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ContheJon

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Posts posted by ContheJon


  1. Hello, you can try this on a trigger (on the activation field): _nul = [thistrigger] spawn rvg_fnc_spawnBanditCamp

     

    Thanks, Jim

     

    Hi Jimmakos! Does this script also respawn the bandit camp when killed by any chance? Or is it just a one-time spawn and when you kill them they're gone for good?


  2. So, here's a mod some of you guys might find interesting if you want some basic melee combat with silent takedowns: http://www.armaholic.com/page.php?id=27262

     

    It does work, I've been able to punch and pistol whip zombies and kill them, but I haven't tried takedowns yet. There's also a slightly annoying sound glitch when you jog without a weapon; the footstep sounds play twice as much as if your feet are going super fast when you jog, but that's about it as far as I know. It's compatible with Enhanced Movement (again, afaik) so you can do parkour and snap zombie necks!

     

    A slight update on the Takistan map as well. I've added a "coastline" with some rocks, spruced up the docks and added a few more buildings: 

     

    http://imgur.com/a/EFRwz

     

    (Edit: for some reason the new pics aren't showing here, so just click on one and it'll take you to my screenshot album)

    • Like 2

  3. Good. Very good. :devil:

     

    (I don't know nothing about map-making though - I reckon it will involve some configs fiddling, probably, although you can surely keep it to a minimum if you inherits most stuff from stock terrains...)

     

    Thanks for the suggestion, I'll have a look sometime.

     

     

    @ContheJon

     

    Wonderful! I like it! you are on to a good path there! it really does bring out a Mad Max style wasteland...

     

    Thanks very much! I'm glad people like it I'll probably put it up on the Steam workshop or something once I'm done.


  4. Guys, help me. I've been taken hostage by the mission editing fairy and it won't let me go to bed! I've basically been working on the Mad Max inspired mission and added some docks using stuff from CUP. Didn't even mean to, I was just browsing for some more shipwrecks and came across them (Scroll to the end ones, they're the newest): 

     

    http://imgur.com/a/EFRwz

     

    I think I need to actually get into map making at this point. Does anyone know if you need any coding or scripting skill, or can a complete noob like me give it a try? I do know some really basic stuff about scripts (give a unit infinite ammo, refuel a vehicle at a waypoint etc) but nothing substantial. 

    • Like 5

  5. So I was messing around on the Takistan map from the CUP and noticed that the area north of the northernmost airfield looks like a dried up lake-bed if you add some shipwrecks. I added few more shipwrecks earlier today and it really started looking like something out of Mad Max. A bit later and it honestly looks like the Mad Max game in ArmA 3, almost. 

     

    Seriously, thank you haleks and whoever else was involved for adding the ability to scavenge through rubbish dumps and interior containers. It feels pretty good to loot the old ship skeletons for anything of use. Once the old ArmA 2 containers glitch gets fixed I'll probably throw in a few boxes and crates into the mix for the larer vessels as well, just to give the impression that these wrecks still have some cargo worth looting.

     

    You guys have a look and tell me what you think:  

    • Like 2

  6. You can open the mission.sqm file and delete the mod dependency. You will get an error when you reopen the mission in the editor but after you save it it will go away. Had to do that myself a few times.

     

     

    Thanks for telling me, I didn't know you could do that! I found out it was Esseker that was causing the issue, so I guess I can delete that again now and free up a bit of space.


  7. Glad you found the cause one_eyed_croaker, it can be a real pain sometimes. I'd recommend using PlayWithSix for downloading bigger mods. It's pretty good and the only issue I ever have is the download speed sometimes. 

     

    I've actually got a Napf winter map I'm working on, but stupidly I used assets from a mod that I have since deleted, so ArmA 3 won't let me in. Now I'm downloading a couple of maps to find out which one I used the buildings from.


  8. The raptor mod is fab, they even pounce on you and snap your neck if you let them get too close, but you can disable that through BadBenson's module. I had a brief check for a panther mod but found none unfortunately. It's the Epoch mod I think that has all of the monsters at the moment, and its quite disappointing that there aren't any standalone monster mods apart from the zombies and demons and the raptor mod (Which are both fantastic by the way).


  9. Hey guys! I've been away from ArmA 3 for a while, playing a few other games and in the mean time, so I'm sorry if someone messaged me and I haven't replied, I had over a thousand and a half notifications D: . I've recently come back not a couple of weeks ago and seen that this mod has been doing extremely well which I'm really happy to see, especially with the new furniture and garbage looting as well as the module options. Also, great idea separating thirst and hunger degradation options, I was wanting make a few missions where water was more of a priority than food especially in Takistan, but also for realism.

     

    I saw that there was some support for static objects from the Melee weapons script mod. Maybe it's too early, but does that mean that Ravage might have full support for that as an addon later (Or does it already have it an I'm being silly)?

     

    I'm not sure if you're still taking suggestions, but would it be possible to add a few more food and drink items to the mix? I saw a few more in Scorch's Inventory Items (Juicebox, MRE etc,) they could add a bit more variety. Perhaps the MRE could spawn in military locations? It's only an idea for the future, I know you guys are busy as heck already with 1.40 just out (which I only just found out about today, hence the over-excitement).

     

    Great job with it so far guys, I'm very much looking forwards to seeing more from Ravage in the future! Also, thanks for the AI blacklist as well, I like setting up safe bases/towns so it'll be good to have areas where the AI can't spawn in on top of the guards.

     

    Now all I need are some monster spawning mods to use alongside Ravage! I already use BadBenson's raptor spawner in place of the zombies for Takistan. Nothing creepier than not knowing if you're being stalked through the desert or mountains at night or hearing sporadic gunfire in the distance that just stops suddenly.

