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Posts posted by ContheJon
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Ooooh! Small camps and buried chests sound nice! Having small camps with one to maybe four guys around them might be interesting, and you could have more of them. Would make it seem like more people are out there camping and surviving, and maybe some of the small camps could be friendly? I'm just having a little brainstorm at the moment.
I have noticed a few errors pop up but the camps still spawned. I can't actually remember what the errors said, it might have been related to equipment but I'll need to get another look at them again. It could also be caused by something I did, I'm not the best when it comes to scripts anyway.
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Just tried out the new version, works well at first go! First time I've used a script not had an immediate error pop up! They spawned in the woods way out in the wilderness on Napf Winter Which was nice. Hopefully that'll make the woods slightly more threatening (unless someone makes a werewolf mod ;P)
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Oh sweet, thanks Vandeanson. I like the randomness, it's just I'm worried about them spawning in right on top of safe zones I've created.
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Oh wow, thanks Vandeanson! I was just adding your script to my mission when you posted that!
By the way, is there a way I can blacklist the spawner from spawning a camp in certain areas?
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Thanks George Floros, this will be a great addition to my upcoming Napf Winter Ravage mission! I'm just wondering about a couple of things though, how can I disable the DAC missions and only use yours, and can I disable the little information box that pops up in the lower left-hand side with the FPS details and such?
Thanks for again for making this!
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@RZNUNKWN Yeah it's just a bug I think, I get it a lot too. It doesn't mean nothing's spawning I don't think, just that you didn't find anything but it opens the inventory anyway. If you keep trying eventually you'll find something
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I remember being able to disable the fatigue system by disabling the checked box in the unit's list in the Eden editor. I usually do that for any units I place around friendly camps so they don't slow down and get tired. I'm not sure if it still works for the player though, I'm guessing it should but you never know.
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Yes! Dust storms! Time to remake that Mad Max mission I was working on two years ago! :D
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Thanks a ton for the update Haleks! I'm looking forward to testing it out at some point.
Nice video Evil Organ! I've always loved the idea of mixing in supernatural with the apocalypse, and those ghosts look spooky as hell, especially since they make no noise.
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I know, Ravage is slowly turning into a really in-depth survival to rival other actual survival games. The main thing for me is being able to use it to make missions, and customise it how I want, even not have any zombies and only AI in a mission if that's what I want. Very few games would let the player do that, and I guess that's one of the wonders of being able to mod games, also one of the wonders of Bohemia who've made the mission editor and modding tools in the first place!
On the topic of autowalk, I totally support it! I usually run everywhere, but I sometimes take the time to stroll around and look at stuff, so being able to do that without holding down the W key would be great.
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Oh heck, I didn't realise the AI for bandits going in buildings was broken! Spent ages carefully checking each room when I didn't need to, lol! Thanks for working on the holstering scripts as well, that strange slide was always odd in third person.
That AI infinite ammo will be interesting to use. I'll probably keep it on for my missions, but there is one mission where I want to make the player's existence as terrifying and miserable as I can. Maybe making the AI use finite ammo will help with that
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Wait, really? I've played this whole time and never knew that! I'll need to try that out when I play my mission, thanks!
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@lv1234 On the topic of AI going into buildings, yeah they do. I've gone into a few buildings only to find doors open and an AI already in there. I'm not sure of the selection process for what building they enter, and it doesn't happen all the time, but I've seen it. I'm not certain if they loot anything, I don't think they do.
@Hans(z) Yeah I don't think the gear trader actually buys anything. I've collected armour, helmets and clothes but he never buys any of it.
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So I found a bolter yesterday. Was testing my mission and was wondering why there weren't many when one of them showed up. God, those animations are so creepy... He even crawled around inside the house like some kind of freaky monster. I love it!
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Hi TPW. I was just wondering where you got your wolf howl sounds from? I've been looking for a wolf howl sound to use on a trigger activation, but I'm honestly scared to use sounds from just anywhere, in case of copyright issues.
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I've updated my Altis mission if anyone wants a look. It's got some better gameplay and obviously the classic intel items to collect, as well as a new threat to deal with in the great outdoors.
https://steamcommunity.com/sharedfiles/filedetails/?id=905326339
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Thanks very much Haleks! ALIAS did say that you'd done something with the script to make it work with Ravage. Read some of the changes, and I'm looking forward to trying him out!
Can't wait to get another message from someone on Steam saying how they literally screamed with fright >:D
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I'm not sure if anyone can help me here, but I'm trying to get ALIAS' Strigoi script to work. I can spawn him in, but he does no damage to me and I get script errors related to one of the lines, number 128, in the strigoi.sqf.
Thanks in advance for any advice if anyone here knows what I'm doing wrong! -
All these updates!
I'm noticing some improved performance on my end too, and I'm not using a beastly PC. GTX 650 Ti BOOST with 1 gb of VRAM, 8 gigs of RAM and an i7 3770 processor, and Altis runs very smoothly. Not that I had major issues before though, but it's definitely a noticeable improvement. Even Esseker has had slight improvements!
Been updating my Essker mission, it's got a new surprise over at the north western military base. My Altis mission is getting an update too, especially after one of ALIAS' newest scripts. Let's just say, beware of the forests at night ;)
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Thanks for the recent updates TPW! I've taken a break from Arma as I often do but I'm back again. I'm loving all the new ambience you've added like foxes, creaking woods and especially the wolf howls. Now all we need is for someone to make a wolf model with animations and add it in, that'd be
terrifyingfun!Just a quick question, if I disable the ambient volume in the SOAP settings (the one that has people talking in houses and such) does that also disable the wolf howls and fox sounds? I know dog barks still play, and I'm sure the creaking trees and woods sounds are playing as well. I might not have heard the other two yet.
EDIT: Played a scenario that took place at night time, and the sounds are all playing. Oh my god was it creepy, it was like being in a actual forest! Nice job TPW!
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@Vandeanson Thanks an absolute ton for that script! I'll give it a go sometime and see how it works! :D
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@kodabar I don't know about your second question I'm afraid, but for your first, are they asking about making a particular area radioactive (i.e, a military base, crash site, city, etc) or scripting so that the player gets radiation directly?
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Oh my god, I was just thinking about such a script only a couple of hours ago! How the heck did you read my mind? :D
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[Release] Vandeanson's Apocalypse - the Mod:
in ARMA 3 - MISSION EDITING & SCRIPTING
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I like the random trader idea myself. I can already place my own traders down and it's not too difficult. Having them pop up randomly could make the mission feel more dynamic and alive, as if they're moving around and trading with other people than just the player, or moving to another secure location.