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BattleChief

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Posts posted by BattleChief


  1. 11 hours ago, Hans(z) said:

    @haleksdo you know that function bellow equips units only with vanilla weapons?

    
    0 = [this] call rvg_fnc_equip;

    I'm not able to get another weapons from addons. I tried set vanila to "limited", RHS to "YES" and it didn't work. Same situation with custom weapon list... RHS was set to "equipment only" all other to "no" and vanilla to "limited" and I still got vanilla weapon.

    I have seen something similar in a problem I faced once..although you seem to have eliminated the problem by ticking everything else as "No"...It may not be of a lot of use, but if you tick "no" for everything you don't have, have RHS (if your using it) set to "Yes", and all other bits set to "No" in the equipment pool, it tends to drop more RHS weapons than vanilla

     

    Now, the RHS equipment only, and Vanilla limited might be an issue, it moght have to be RHS to equipment only, and Vanilla to Allowed, with all others being "No"

     

    At least that seems to be the outcome of all my mission starts, as I use a script that Jimmakos dropped me a while ago..and its my typical initplayerlocal.sqf file..minus a few changes here and there of course

     

    if you run into a error code, feel free to mention it, maybe toss a screenshot up, I might have some knowledge on it..No guarantees, as I am not a great scripter, nor can I write/rewrite lines of code very well, and with how tired I am, I couldn't write a line to animate an ingame NPC!

    • Like 1

  2. On 9/30/2018 at 3:36 AM, GEORGE FLOROS GR said:

     

    To be honest i haven't understand what you are saying !  :scratchchin:

     

    You want first to run the intro in your mission , and after this to run the other ravage code right?

    Yes, I want to run the Ravage code after the intro


  3. On 9/28/2018 at 11:24 AM, Gill93 said:

    Hey there just wanted to remind you guys that we do have a Steam Group called The Ravage Squad if any of you are interested in joining you can use the group page to post scenarios, Videos or anything related to Ravage that you would like to share. https://steamcommunity.com/groups/Ravage-Squad    Currently have 25 Members (:

    Woah, wait a sec, I am a mod? This is...new

     

    *EDIT*: Now that I know I am one, made a discussion for Ravage missions, incase someone uses the group discussions more than the forums


  4. On 9/28/2018 at 9:52 AM, GEORGE FLOROS GR said:

     

    Did you tried to run  the intro first in your initplayerinit.sqf ?

    The intro has zero scripting in regards to the SQF files, it is merely some ingame triggers with a few things to damage the main rotor and tail rotor, and to end the intro upon death of the player...

     

    My problem with it was that the initplayerlocal.sqf was trying to activate during the intro, and that resulted in the scenario stage encountering a problem with adding gear to the dead body at the wreck, specifically, a uniform (or so it seems, I couldn't find much else missing for the body..)


  5. 22 hours ago, Gill93 said:

    Maybe something like this could be added to delay the initlocalplayer.sqf  Srry if that doesn't help at all.  waitUntil{ time > 3600 };  or this: waitUntil { sleep 60; floor(serverTime / 3600) == 1 };    https://community.bistudio.com/wiki/waitUntil

    I considered this, but it seemed like a bad idea, because if you died in the mission, and restarted, but skipped the intro, you would be stuck waiting for the script to catch up..it is what it is, and it ain't what it ain't. I will find a fix later on hopefully, and will implement it...it was a nice helicrash scene with a RHS UH-60

    • Like 1

  6. On 9/27/2018 at 2:35 AM, GEORGE FLOROS GR said:

    Thank you very much BattleChief for mention me !

      Reveal hidden contents

    SHOUTOUTS*
    Massive shoutout to George Floros on the ravage forums, his scripts have helped countless people with their missions.
    My thanks to Jimmakos for helping me perfect the starting script, without him I wouldn't be able to start them in such a nice fashion.
    My thanks to Cosmic10r for helping inspire me, and with various small scripting bits. T
    My thanks to Evil Organ, or EO, for the non-stop help he has put into the ravage community.
    My thanks to Haleks for creating this oh-so-tricky-to-master-mod.
    My thanks to Tourist for helping me find my way in this confusing game, and with the pointers to the proper tools to get it done.
    Finally, my thanks to all those who I haven't called out specifically, your help has not gone unrecognized, you, the countless amount of people, are the main backbone to the modding community, without you, it would not be possible to do half of what we can do.

