Chuc
Member-
Content Count
202 -
Joined
-
Last visited
-
Medals
Everything posted by Chuc
-
yeah i found that and use it already. Its a good script
-
My mission. Only 2 tasks set atm. Was having a good day once leaving Melbourne. Lost a friend to the zombies. Driving into Bathurst i caught a glimpse of what looked like a party I decided that i shouldnt go, even tho it looked like i was invited. I made it to the safe zone just after dark. (i forgot to take in game screenshot) (taken from the editor) Got some rest and headed for my next task. Jumped in a chopper and went north to check out a military base that they lost contact with. Once i landed the chopper had to head back to refuel. Once the chopper left i realized that i didnt resupply before i left and i only had 2 extra clips for both my guns. I got inside and the shit hit the fan. I was over run within seconds and ran out of ammo. The heli, for some reason, couldnt come back and pick me up so i was on my own. No food or water and i had ran out of ammo. Zombies on my tail i tried to hide. well it didnt end well for me at all. I had fun. The new loot system is really good. One question. Is there away to stop zombies from opening doors? Coz i noticed they dont stop chasing you. on the way up cape york I use the atmosphere for this mod http://www.armaholic.com/page.php?id=32697. For some reason if i use ravages with the aussie map i cant get over 15fps. I also like the was this mod does radiation.
-
Yeah I agree. Since last update ever time I kill a zombie my game freezes for a split second and it registers 2 kills on my HG kill counter.
-
@haleks Great job like always. I was wondering if you could make support for fox survival cars in your vehicle module http://steamcommunity.com/sharedfiles/filedetails/?id=933985898 or point me in the right direction and i can try and do it and post my results here or in a pm to you.
-
my mission is going well, except for the loot spawns. I have used the invisible helipad loot spawn way back when i first started making missions. Got all the HG stuff working, even got over run a few time by zombies http://steamcommunity.com/sharedfiles/filedetails/?id=1234243668 thank goodness they couldnt open the bar and get me. Picture was taken just before i got the HG system working. How do i go about removing things from the ravage loot spawn? Theres things spawning that i do not want or need and i keep getting guns from the dlc's i dont own
-
No errors
-
How do i check the rpt?? Coz i get no errors when loading game from the editor
-
Cant seem to get loot to spawn maybe i have done something wrong
-
okay cool thanks
-
@cosmic10r I have just checked out the ravage wiki and found the Custom Map Loot lists. I am using the aussie map and it seems the list is already there. My question is What do i do with it? As in where do i put it in my mission? the wiki doesnt explain that bit as far as i can see
-
You could make it an addaction with an if statement to take the pills instead of double click but probably won't be very efficient
-
Okay I'll give it a try. Gotta check out the github didn't realise I could use CBA like that. Thank you
-
@cosmic10r oh really thats sounds really helpful. All i been doing is just adding the stuff that ravage can search like boxes and luggage. So you may be able to help me with the problem i have atm, been trying for a few hours now. I use the HG shops scripts instead of the rvg traders. HG shops download https://github.com/Ppgtjmad/SimpleShops page 5 of link below HG Forum Topic he merged all his shops into one a few months ago. He added a few function that give you kill counts, xp, and money per kill. call HG_fnc_aiUnitSetup; Is how you get it all to work. I got this working with enigma's scripts along side ravage load out with this command ["ON_UNIT_SPAWNED_CALLBACK", {call HG_fnc_aiUnitSetup; call rvg_fnc_equip}], but for the life of me i cant seem to get it to work for the ravage ambient zombies. What i have tried In the init of the ambient zombie module i put nul = [] execVM "Scripts\RvgScripts\Rvg_Zombies.sqf"; in Rvg_Zombies.sqf i put _unit = _this select 0; sleep .1; [_unit] call HG_fnc_aiUnitSetup; I keep getting an error that the "_ai" is not defined. i even tried it like this _ai = _this select 0; sleep .1; [_ai] call HG_fnc_aiUnitSetup; but it came back with the same error. the error it self comes from HG_fnc_aiUnitSetup. Any help would be great.
