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NorthernLighT

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  1. NorthernLighT

    MP Spawn script confusion

    Huh... well color me suprised but #1 and #3 both did the job! Can't believe I've been stuck at something that simple but hey, problem solved! Thanks a lot davidoss for pointing that out!
  2. NorthernLighT

    MP Spawn script confusion

    Thanks for the hint davidoss, I've actually thought of using the isServer, setVehicleVarName and publicVariable commands but never thought of combining them all like this. However I'm troubled since I still get the "Undefined variable in expression" error with truck01. The truck does get generated, I see it in front of me (I've simplified the scenario so I can test the results), but its name still isn't public. The server can't execute the moveInCargo command.
  3. Hey guys, new person to scripting speaking. I've been fiddling around with Haleks' Ravage mod and thought it would be fun to play it with friends. So I set up a simple mission with minial things in it using scripts provided by Ravage's example mission that came along with the mod. I've posted something similar on Ravage's thread but decided not to clobber it needlessly anymore and am starting a new thread here. So in a nutshell, my problem is that the truck spawned by the default script is not working how I want to. If I use the script as it is in the init.sqf it will create as many trucks as there are people. I've circumvented that by using the initServer.sqf script but then it is recognized only on my machine. If I do anything different it usually ends up with me not spawning in the truck as well. Haleks told me it was a locality problem and that I should give the truck a name. In the present case I've renamed it from _veh to truck. Still no luck. I've tried naming it using setVehicleVarName, tried creating it with the handle = "object" createVehicle getMarkerPos "pos" syntax and other things I can't recall right now. I feel like I'm stuck in an endless loop but can't get the hint to get out of it. I've tried multiple references from the Biki and the forums but it's still chinese to me. Any help is greatly appreciated ! In its current condition, the script is executed via initServer.sqf. I'll post it here if anyone can make sense of it (to clarify - everything else works perfect, it's just the spawn inside the truck that's problematic) : Thanks peeps !
  4. NorthernLighT

    Ravage

    There's no script/option/whatever in-game that allows you to do that unfortunately. You would have to make a whole script for it (if it all possible!) and I really lack the knowledge to do anything more than basic stuff like adding loot to a character. Sorry, can't help you more than that. Like I said before, your only option remains to force yourself to aim for the head...
  5. NorthernLighT

    Ravage

    Actually kodabar, there are : I've stumbled upon a LRPS once. And I also know there are DMS, MOS and MRCO that should spawn. But they're all very rare indeed. I don't think there are any sort of red dots or holo sights that are supposed to spawn, at least that's what the files say. And that's assuming you're using vanilla stuff only. Spoiler ahead for their locations, for those who don't want to be nicely surprised when they find them :
  6. NorthernLighT

    Ravage

    Heya Caluu, Your problem doesn't come from the NIArms packs and will still persist even with vanilla weapons. The reason for this is that Ravage currently doesn't have damage localization. What it means is that zombies spawned by the mod will act the same as any other character : they will take damage the same way everyone does. The only difference is that they take more body shots to encourage the "aim-for-the-head" feeling. Of course it depends on the caliber used (for example : 556 takes around 3-5 shots where 762 takes only 1-2). The only way for you to do what you want is to roleplay it and force yourself to aim only for the head as much as humanly possible. On a side-note, it would indeed be a nice option to have for people who want a more custom experience. We could have a setting using a module that negates damage dealt other than on the head (or, to circumvent that, add crazy-high armor values to everything except the head) to get more resilient zombies. No idea how complicated or feasible that is, but the idea still rings good.
  7. NorthernLighT

    Ravage

    Hey Haleks, just to report that this error isn't tied to RHS exclusively. I've seen it today while randomly wandering Altis on foot without using RHS (or any other big weapon mods for the matter, just the "official" ADR-97 one). To help you track where it eventually came from, I was using the following mods : - CBA (naturally) - JSRS 4 Apex (- Ravage) - Blastcore Eagle - KH Lowgrass - ADR-97 Weapon Pack Hope it helps!
  8. NorthernLighT

    Ravage

    If that ever happens, that would be totally ace! I'd actually start picking up mines and satchels during my travels. However, if they're lured with a 100% chance it would get old really quick, not to mention the free gear it comes with. Combining the trap with a random chance that the AI actually circles around the thing before going to it might be more fun on the long run. They could even ignore or run away from it with a lower chance.
  9. NorthernLighT

