BattleChief
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Everything posted by BattleChief
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I can see that, busy looking at it through notepad++ I am having a problem working with the script, I am merely trying to add in the ACE medical items, I want them to be dropped in a random order (so I am gonna try the random loot section) but I don't want anything more than the first aid kits (since they break into ACE medical items), and the gear the RAVAGE system spawns them with..
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This does seem like a good idea, but I think you should have to earn your medical gear by killing zombies, or AI I quite frankly don't understand scripting, as I am more of a hands on person (but somehow I can understand animations, and its scripting jargon, only slightly though) but if I had more things that were just copy and paste with a few key bits (like item classnames) that needed to be input, I could get down to making missions more quickly...seems like I am trying to take the easy route out, but its simply because I cannot work a complicated script to save my life, and that is the only method I have of using big scripts. *EDIT*: Now with what George just put above, it could work, as you would technically still be earning it by killing Ai and Zombies...that would actually work, as I would like to force the player to do something rather than sit around
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@tourist Oh snap, it leaves all their ravage gear on em when they die? from the description, it sounds like it overwrites everything they drop..Thanks tourist, I will see what I can do with it now... *EDIT*: I could also use a bare bones tutorial on how to use the script...all the wording is very confusing, and nothing seems to make any sense.. *EDIT V.2*: I am getting somewhere...I can understand a few things, but what I need to input is beyond me..Is it possible to just drop the WHOLE script in? Cause the init.sqf simply refers to credits.sqf file and the drop_loot.sqf file. Where is George when you need him to explain lol...cause I am merely trying to add the bandages, tourniquets, and morphine to the list, all the minor medical items, as you can only do so much for yourself..
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@tourist: Hm, I would love to do one around ACE, I have zero problems with that...its just that I quite frankly don't know how to add the medical supplies in (as I would love to use the medical system, whether it be simple or advanced, I wouldn't mind) I don't have any knowledge on how to add the medical supplies.. ACE would also fix the lack of an ability to pack new magazines, and it would allow multiple other features *EDIT*: I have tried to add ACE before, and usually, it worked...just without a lot of medical supplies..and to remedy that, I ended up creating areas that had a medical box...but by doing that, it forced the player to visit one of those areas to get medical supplies...and no one really found the areas at all!
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I am a little curious, can anyone find a way to make this mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1153383362) work with Ravage? I think it would add an interesting twist to gunfights, and would require you to start being more careful/accurate with your shots..besides, the Arma 3 damage style is a little archaic, Armor just merely adds an HP buff. It would also make holding onto that SUPER rare sniper with AP rounds a good idea, instead of dumping it for an AK with 2 mags over your 12.7mm Sniper with 1 mag (haven't actually found a 12.7 sniper yet..and if I did, I would start popping the vehicle patrols with it!) I am just curious as to if someone can make this thing work, I tend to be more of a realist when it comes to my firefights, the vanilla settings got boring a long time ago *EDIT*: It would also add a unique experience, and maybe incite some videos to be made, as it is something new, and challenging *EDIT V.2*: Also, for those who would be concerned about the vest plates flooding the spawns, I suggest only being able to find the lower tiers (capable of stopping handgun, and lower calibers) in Civilian spawn areas (hospital, or some sort of police station, if there is one) and for the higher tier plates, they can be found in military areas..and maybe the super advanced areas (like the research buildings at the domes) you could find the highest tier plates..just a thought, just something to break the monotony of Arma's damage system..
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I can't help but agree, there is a lack of decent SP scenarios, and the main problem is the lack of dialogue and the lack of interaction..Any and all of my SP scenarios are designed around the idea that you are not staying in one area, and that everyone (being the NPC's) are busy with other tasks...
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Thanks Haleks, I tried to make them interesting, and I tried to fill in some gaps left behind in the original building compositions, such as the damaged or abandoned buildings...its so they see some use and so you gotta search every building instead of picking out the ones that only have items
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@haleks Was curious now that I have seen it on the workshop..were my compositions used? or you still waiting for a larger patch to use them in...I was just curious and wanted to see something good come out of my 100+ building compositions, for the sake of the game mainly..and a little bit of my own pride..either way, won't have any complaints, still a really fine mod.
