the AI make a little camp somewhere is a good idea! Would be cool for traders too, since they'd stop and you could wander up to them, do some trading and maybe rest a while at their camp. On the topic of AI chatter again, I remember playing Arma 2 a while ago on Caribou Frontier with an AI talking script. Turned a corner at this warehouse only to discover what could only be described as a 'clump' of Takistani soldiers milling around whilst a battle was going on around them. They all turned to face me at the exact same time and there was the deafening sound of Arabic voices in both my ears before I was absolutely ripped to pieces by about two dozen rifles. I think I jumped off my chair when that happened.
  17. Thanks a lot TPW! Keep up the awesome work with your mod!
  18. ContheJon

    Ravage

    Wow, you have been non-stop pumping out new stuff and fixes for ages! Thanks a lot for keeping this mod going, it's pretty much my favourite mod for Arma 3. Also, ambient AI conversations? That sounds really cool! I'd love to walk past a group of AI and hear them speaking to one another casually. Anything that adds ambience and immersion like that is always interesting to me.
  19. Oh sweet, I got it right first try! Normally it takes me an age and a half to find out these things.
  20. @tpw Thanks TPW! Sorry to sound like a complete fool, but is the world name in the PBO, followed by a .wrp or is it located somewhere else? If it is, it's just napfwinter all one word. @badanov Ah right, I didn't know the Thirsk map had modules that came with it. Thanks for letting me know that.
  21. ContheJon

    Ravage

    Just wanted to share some screenshots I got whilst playing Napf Winter with Solano's LUTs, specifically with the Chernarus LUT. https://imgur.com/a/lukkG It's a really pretty map, and much bigger than I thought it was initially. Got some real The Long Dark vibes from it too.
  22. Hi TPW! I'm working on a mission that takes place on Napf Winter, and I was wondering if there was a way for me to set the island's climate to something cold, perhaps in the arctic category? I'm hoping to give it a good chilly feel with the snow system in your mod.
  23. ContheJon

    Ravage

    @UnDeaD. Yep, same here. I have a word document with a bunch of scripts that I can use, and I'll sometimes google other ways of making stuff work but other than that I'm nothing special when it comes to actually modding. Saying that, the Bohemia community has been one of the most helpful communities I've ever come across, especially this thread, and I probably would never have gotten into any scripting at all without help from the lovely people in this community.
  24. ContheJon

    Ravage

    Thanks a lot for the new update Haleks, you absolute beastly modder you! :D Just a quick couple of questions and a possible bug (I'm really sorry, I know the new patch is just out!) Do the autonomous drones that fly about, the little Darters, serve a purpose beyond just flying around? For some reason I seem to remember that they 'spot' targets for the larger UGVs but I think I'm wrong there. Also, are the flying UAVs still in? I haven't seen them around much, but I haven't properly sat down and played my mission yet anyway. It seems some AI spawned naked on my mission on Winter Napf. I had Arma 3 content set to limited if that helps any, and there was a UAZ with a couple of guys who had clothes from one of the mods on, so maybe it was just a freaky little glitch. Poor chilly guys, running around in the depths of a nuclear winter in their undies. Also, it seems that the AI driving cars don't move after they spawn on Napf Winter. I'm guessing it's a map issue, I was just wondering if anyone else has that issue on any other custom maps?
  25. ContheJon

    Ravage

    Thanks Evil Organ! That fog script looks lovely in a rad zone, like a dirty haze in the air or something. I've got a bunch of radiation modules placed across some cities on Al Rayak, and having that haze over them would make it feel really claustrophobic.
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