

Chuc
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Posts posted by Chuc
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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.
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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
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No errors
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How do i check the rpt??
Coz i get no errors when loading game from the editor
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1 hour ago, cosmic10r said:That is pretty old... so I hope none of the building class names changed...
You will add that code to the mission folder in an sqf, so say OzLoot.sqf (paste the code in there), and in the init.sqf at the end of the file add
execVM "OzLoot.sqf";
make sure there is a delay in the execution of the script either in the init or OzLoot.
just add add a sleep 2 at the start of OzLoot.sqf
Cant seem to get loot to spawn maybe i have done something wrong
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okay cool thanks
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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
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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
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2 hours ago, haleks said:@Chuc: try this one mate :
["zombie", "init", {(_this select 0) call HG_fnc_aiUnitSetup}, true, [], true] call CBA_fnc_addClassEventHandler;
CBA is quite usefull, it's worth reading their github. ;)
Okay I'll give it a try. Gotta check out the github didn't realise I could use CBA like that.
Thank you
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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.
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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.
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Nice. I just put horde modules where I didn't want people to really go. The dogs sound like a much better idea.
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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.
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Is there a way to get this to make empty markers?
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59 minutes ago, BattleChief said:Well, I sorta got an problem..I cannot find out where my script is going wrong..but I keep getting this error http://steamcommunity.com/sharedfiles/filedetails/?id=1229064240 and I have no idea how to trace it...
There is a problem with rvg_fnc_addgear and rvg_fnc_addloot.
We are waiting for haleks to get back to us about it
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There is a undercover script on armaholic. It works pretty well. You may be able to modify it to what you want
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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
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11 minutes ago, cosmic10r said:Im getting errors right now with that.
Let's let Haleks chime in.
Okay cool. glad its not just me
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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
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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.
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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
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try this. I changed it to use independent zombies instead of opfor
/*///////////////////////////////////////////////////////////////////////////////////////////////
// https://forums.bistudio.com/forums/topic/182412-zombies-demons-50/?page=50#comment-3119928 //
// Zombience.sqf //
// Ambient Zombies Script for Ryan's Zombies and Demons //
// by -CML-CaptainMittens, edit by Bl2ck Dog [3Para] //
// v0.86 (Johnny Drama Edition) //
// //
// Start from initPlayerLocal.sqf //
//http://steamcommunity.com/workshop/filedetails/discussion/501966277/523897653315943399/?ctp=2//
///////////////////////////////////////////////////////////////////////////////////////////////*/// _spawner = execVM "spawn.sqf"
// hintC "SPAWNER STARTED";
// _spawner = execVM "spawn.sqf"
// hintC "SPAWNER STARTED";
0 = [] spawn {
sleep 5;private ["_maxZeds","_minDist","_maxDist","_addMed","_ZedsSlow","_ZedsFast","_sZedsNum","_mZedsNum","_fastSlow","_ZedType","_plusX","_plusY"];
_minDist = 150;
_maxDist = 50;
_addMed = 1;_ZedsSlow = ["RyanZombieC_man_1Slow","RyanZombieC_man_polo_1_FSlow","RyanZombieC_man_pilot_FSlow","RyanZombieC_journalist_FSlow","RyanZombieC_OrestesSlow","RyanZombieC_NikosSlow","RyanZombieC_man_polo_2_FSlow","RyanZombieC_man_polo_4_FSlow","RyanZombieC_man_polo_5_FSlow","RyanZombieC_man_polo_6_FSlow","RyanZombieC_man_p_fugitive_FSlow","RyanZombieC_man_w_worker_FSlow","RyanZombieC_scientist_FSlow","RyanZombieC_man_hunter_1_FSlow"];
_ZedsFast = ["RyanZombieC_man_1Slow","RyanZombieC_man_polo_1_FSlow","RyanZombieC_man_pilot_FSlow","RyanZombieC_journalist_FSlow","RyanZombieC_OrestesSlow","RyanZombieC_NikosSlow","RyanZombieC_man_polo_2_FSlow","RyanZombieC_man_polo_4_FSlow","RyanZombieC_man_polo_5_FSlow","RyanZombieC_man_polo_6_FSlow","RyanZombieC_man_p_fugitive_FSlow","RyanZombieC_man_w_worker_FSlow","RyanZombieC_scientist_FSlow","RyanZombieC_man_hunter_1_FSlow"];
_sZedsNum = count _ZedsSlow;
_mZedsNum = count _ZedsFast;
zAmbientGroup = createGroup resistance;// Checking if player alive
while {alive player} do {if (!(vehicle player isKindOf "Helicopter")) then { //Jets check
// Checking if group is present
if (isNull zAmbientGroup) then {zAmbientGroup = createGroup east};// Selecting number of zeds, more players - less zombies, too keep net load balanced.
