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ContheJon

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Everything posted by ContheJon

  1. 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
  2. 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.
  3. 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.
  4. Thanks a lot TPW! Keep up the awesome work with your mod!
  5. 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.
  6. Oh sweet, I got it right first try! Normally it takes me an age and a half to find out these things.
  7. @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.
  8. 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.
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. ContheJon

    Ravage

    Nice one haleks, you're a hard worker!
  14. ContheJon

    Ravage

    I do like the ambient boats, dust and sand storms ideas quite a lot. Having dust storms would make for some nice, threatening weather as dust gets kicked up and visibility beyond a few dozen meters gets tricky to see through clearly.
  15. ContheJon

    Ravage

    Hey guys, not sure if anyone else has this bug, but someone commented on my Esseker mission talking about a bug or something to do with loot searching not functioning correctly after dying. I haven't yet tested it myself however, but I was wondering if anyone else has had that issue or if it's maybe just some other kind of bug.
  16. ContheJon

    Ravage

    Thanks Evil Organ! I hope you don't mind if I add on to that bit about traders. If you want your traders to look alive but not move from their position, go into animations and select one of the Stand U options. Also, go into waypoints, find the "Hold" waypoint, place it over the unit and select the "forced hold fire" and "careless" options in the two drop-down boxes above unit movement speed. This will stop them from reacting to any enemies or battles.
  17. ContheJon

    Ravage

    Nice one tourist, that looks incredible!
  18. ContheJon

    Ravage

    Thanks Haleks! Can't wait to try it out!
  19. ContheJon

    Ravage

    Ah right, thanks Gunter! @lv1234 Yeah sure, I don't mind what mods you add to the mission! :)
  20. ContheJon

    Ravage

    @lv1234 Are you talking about adding RHSSAF to my mission? I don't mind if you do that, all I ask is that if you post it elsewhere, please leave a link back to my mission so that people know who initially made it, that's all :D Although I don't know what you mean by trunks. Inventory space?
  21. ContheJon

    Ravage

    Wow, you know way more than I do about coding! I need to learn how to use ALIVE, I've heard it's great for mission making and with this next mission, I wouldn't mind having repeatable tasks such as "attack here" or "find this item". Plus, I'd love to use some of the stuff on the Workshop in regards to autonomous machines. What's in is nice, but I'd like to have more Terminator-esque baddies that roam around and cause trouble. Sort of wish there were more creature mods for Arma 3 actually. I've been wanting to add a supernatural or sci-fi edge to my missions for ages. Being stalked by werewolves in Eastern European forests would be pretty sweet, especially if they were armed with AKs By the way, I've just updated my Altis mission! With any luck, I've fixed most of the issues with it and save games should work now. It's here: http://steamcommunity.com/sharedfiles/filedetails/?id=905326339
  22. ContheJon

    Ravage

    Thanks Tourist! I'll revisit the Altis Mission sometime, that should be easy to fix with any luck. Sahrani was a massive mission, but assuming I'm able to reinstall the mods for it, I might be able to get it back up to date. I do know that the Sahrani mission had some mods that updated whilst I was making it, rendering the mission un-editable, so you might need to download the dependencies using PlayWithSix since you can select earlier versions with that that worked. I still have yet to make tasks in any of my missions. It's more just a note hunt sort of thing for now since I know how to do that. In Sahrani and Altis I always left clues or directions to the next note in the story, and with the storyline in Esseker I did the same, but that's not nearly as long as any of the others from my other missions.
  23. ContheJon

    Ravage

    Okay, so I'm working on another mission now. This takes place in the Clafghan map. Zombies are runners and bolters, but there aren't many of them, and the only hostile faction are the Opfor Autonomous machines, the little story I made up being some company that manufacture robots had them go berserk and start killing people and building other bots. The US Army have been deployed and essentially there's a stalemate since they can't find where the robots are coming from, but have more than enough weapons to keep them from leaving the area. I might fiddle with a few things here and there, maybe up the zombie numbers a little bit. There's also Blufor raiders who are the local Resistance against the machines, and then obviously the renegades who just wander around and get blown up by everyone else. I think the main issue is going to be balancing hunger and thirst as well as vehicles with the massive map size, and trying to keep it from being too boring. Plus I might work on a few scavenger hunt type 'missions' that you get from notes or something, idk.
  24. ContheJon

    Ravage

    Woohoo, new mission! It's the Esseker one I was working on. Not nearly as many notes or storylines as what was in Sahrani or Altis, but I wanted to share anyway, and it does reveal a bit more about the Chimera Corporation if anyone has read the previous notes in my other missions. http://steamcommunity.com/sharedfiles/filedetails/?id=1155398137 If any of you guys see an issue when starting the mission or in-game, or that I've left out a mod somewhere, please let me know here or on Steam and I'll sort it out as fast as I can!
  25. ContheJon

    Ravage

    @FireWalker From my testing, and I'm not 100% sure, but decimals do seem to work with time acceleration, and also work when I do the same with hunger and thirst.
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