    Ravage

    Haleks, I've triend doing what you suggested and renamed "_veh" to myTruck but the result is exactly the same. On a hunch, I tried removing the player movincargo lines and adding them to a separate script loaded after the intro. Same result This means that the server doesn't recognize my truck at all, despite giving my truck a global identifier. Since I'm hosting the mission, I have to call in the intro script using if (isServer) then {execVM "scripts\intro.sqf"} otherwise it'll run it several times and spawn several trucks. On a side-note, when I executed it without telling it to run only for the server it worked somewhat since my friends all spawned at the back of their respective trucks. Alongside countless bodies and 3 vehicle wrecks for each. I'm linking my mission file in case someone is bored and wants to take a look (no mods required except Ravage, of course) : https://mega.nz/#!YFgURJ6I!WUCt-5eFGJDA-JbckT3-EkEF-m8qZxUV38P17WjniXM Still, while experimenting and failing I've learned some handy tricks so not all is lost I guess! :P
  10. NorthernLighT

    Ravage

    @Haleks Thanks for the quick answer, I was guessing that it was indeed a locality issue as you say but just couldn't point my finger on it. However, according to the link I provided : So to answer your question : I don't call it in any way and I don't use even handlers. It just works when I die and respawn. So when they say "player", they're referring to the host or the local player? In any case, I'm assuming I have to do some more reasearch on the "respawn" event handler, right? For the intro script - thanks, I'll try that and post results! And for the ammo - it's a bummer but deep inside I felt it would be something like this. But on this one, I'd like to quote redarmy : I'm going to see if I can create some sorcery using noob luck. Result not guaranteed. I do guarantee however that I'll come back and cry if it fails. :D
  11. NorthernLighT

    Ravage

    Guys, I've hit a couple of walls during my MP mission creation and I need some assistance. Like I said, I'm entirely new to this scripting stuff so right now I'm only good at following instructions and extrapolating/deducting some modifications using provided code. When it comes to new stuff, I'm kind of a lost lamb. I've been trying to make a respawn script, that actually works by the way - but only for me. Both my friends spawn naked. For the life of me, I cannot figure out why they can't profit from it even though the respawns (aka respawn tents) work like a charm. Here's my onPlayerRespawn.sqf : Since it works for me I'm assuming I'm doing something wrong with the "_unit" reference, though unlikely? And it gets even more interesting when I added a cfgRespawnInventory class in my description.ext file : the stuff appeared on the respawn menu in-game just fine, but I spawned naked. (Naked because I didn't use B_Survivor_F class as my unit, so that's normal.) I'm pulling my hair out with this one because I really don't see where I've messed up and I did follow the instructions on the link https://community.bistudio.com/wiki/Arma_3_Respawn meticulously. Next wall I've hit is when I tried to make us all spawn together using the script provided by the default Ravage mission on Altis : So I managed to get the two extra guys (respectively _passenger1 and _passenger2) to spawn and get the appropriate loot (even though _passenger1 would not disembark from the cockpit but that's a minor issue). I spawned in the truck just fine but my friends didn't. I'm guessing this is trickier than the respawn script and so far I haven't found any indication as to how to make people spawn in the same vehicle despite not being in the same group. It works for AI but not when the actors are players. Just to make sure we're all on the same page, all of the spawn points were defined and all of them work like intended - it's only the players' spawn that's problematic. The script itself is launched via initServer.sqf to prevent each client from loading it multiple times. Since it doesn't work I've went back to a static spawn with hand-placed objects in the editor. Is there any way to make use of that script somehow to make us all appear in the same generated truck? As I'm writing this, I'm thinking about creating a dummy group just like in the script to make a "group spawn" and then deleting it after we've been moved into the truck, would that work? And finally, I've been adding bits and bobs to the loot spawns as well as on the bandits and it works great. I've been wanting to add some more custom stuff - namely the HLC mods. Now my problem with that is that most of them can make use of vanilla ammo and magazines except some rare exceptions that have their own mags (like the G36 and G3, for example). Now I'm cool with using custom ammo when required but I'd like to keep the vanilla-ish aspect as much as possible. I've tested all of the HLC rounds one by one with each weapon and found those that behave the most vanilla-like. That being said, the ammunition generation script for bandits just selects whatever it feels like using, regardless of instructions. That's fine for vanilla because there's not much choice, but with HLC spawned in it quickly becomes a mess since you need to carry every single mag for every single weapon while you wait for a vanilla STANAG to spawn. It's tedious. I've noticed that Ravage has getMagazineCost and getWeaponCost functions. How do they work and how do they choose which item to give? Is there any way to manually add magazines I exclusively want it to use? Sorry for the wall 'o text, and thanks in advance for any helpful insight.
  12. NorthernLighT