    • Like 1

  10. I read that there's ACE 3 medical compatibility, so I've messed around on the mod with the basic and advanced medical modules. The basic one works pretty great, first aid kits turn into morphine and bandages so that's okay, it works. The zombies do some damage and can knock you out, but it can take a while. The only thing is, my health meter doesn't go down, but I can still die by getting shot and getting ganged up on by zombies and beaten to unconsciousness then death. I had flashbacks to NEO Scavenger at that point.

     

    Advanced medical also works a little bit, I don't think AI squads will spawn with the advanced medical items, but I could be wrong and just haven't looked enough. It shows the zombies attack as bruising and counts how many there are, so that part of it sort of works, though a zombie hit me about 20 or so times before it counted 4 to 5 bruises and I fell unconscious with no drop to my health in the survival menu, but I assume that's because the advanced medical isn't supported. Figured I'd post my findings if anyone was interested in what happens with ACE Medical and Ravage.


  11. Hey Haleks, thanks for the update, and thanks to everyone else involved as well! Any chance you could use some help spotting bugs? I'm no good at coding or scripting, just if you need another guy to confirm certain bugs like inventory glitches, zombie glitches or general problems that you've found and might need another player to try and duplicate, or anything else someone like me could help out with if you need it. Not asking for a beta or anything like that, just wanted to see if I could chip in and assist with the current build.


  12. Just downloaded DSS. I've had my eye on this for a while, so after playing Ravage for a few weeks I decided to give this a go. I haven't played any missions and only messed about with the items in the editor. Loving the animations, an excellent touch alongside the crafting system which is quite intuitive. Looking forward to see what happens with the future of this mod.

     

    With what's planned in the future, I can't wait to play it. Ravage scratches a Stalker-ish, Sci-fi itch whilst this looks to scratch a general "survival" itch, especially if temperature is added, so it's great to have variety especially for single-player. Can't wait to see the next update!

     

    A couple of questions if it's okay to ask;

     

    Is there going to be an ambient AI spawner for AI humans? Any chance of an ambient animal spawner as well? 

     

    Also, I know the loot spawner isn't in yet, or not working I can't remember, but will it support A2/OA buildings as well as the vanilla A3 buildings?

     

    Honestly wish I could help you and Haleks out somehow, but I know jack-diddly-squat about scripting or coding. That said, I'm willing to test out stuff in the mod, in editor or the mission if you want anything looked at. Finding bugs or things like that, anything easy for a coding and scripting luddite like me.

    • Like 1

  13. So I had a longer play on the redone Namalsk map for A3, and oh dear was it terrifying and immersive.

     

    So I created a char using the arsenal, an "Undercover Operative" armed with a silenced makarov and a camcorder. It was early afternoon and I had set off scavenging. I ran into a remote controlled vehicle, a Stomper I think, that cleared out the zombies of a factory and started patrolling up and down the roads on its own, taking out any humans or zombies who got too close. So the first rule now was stay off the roads. I couldn't for the life of me find any food, and any water bottles I found were empty (side note, the pumps I found in Namalsk don't work for filling up containers unfortunately, at least for the redone A3 Namalsk, so I'm still figuring out where to fill them up from).

     

    Then night started falling as I made my way down a hill to the coast and into fog. It was incredible, not to mention tense as I anticipated the crack of a rifle somewhere in the distance, the incognito mod really helps a lot as well. I went into a factory building and found about five OpFor bandits in there, so I chucked a grenade in and killed three of them. A death and a reload later (I had saved just outside the building thankfully) and I chased the last two off, who took of running down the road and into an awaiting Stomper, who gleefully carved them up with the machine gun up top.

     

    I had an AK now, but it was almost pitch black, which is where I found out that the camcorder had a night-vision setting which was a godsend. I was walking around, checking out buildings in first person with the night-vision on the camcorder like I was in a hardcore Ghost Adventures episode or something. I could hear battles going on around me in the distance, but for a good forty minutes it was just me and the zombies. Again, I found no food or water, so I headed off into the night and, luckily enough, caught a rabbit with my night vision, so I was able to kill and eat that.

     

    I later died, though not from thirst. A gang of OpFor had found me as I was driving in the night, and I jumped out into their line of fire and one of them got a lucky shot off and killed me.This is the mod for ArmA 3 I've been waiting for for a long time, it's like stories play out as you go through the game and I can't wait for more features to be added!

    • Like 5

  14. Nice, thanks for the speedy reply haleks! Liking the look of the changelog.

     

    Okay, that sounds cool about the water. Hey, if base building is implemented, maybe rain catchers could be built using some sticks/metal poles, a pot and some tarp a'la Mad Max? Maybe that could let you fill up water containers in your base.

     

    I wondered about the food items. I understand the clash, I did think that they wouldn't be compatible.


  15. Seriously enjoying this mod, it's great to see a modular single-player survival mod in ArmA 3. Can't wait for base building and dogs!

     

    A few questions if you don't mind haleks (Or anyone else if they know);

     

    Is there any possibility that in the future you could fill up tins and bottles whilst it's raining? I'm not familiar with ArmA 3's scripting so I don't know if it would be easy, difficult or outright impossible.

     

    And another question; about the Warfare Thai mod, does it add that mod's food and drink items to the spawn list alongside the ArmA 3 items?

     

    Also, nice touch with the human AI spawning. I was attacked by a bunch and took refuge inside an apartment building. I think I killed four with a Lee Enfield before two ran under the apartment window, making me stand up to see where they were going just as one of them snuck around to the balcony side and shot me. 

    • Like 3
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