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ContheJon

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Everything posted by ContheJon

  1. ContheJon

    Ravage

    Wowee, that looks pretty awesome! I love how they look lived in, like survivors have been making their home there even in the destroyed ones. I know the Chernarus Redux guys have been adding a bunch of Livonia buildings to the map, so it'll be cool as hell to see furniture in them now.
  2. ContheJon

    Ravage

    Ooo! Is this new ambient furniture stuff? Looks nice!
  3. ContheJon

    Ravage

    It's definitely not the best, but it does add some nice mood to the game sometimes. When I was testing my Esseker mission, all I had were red chemlights, and trying to find a place to camp using them at night was frigging creepy.
  4. ContheJon

    Ravage

    Don't worry @tortuosit, it took me like a few dozen hours to realise that was how you use them. I was just throwing them everywhere before hand and being like "Oh these are a bit crap."
  5. ContheJon

    Ravage

    Hey guys, just found this neat dynamic music mod that lets you add your own music. Works on a stress system, it gets above 50 and the combat music plays. It has 4 moods: Tense (combat) Truce (Daytime ambient) Darkness (Night/Overcast ambient) and Sadness (Not sure, may be something to do with lots of dead bodies). It takes a little busy work and some knowledge of Audacity to get working, but I was able to figure it out. Really the hardest part is converting the files, which I'd recommend you do with audacity as that's all I used. Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1777807089 Works with Ravage and saving and reloading a mission too, at least from preliminary tests.
  6. ContheJon

    Vandeanson’s Apocalypse

    Just finished a mission I've been working on for ages, it uses Vandeansons Apocalypse. Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=2096245320 Let me know if there are any issues anywhere and I'll fix them.
  7. ContheJon

    Ravage

    Finally finished another mission! I've been working on it on and off since early 2017, so it's good to get it out. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2096245320 As always, let me know if you guys see anything amiss with the mission or anything, and I'll fix it.
  8. ContheJon

    Vandeanson’s Apocalypse

    Yo, how'd I miss this? Vandeanson, this mod's looking super sweet! It's got a ton of survival features I've been wanting in Arma for a while, plus dogs and AI camps. Really looking forward to trying this out when I get back into Arma 3!
  9. ContheJon

    Ravage

    Yeah it's Johnnyboy's script
  10. ContheJon

    Ravage

    Ah, awesome, thanks! I'll mess around with it and see how it works. There's a lot of dogs and they tend to absorb ammo (plus they zig-zag, they've played FPS games before!) so I'll reduce the number a bit.
  11. ContheJon

    Ravage

    @Vandeanson I was just wondering, is the (random 7) in the dog pack spawn script a randomiser from 1 to 7 of dogs?
  12. ContheJon

    Ravage

    Oh sweet, I didn't know that was a thing! Sounds cool, thanks!
  13. ContheJon

    Ravage

    Hey guys, I just wondering about health items and all that. Is it possible to script in health items (the bandages for example) to act as a sort of IFAK? Say IFAKs restore 75% of health, then would it be possible to script bandages to restore up to 50% or something? And having those huge red medical kits restore 100% as if you've been treated by a medic? If so, I wouldn't mind taking a bash at it at some point myself
  14. ContheJon

    Ravage

    Awesome! Thanks EO!
  15. ContheJon

    Ravage

    @haleks Ah, so I need to do it on a group's init. I'll be honest, I didn't even know groups had an init! Thanks Haleks, I'll give that a try. Yep, it's a Napf Winter mission I'm working on. That would be wonderful EO, yes please!
  16. ContheJon

    Ravage

    Been doing some voice acting (AKA the worst American accent you'll ever hear) for a couple of radio stations in my upcoming Napf Winter mission. Looking forward to seeing what people think of the radio station aspect! EDIT: Hey, does anyone know how to get the ambient chatter to work on hand placed units? I've been trying to get the code from the wiki to work but I can't figure it out.
  17. Thank you very much. I like writing, and being able to write stories, even bad ones, in Arma 3 and have players actually play them as well as read them is such a cool thing. I'm also thankful to the Arma community as a whole, I wouldn't have been able to do a little of what I've done without all the help I've received and the scripts I've been able to use.
  18. ContheJon

    Ravage

    @johnnyboy Ah, I see! I did see the zombies killing the dogs at least, so they hate one another. Plenty of them had blood around their mouths too. Seems like everything's working so far. In the interest of transparency (and because I'm still a noob when it comes to scripting) I'm using an older version of the script, the one I tested way back when. I was just worried about how your up-to-date script and Vandeansons' spawn script would clash, since I don't really know much about how that could work. Usually in my case, everything goes well until I decide to mess with it and screw it all up lol
  19. ContheJon

    Ravage

    @Vandeanson Thanks! It worked ok on my Napf winter mission at least as far as the zombies are concerned. I'm not too sure about AI yet though, I'll need to do more checking but the zombies and dogs don't like each other which is cool. On a side note, I've updated my Esseker mission: https://steamcommunity.com/sharedfiles/filedetails/?id=1155398137 It's got bar music, Johnnyboy's dog pack script (although it's more a test to see if they actually do spawn in Esseker or not) and a bunch of other "features"😉 Hopefully I've credited people correctly and things are kosher. If I've done anything wrong with anything like that, you guys let me know. I'd hate to have not credited someone properly or done something wrong without realising it.
  20. Hi @johnnyboy, wanted to let you know I've used the feral dog pack script in one of my missions here: https://steamcommunity.com/sharedfiles/filedetails/?id=1155398137 If I've done anything wrong in regards to attribution or usage or referenced things incorrectly, let me know and I'll fix it ASAP.
  21. 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.
  22. 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?
  23. 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.
  24. 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.
  25. ContheJon

    Ravage

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