    Ravage

    To further clarify my post, after I tested it : Putting the following code into the init.sqf will replace all weapon spawns, including loot found in crates/bags/etc. So if you want to completely replace vanilla items, you'll have to put in every single item you want to add manually into the new array and this for each array you want to replace. And yes, you can type it as is. It worked for me. Referencing Haleks' instructions here : https://forums.bistudio.com/topic/183264-ravage-mod/?p=3116465 // Common weapons rvg_mainwWapons = ["arifle_MX_SW_F"]; // Military-grade weapons rvg_weapons = ["arifle_MX_SW_F"]; // LMGs, Sniper rifles and other "rare" things rvg_LMG = ["arifle_MX_SW_F"]; If you want to replace other arrays, Haleks posted a list I'm going to quote (https://forums.bistudio.com/topic/183264-ravage-mod/?p=3115412) : AI gear arrays : rvg_uniforms_lv1 // Military-grade uniforms rvg_uniforms_lv0 // Clothing and guerilla clothes rvg_vests // Plate carriers and chest rigs rvg_headGears // Helmets and full head covers rvg_goggles // Facewear rvg_backpacks rvg_gasmasks rvg_items // Common loot rvg_uniqueItems // Rare loot, such as Toolboxes, Geiger counters, etc. vanilla weapons (disabled when using modded weapons) : rvg_weaponsA3, rvg_LMGA3 modded weapons : rvg_weapons, rvg_LMG rvg_WeaponItems //scopes, silencers rvg_WeaponLights //flashlights and such If you wish to add new items without replacing vanilla, then your pushback script comes into play. I've personally added the ADR-97 and several others and it works. And you do not need to replace any arrays or add anything else other than what I'm posting below : waitUntil {!isNil "rvg_gearlist"}; { 0 = rvg_mainWeapons pushBack _x; // Common weapons } forEach ["SMG_03C_black", "SMG_03_black", "SMG_03C_camo", "SMG_03_camo"]; { 0 = rvg_Weapons pushBack _x; // Military-grade weapons } forEach []; { 0 = rvg_LMG pushBack _x; // LMGs and "rare" weapons } forEach ["arifle_MX_SW_Black_F", "arifle_SPAR_03_khk_F", "arifle_SPAR_03_snd_F", "srifle_DMR_03_F", "srifle_DMR_03_tan_F", "srifle_DMR_07_blk_F"]; { 0 = rvg_weaponItems pushBack _x; // Weapon attachments } forEach ["optic_Yorris", "optic_MRD"]; (Kudos to rsoftokz https://forums.bistudio.com/user/897630-rsoftokz/ for the script) Personally, what I did was make a new script like replacements.sqf, put in the code I mentioned first with all the edits I wanted, and then reference it in the init.sqf. This prevents clobbering your init and you can easily see what you've done. So my init.sqf now looks like this bla bla script.sqf (you get the idea) replacements.sqf And replacements.sqf contains : // Common weapons rvg_mainwWapons = ["arifle_MX_SW_F"]; // Military-grade weapons rvg_weapons = ["arifle_MX_SW_F"]; // LMGs, Sniper rifles and other "rare" things rvg_LMG = ["arifle_MX_SW_F"];
  13. NorthernLighT

    Ravage

    Heya redarmy, I've personally had much success just putting the following at the end of init.sqf (the MX SW just serves as example) : // Common weapons rvg_mainwWapons = ["arifle_MX_SW_F"]; // Military-grade weapons rvg_weapons = ["arifle_MX_SW_F"]; // LMGs, Sniper rifles and other "rare" things rvg_LMG = ["arifle_MX_SW_F"]; Since then I've only had MX SWs on baddies. However it will change every weapon spawn including loot. Hope it helps! EDIT : I'm an idiot Granted I'm no scripter and I really have only a basic idea of what I'm doing but shouldn't you try something like this? waitUntil {!isNil "rvg_gearlist"}; { 0 = rvg_weapons; } forEach []; { 0 = rvg_weapons pushBack _x; } forEach ["Trixie_CZ550"]; { If you're trying to eliminate vanilla weapons completely (including loot spawns), I would use the method I posted above to empty the arrays and then use the script you posted to pushback/inject the weapons you want to see. If you want to add them to the vanilla loot/spawns, then just use the script you wrote including the pushback command. There, I hope I got it right this time!
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