BattleChief
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Everything posted by BattleChief
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@Hans(z) If I am correct, you should set it to none, this should allow it to be a radiation free zone, without pushing away Ai
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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!
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Yes, I want to run the Ravage code after the intro
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Loving it! You always know just how to make it look worn, refurbished, and reusable..Keep up the good work!
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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
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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..)
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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
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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
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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)
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She's uploaded to the workshop, just gotta finish a few things here and there, fill in a gap or two, and release it to the workshop... Its under private now, but I will release it in a few, with a link to it of course.
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Well, if I can't find a solution, I guess I will just cut out my intro..its a shame...
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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 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...
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GF Drop Loot Script
BattleChief replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@GEORGE FLOROS GR Testing the initial version now, this one is without the script, and is strictly just Ravage and its supported mods *EDIT*: I seem to be having issues even without the script..this is gonna take a little while longer... -
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!
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GF Drop Loot Script
BattleChief replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And I will let you know as soon as its done, just be sure to look at the map closely, I tend to make an honorable mentions area in my missions. -
Sullen skies? I am intrigued...where might I find this? I wish for something to make the game a little more...interesting..
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GF Drop Loot Script
BattleChief replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I am gonna try to get this to work, and hopefully this will make a wonderful scenario -
@Gill93 But I do like it, I will probably incorporate it into my gameplay sometime soon, just watched the full on videos..the damage system seems pretty good with helmets, as small and medium calibers break the NVGS and what not on it
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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
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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
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@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)
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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
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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..
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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...
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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