     

     

    and Congratulations for your mission!

    This is the first published right?

    The only one currently in my workshop, yes

    I have made at least 5 or 6 before this, but I had problems updating them in the future due to mods...so I deleted them


  7. I think I will hold off on a Chernarus with AAPM, and will pop out an Altis with AAPM..I did delete all my old scenarios..as I either couldn't access them (Looking at you Ravaged Altis #1) or because the mod list was crazy and didn't want to let me in (All the others)

    • Like 1

  8. So, I got a small little kink in my plans for release...The initplayerlocal.sqf tries to activate during the intro, I need it to work AFTER the intro...anyone got anything?

     

    This is what is written in my initplayerlocal.sqf

    Spoiler

    private "_unit";
    _markers = ["spawn1", "spawn2", "spawn3", "spawn4", "spawn5", "spawn6", "spawn7", "spawn8"];
    _p = _markers call BIS_fnc_selectRandom;
    _list = (getMarkerPos _p) nearRoads 50;
    _road = _list call BIS_fnc_selectRandom;
    _pos = getposATL _road;

    enableSaving [ false, false ];


    uiSleep 1;


    private "_unit";
    _markers = ["spawn1", "spawn2", "spawn3", "spawn4", "spawn5", "spawn6", "spawn7", "spawn8"];
    _p = _markers call BIS_fnc_selectRandom;
    _list = (getMarkerPos _p) nearRoads 50;
    _road = _list call BIS_fnc_selectRandom;
    _pos = getposATL _road;
    _nextRoad = (_road nearRoads 50) select 0;

    (vehicle player) setpos [_pos select 0, _pos select 1, 0];
    _posV = [_pos, 6, 6, 1, 0, 35, 0] call BIS_fnc_findSafePos;

    if (isNil "_posV") then {
        _posV = getPosATL (((getposASL player) nearRoads 10) select 1);
    };

    _vehicle = createVehicle ["BlackhawkWreck", _posV, [], 0, "NONE"];
    _vehicle setDir (direction player - 187);
    _vehicle setVectorUP (surfaceNormal [(getPosATL _vehicle) select 0, (getPosATL _vehicle) select 1]);


    [getPosATL _vehicle,"FIRE_BIG"] spawn RVG_fnc_createFireEffect;
    _soundSource = createSoundSource ["Sound_Fire", _posV, [], 0];

    _unit = createVehicle ["Survivor_blue_1", _posV, [], 1, "FORM"];


    uiSleep 1;


    [_unit] call RVG_fnc_AddGear;
    removeBackpack _unit;
    removeVest _unit;
    _unit addVest (selectRandom rvg_vests);
    //[_unit] call RVG_fnc_AddWeapon;
    if !(rvg_weapons isEqualTo []) then {
        _weapon = [_unit, rvg_weapons select (((floor random [(((count rvg_weapons) - 1)*1.25)*-1,((count rvg_weapons) - 1)*0.5,((count rvg_weapons) - 1)*1.5]) max 0) min ((count rvg_weapons) - 1)), 2] call BIS_fnc_addWeapon;
    } else {
        _weapon = [_unit, rvg_weaponsA3 select (((floor random [(((count rvg_weaponsA3) - 1)*1.25)*-1,((count rvg_weaponsA3) - 1)*0.5,((count rvg_weaponsA3) - 1)*1.5]) max 0) min ((count rvg_weaponsA3) - 1)), 2] call BIS_fnc_addWeapon;
    };
    [_unit] call RVG_fnc_AddLoot;


    _unit setdamage 1;

    player switchMove "Acts_UnconsciousStandUp_part1";player playmovenow "Acts_UnconsciousStandUp_part2";


    player setFatigue 1;


    uiSleep 40;


    _closesttown = (nearestLocations [player, ["NameCityCapital","NameCity","NameVillage"],2500]) select 0;
    _PosT = _pos;
    if !(isNil "_closesttown") then {
        _PosT = position _closesttown;
    };