-
@cosmic10r thank you for that i wouldnt of thought of doing it that way. I also found a bug with the minihattan map. Ravage dosent register the terain as being there and doesnt spawn and vehicles with the module. Every thing else seems okay.
-
Nice. I just put horde modules where I didn't want people to really go. The dogs sound like a much better idea.
-
was wondering where i would have to add this call HG_fnc_aiUnitSetup so it will work for ravage zombies and Ai modules. It gives you money and xp for kills using HG shops script.
-
Please help me find solution to dynamic markers create
Chuc replied to dyrmoon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to get this to make empty markers? -
There is a problem with rvg_fnc_addgear and rvg_fnc_addloot. We are waiting for haleks to get back to us about it
-
Switch faction according to players clothes
Chuc replied to CaptainMikeC's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is a undercover script on armaholic. It works pretty well. You may be able to modify it to what you want -
Been making a mission and found a really nice mod that seems to work well with ravage and fits perfectly with the game type https://steamcommunity.com/sharedfiles/filedetails/?id=933985898&searchtext= They are also on the armaholic Web site as well
-
Okay cool. glad its not just me
-
The guns look cool. Got a quick question. How do you use these commands call RVG_fnc_AddGear; call RVG_fnc_AddLoot; I have tried adding them into the init of objects or vehicles but with no success. I'm trying to give more things the option to search and i thought these where the commands to use
-
Need help with Ai driver script
Chuc replied to Chuc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So i managed to get something together using triggers. Its not the best and the driver acts like he is drunk. // Place a vehicle down in the editor and name it Car_1. Place a solder down and name him Driver_1. Put Driver_1 into Car_1. // Make sure you put driver_1 into the drivers seat and also set him to careless and fire only if fired upon. // Place a trigger Activation owned by driver_1 in your base, make it the size of the car and set it to presant. // Also place a empty marker called Base where you want the car to drive to. Make sure the marker is in the trigger area. // Add this in the trigger activation. driver_1 disableAI "PATH"; TakemetoOutPost1 = Car_1 addAction ["Take me to OutPost 1", {driver_1 enableAI "PATH"}, driver_1 doMove (getMarkerPos "OutPost_1")]; // Add this in the trigger deactivation. Car_1 removeAction TakemetoOutPost1; // Place a trigger Activation owned by driver_1 in your Outpost, make it the size of the car and set it to presant. // Also place a empty marker called OutPost_1 where you want the car to drive to. Make sure the marker is in the trigger area. // Add this in the trigger activation. driver_1 disableAI "PATH"; TakemetoBase = Car_1 addAction ["Take me to Base", {driver_1 enableAI "PATH"}, driver_1 doMove (getMarkerPos "Base")]; // Add this in the trigger deactivation. Car_1 removeAction TakemetoBase; -
I am making a mission where when you occupy a safe zone there will be a driver in a car that can drive you to any other safe zone you have occupied. So you go up to the car or driver and get him to drive you to a set marker. I managed to find a taxi script but that let's you choose anywhere on the map to travel to and that will break my mission. Atm I have a teleport set up between safe zones but it really kills immersion. And I can't figure out how to add locations only once unlocked atm you can travel to any of them, which is a problem. Mission so far: So you start at "base" and move upto "outpost_1". Once you get there you have a small task which then unlocks the teleport so you can now travel between "base" and "outpost_1". I want to change the teleport to a npc that will drive you instead. But I can't figure it out. I'm not that good at scripting.
-
[Help]Ravage ambient AI script using Ryan's zombies
Chuc replied to Rouz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You can also use enigmas script to spawn in ambient Ai. Just change the people and faction/side to which ever one you want to use. I have one for each faction. Then you can use the ravage random loot command to give them a random load out. ["ON_UNIT_SPAWNED_CALLBACK", {call rvg_fnc_equip}] "Call rvg_fnc_equip" this, without quotes, can also be used for the player or any npc added to the game. Just depends where you put it. Place it in "initPlayerLocal.sqf" to give player random loot on spawn or put it in "onPlayerRespawn.sqf" to give you random loot when you die and respawn. Hope i could help and Sorry i didnt see your thread earlier