nation1ne
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I love that this thread has become more than just Ravage. Great mod, great thread.
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I had noticed that Achilles hadn't been functioning correctly, I can also confirm that MCC does seem to be the culprit. This might be a silly question but does your load order make any difference to this? For example, loading Achilles before or after MCC.
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I just found setting up Exile in general was a nuisance, that was the most off putting part to be honest. When it came to merging Ravage with it that was the most straight forward bit, so if you already have the assests set up for Exile to run you shouldn't really encounter many if any problems. It was just a case of adding the Ravage modules to the Exile mission if I remember correctly. I'm really sorry, I don't have any of the old assests/mission files saved I deleted them a while back now. I'm not sure you're using Ravage to it's fullest? I think Ravage very much covers the same ground as Dayz. You have to remember the community for Ravage is a lot smaller too, I think a lot of people here play it solo, or co-op with friends and Ravage very much caters to that crowd (which I like). The desire for PVP Ravage doesn't seem to be too overwhelming here, that being said I would think it's possible?
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A few people have managed to get Ravage working with Exile. I tried it myself and managed to get it going after a lot of headache, but I found it wasn't really worth the effort. I much prefered vanilla Ravage, but I guess that's personal preference. Either way, give it a try if that's what you'r after mate like I say it is possible.
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I use MCC frequently with Ravage. I don't use any MCC mission settings though, just the interface.
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Yeah, they're the same module settings I have. What about in 'General mission settings' is the INDEP faction set to enemy? Not that I think that should matter but it's worth a shot. Have you changed anything in the mission description or init files? Yet again, I know you likely know this stuff, I'm just throwing it out there. Or even the ultimate school boy error of putting down an INDEP unit as the player?
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There should be an option in the Ambiant AI module to set what side the factions are on. Failing that have you changed the INDEP faction relation in the mission settings? I know you likely know this stuff but sometimes it's easy to overlook the simple things.
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Hi Haleks, I'm trying to use the zombie blacklist area module but, doesnt seem to be working (kind of). I have put down some buildings in Eden but the zombies still seem to be spawning inside those particular buildings, however they're not spawning anywhere else in the designated area. I'm guessing it's because they're manually placed buildings?
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A combination of Frith's, Ravage, and Vanilla Assets can bring some interesting kits to the table. http://imgur.com/a/oYchG
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Hey Haleks, just to inform you that I'm still noticing AI ignoring dynamic zombies. I've had several patrols just walk by even if they are being attacked by one. I do happen to use MCC and Ares, so it is possible they could be interfering.
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nation1ne started following MP - Ravage [COOP - 6] The Escape
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If you check out Ravage: The Escape (pretty good mission) that does generate small bandit camps. They're hostile only, or the ones I've encountered at least. As for settlements, I noticed in Kodabars recent playthrough on Tanoa, friendly settlements did seem to spawn i.e merchants, and guards. Something I have yet to see on Altis, yet again this might be because I play The Escape for the most part. Also, if you're a bit handy with the editor you can open the default Ravage map and copy the bandit camps to the the locations you want them to be. Or just use The Escape map, the creator has already covered that. Link for The Escape I think cosmic10r owes me a drink after all that pluggin!
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I think they're under logics listed as village, town, city, or something along those lines. Sorry it's a bit vague but hopefully you know what I mean.
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It seems that human ai are not engaging zombies that are dynamically spawned by modules. I noticed that they are spawning under 'empty', but if I were to put them down manually they are under 'civilian'. The human ai will attack zombies under 'civilian'. Am I alone on this, or missing something?
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There are some listed that shouldn't be, and likely some missing but I'm sure you get the idea.
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How would I go about turning on/off lone stalkers that I can recruit anyone please? For example on the ravage escape map it seems there are not any friendlies to encounter, or in multiplayer at least.