    _posP = [getposASL player, 400, 600, 1, 0, 35, 0] call BIS_fnc_findSafePos;
    _Grp = createGroup resistance;
    for "_i" from 0 to 3 do 
    {
         _unit = _Grp createUnit ["Bandit_green", _posP, [], 1.0, "FORM"];
        [_unit] spawn RVG_fnc_equip;
        [_unit, (["ENG", "GRK"] call bis_fnc_selectrandom)] call rvg_fnc_setName;
        rvg_garbage_collector pushBack _unit;

        //_unit addEventHandler ["Fired", {_this spawn RVG_fnc_Fired}];
        _unit setCombatMode "RED";
        _unit setBehaviour "SAFE";
        [_unit] joinSilent _Grp;
    };
    _Grp move _pos;
    0 = [_Grp, _pos, _PosT] spawn {
        _Grp = _this select 0;
        _pos = _this select 1;
        _posT = _this select 2;
        waitUntil {(leader _Grp) distance _pos < 10};
        [_Grp, _posT, 300] call BIS_fnc_taskPatrol;
    };


    enableSaving [true, true];

    if (!isNil "_soundSource") then {
        WaitUntil {player distance _soundSource > 1000};
        deleteVehicle _soundSource;
    };

     

    it also seems to be that if the intro plays, the script fails to equip the dead body by the wreck, and he comes out without clothes...I have tried my past fix of disabling all the unused assets (CUP, Friths, etc in the equipment pool) and that failed to work..

     

    *EDIT*: I am gonna toss the mission files into a download or something, someone see if you can see what I am doing wrong..

     

    *EDIT V.2*: I am making some headway, but I can't seem to find a way to delay the initplayerlocal.sqf script till after the intro... I am trying to the waituntil command, but I can't find a piece that tells it to wait until the intro is over and the scenario starts...

    • Like 1

  9. 4 hours ago, Gill93 said:

    I added the link for sullen skies up above in the list of mods/scripts

     

    Now I see why EO was upset that it wasn't mentioned, If I had known he made those, I would have gone ahead and grabbed those when I started Ravage! :drinking2::icon_biggrin:

    • Like 2

  10. 4 hours ago, GEORGE FLOROS GR said:

     

    Hello there BattleChief !

     

    I'm moving the reply from Ravage here.

     

    If you want to add ACE mod items , you can include them in an array , or write your  own array like :

     

    _ACE_mod_items = selectRandom [
                "ACE_fieldDressing",
                "ACE_elasticBandage",
                "ACE_quikclot",
                "ACE_morphine",
                "ACE_packingBandage",
                "ACE_salineIV_500",
                "ACE_salineIV_250",
                "ACE_personalAidKit",
                "ACE_tourniquet"
                ];

     

    then change or add:

     

    line: 1178

    _Drop_Items addItemCargoGlobal [_ACE_mod_items, _Drop_Items_Amount];

    Thanks, I am gonna try to get this to work, and hopefully this will make a wonderful scenario

    • Thanks 1

  11. 2 hours ago, Gill93 said:

    hey another mod you might want to check out is called Goko Ballistic impact if you have not already I have used it a few times pretty cool effects.  https://steamcommunity.com/sharedfiles/filedetails/?id=1273833677

    I have looked at it, it seems like it would be pretty cool...I was just taken off guard with the boonie hat display, a hat would not come off with a 9mm..

     

    *EDIT*: a rifle round, maybe, but nothing so absurd as it flying a few meters into the air

    • Haha 1

  12. 2 hours ago, Gill93 said:

    That would be pretty cool having actual plate carriers and plates to work with it would also be nice if the plates could become damaged overtime or after a few well placed shots.