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I saw Ravage on the workshop...guess it will auto update my ravage for me now..
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Hm, thanks for the info, I have been messing around in Cherno redux for a bit...I am busy making a mission for myself (cause I find it so much more fun to play other maps, Altis has just died and isnt coming back anytime soon...unless its for F3llout) and I have been creating and messing with things...
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So, what exactly is there for loot? is it the old luggage bags and sacks? or is it the items normally found in A2 structures can be looted? I should have clarified the question some more, it was more or less half answered...come to think of it, I might have forgotten to ask at all! Silly me...might be the excitement of Cherno redux being a possibility
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I am curious, what exactly is loot module set at in Chernarus Redux to allow objects to spawn? I have only ever worked with the ambient furniture option on, and I am curious as to if disabling this does anything...I was under the impression that you could only really loot vanilla A3 buildings, and I could use some clarification if you could on how the loot system on Chern. redux would work... EDIT: (Evidently has some sarcasm for sake of exaggeration) Also, Badbenson, Evil Organ, and Haleks (and whomever else helped)...Why have you not revealed that you helped make a map such as the Chernarus redux into a holy relic that is worthy of being stored in the vault of the vatican? I swear on all thats holy (Chernarus Redux included) that if I had known sooner, I would have downloaded and loaded the map up sooner! Good job guys!
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@haleks If you need help *testing* anything, I am willing to help
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That actually looks really close to the actual spot in Fallout 4...nice, I like how close you can get it...
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My god....Haleks, this is beautiful...I personally cannot wait for this!
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Also, do we have any updated Tanoa missions? I am curious cause I started exploring Tanoa (Didn't get Apex for Tanoa, got it so I could use the AK mainly...and to just say I had it)
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@cosmic10r I can't wait for the Cherno redux, I quite honestly don't know how that would work, unless when you disable the furniture, you get the old loot system back...
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So, I seem to still be encountering the same issue as before, but this time, it goes away after 5-6 restarts...The only other AddGear line is for the corpse...I don't know if I can really mess with it..I am gonna go ahead and try the random loadout script on the wiki as a replacement... EDIT: It seems to work, I tested it in the editor, and its working...I might be able to revert back to the old script, and maybe fix the error...
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@Evil Organ Nevermind! I found it
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@Evil Organ The briefing, now that I have a positive confirmation on its name XD
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@Evil Organ Thanks Evil, was curious... I also found another issue regarding that script, I tried to start my own scenario, to double check, I had to restart the mission like 5 times for the script to properly work...I also am having trouble with the premission screen...I want to get rid of that, and I quite frankly don't have a clue on how to do it EDIT: The premission screen, to be more precise, is the screen where you can look at the map, and the objectives, kinda like the mission brief screen...
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So...now that I got that all sorted out...do the Chernarus buildings have furniture systems set up? I would love to make a solo map on the Chernarus Redux...I want to check before I go ahead and start working on something...
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@cosmic10r I have gone ahead, added the whole script, and removed only that, and whatever else that is required to prevent a playerinitlocal.sqf file error (because its an error that occurs in the SQF file, which is of the makers own doing) and I haven't seen that error again The lines removed are : [player] call RVG_fnc_AddGear; 0 = [player] call rvg_fnc_equip; this addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}]; EDIT: This would explain why in Haleks' Altis demo, with the Zamak spawn, you always spawn in a jumpsuit instead of random clothes!
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@cosmic10r I traced it to this line of the script : [player] call RVG_fnc_AddGear; It also gave me new errors that I haven't seen before...I tried that line alone, and with the AddLoot line..they both gave me the original code when together, but that one above gave me new ones Here is the new error: http://steamcommunity.com/sharedfiles/filedetails/?id=1248397329
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So I need to go ahead and dissect the entire script? well, thank god its been split up, and I can go ahead and sorta narrow it down to the gear...