    They actually do, or so I have gathered, it seems like a good system

    *EDIT*: It seems like they got ceramics and metals down, Ceramic plates taking less than metal plates, and metal plates being heavier than ceramics

    • Like 1

  13. @GEORGE FLOROS GR

     

    I have been fumbling around in your script, I can give you what I changed, and you can tell me if I am on the right path ( I don't want someone to do it for me, if I can do it myself) 

     

    Spoiler

    _Systemchat_Enabled                        = true;            //    Show spawn selections


    _1_Remove_Everything_from_Unit            = false;         //    Remove Everything from Unit , else comment with //
    _2_Clear_Unit_Items                        = false;         //    Clear Unit's items

    _3_Link_Items_to_their_inventory        = false;         //    Link items to their inventory

    _4_Add_a_random_side_weapon_in_hands    = false;         //    Add a random side weapon in hands 
    _5_Add_a_random_weapon_in_hands            = false;         //    Add a random weapon in hands

    _6_Add_a_random_uniform                    = false;         //    Add a random uniform 
    _7_Add_a_random_item_in_uniform         = true;         //    Add a random item in their uniform

    _8_Add_a_random_vest                    = false;         //    Add a random vest
    _9_Add_a_random_item_in_vest            = false;         //    Add a random item in their vest

    _10_Add_a_random_backpack                = false;         //    Add a random backpack
    _11_Add_a_random_item_in_backpack        = false;         //    Add a random item in their backpack

    _12_Drop_Items                            = false;         //    Add a random item in their backpack
    _13_Drop_Magazines_Side_Weapon            = false;         //    Drop Magazines for Side Weapon
    _14_Drop_Magazines_Primary_Weapons        = false;         //    Drop Magazines for Primary Weapon

     

    And this is what else I have touched, nothing more

     

    _items_loot1 = selectRandom [
                //for RyanZombies
                //"RyanZombiesAntiVirusTemporary_Item",
                //"RyanZombiesAntiVirusCure_Item",
                
                //Vanilla            
                "FirstAidKit",
                "FirstAidKit",
                "ACE_fieldDressing",
                "ACE_elasticBandage",
                "ACE_quikclot",
                "ACE_morphine",
                "ACE_packingBandage",
                "ACE_salineIV_500",
                "ACE_salineIV_250",
                "ACE_personalAidKit",
                "ACE_tourniquet",
                //Tools
                "Binocular",
                "Rangefinder",            
                "Laserdesignator",
                "Laserdesignator_02",
                "Laserdesignator_03"
                ];

     

    • Like 2

  14. 2 hours ago, Gill93 said:

    Awesome sounds good I have not tried the Fire Fight Improvement mod so if you decide to try that one aswell let me know how it goes.

    Will do, when I get the Loot script figured out, I try to test EVERYTHING in one sitting rather than having to go back and fix it later...its been a pain to do later when an animation doesn't work lol


  15. 3 hours ago, Gill93 said:

    Oh I see it wont do nothing for health or armor wise but it will make it more challenging to take on ai as they will flank you place explosives or mines, they will also search the dead for ammo when low along with hijacking vehicles.

    Now that would be a good quality of life change, makes them a bit more realistic..I will look into it, I do have Vcom Ai on my mods list..

     

    *EDIT*: Just got the other one, great stuff, I love the ideas..


  16. 3 hours ago, Gill93 said:

    If you want to enhance gunplay I would suggest trying out VCOM AI mod/script or the Fire Fire Improvement System

    By enhance gunplay, I mean make it harder, as the armor system is too simple, all armor does in A3 is add extra HP, which is completely contradictory to what armor is supposed to do.. As actual armor can take a single bullet without causing major harm to the wearer, where as the standard system just makes you take more damage

     

    *EDIT*: To negate this, you would have to shoot for weak spots, such as the exposed sides under the arms, the arms, the head, and the legs...


  17. 3 hours ago, Gill93 said:

    The Gf lootdrop script is awesome the only problem I had with it was from others complaining about not having to loot because they just needed to grab stuff off of dead zombies but aslong as you limit the items they drop you should be good.

    I want to encourage looting, but I also would like to encourage the killing of zombies, so my idea was to try and make it so zombies would drop the money notes, and then have AI drop some medical items.

     

    This is to encourage players to actually deal with obstacles, rather than outrun zombies, and avoid AI patrols (although I am sure they mainly target them due to the confirmation of weapons, ammo, and possible useful items)

     

    I guess I mainly want to improve the gunplay with the AAPM mod, add in the medical aspect of ACE, and then improve the importance of zombies...because they mainly just become annoying bugs you try to avoid

     

    *EDIT*: The main reason I say money notes, is because the ravage traders are set to use the Ravage currency rather than the above alternatives...and because I don't know how to make them use anything else :sad_o:

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