if ((count allPlayers) < 5) then {_maxZeds = 9 - (count allPlayers)} else {_maxZeds = 4};// Checking if limit reached
if (count units zAmbientGroup < _maxZeds) then {// Selecting type and position
_fastSlow = (floor(random 3))+1;
_ZedType = _ZedsSlow select (floor(random _sZedsNum ));if ( _fastSlow > 2 and _addMed == 1) then {
_ZedType =_ZedsFast select (floor(random _mZedsNum ));
};_plusX = random 2;
if (_plusX > 1) then {_plusX = 1};
if (_plusX < 1) then {_plusX = -1};_plusY = random 2;
if (_plusY > 1) then {_plusY = 1};
if (_plusY < 1) then {_plusY = -1};_posX = 0;
_posY = 0;_random = [1,2,3] call BIS_fnc_selectRandom;
if (_random == 1) then {
_posX = (_minDist + random _maxDist) * _plusX; //150-200 * +-1
_posY = (random (_minDist + _maxDist)) * _plusY; //0-200 * +-1
};
if (_random == 2) then {
_posX = (random (_minDist + _maxDist)) * _plusX; //0-200 * +-1
_posY = (_minDist + random _maxDist) * _plusY; //150-200 * +-1
};
if (_random == 3) then {
_posX = (_minDist + random _maxDist) * _plusX; //150-200 * +-1
_posY = (_minDist + random _maxDist) * _plusY; //150-200 * +-1
};objPos = getPos Player;
while {!(player inArea "protection_zone")} do {
//selecting position
sleep 1;
spawnPos = getPos player;
spawnPos = [(spawnPos select 0) + _posX, (spawnPos select 1) + _posY,0];// Spawning zombie
if ({_x distance2D spawnPos < (_minDist*0.75)} count allPlayers == 0) exitWith { //0.75*150 =112,5 real minimum distance
zUnit = zAmbientGroup createUnit [_ZedType,spawnPos,[],1,"NONE"];
};
};
};
//Checking if zombie is dead or player moved too far
{if (((player distance2D _x) > (_minDist+_maxDist)*1.5) || !(alive _x)) then {deleteVehicle _x}} forEach units zAmbientGroup;
// Removing oldest waypoint
while {(count (waypoints zAmbientGroup)) > 1} do {deleteWaypoint ((waypoints zAmbientGroup) select 0)};
// Adding waypoint
wp = zAmbientGroup addWaypoint [objPos,0];
wp setWaypointSpeed "Full";
wp setWaypointType "MOVE";
wp setWaypointBehaviour "COMBAT";
sleep 1;
};
};
};It may take you some time to get it to work and sometimes it doesnt work straight away.
I also found this if you want the ryan zombies to drop some loot when they die
//NOTE How to use
/*
So this script will check for all Rifles (Includes all LMG's, Sniper rifles etc.), Items (Clothing, Medikits etc.),
pistols, launchers and finally magazines for that stuff ... Including from any mod you might have installed like CUP,
no need to adjust from your side.These will be written in 5 corresponding Arrays
pistolArray
rifleArray
magazineArray
itemArray
launcherArrayThe tricky part is executing it in multiplayer.. In Singleplayer you can just add it into the init.sqf and done..
The Array's will be accessible from your client/server.. but If you want to play in in multiplayer and use Eden for
your zombie spawns and settings you have to add the script into the init of the loot module "RyanZM_ModuleLootSettings"
(call the script not type it in there plz).nul = [] execVM "randomLootArrays.sqf"
Then you just have to delete the standard fields for example Items (Civilians): [] and replace the [] with the
corresponding array you want to be spawned.. like itemArray.This script is not perfect and needs some work as it will have some errors with spawning a few
items when you kills Zombies and then will show and error message whilest picking from the array.
The basic function works fine though and performance isn't in any case worse with it..
Zombies drop completly randomized items - works like a charm!if someone is willing to help me I would be very glad! Enjoy your random spawning :)
*/
pistolArray = [];
rifleArray = [];
magazineArray = [];
itemArray = [];
launcherArray = [];// Check for Rifles, Items, Pistols, Launchers
_cfgWeapons = "true" configClasses (configFile >> "cfgWeapons");{
_weaponString = configName (_x);
_parents = [_x,true] call BIS_fnc_returnParents;if ("Rifle" in _parents) then {
rifleArray append [_weaponString];
};if ("ItemCore" in _parents) then {
itemArray append [_weaponString];
};if ("Pistol" in _parents) then {
pistolArray append [_weaponString];
};if ("Launcher" in _parents) then {
launcherArray append [_weaponString];
};
} forEach _cfgWeapons;//Check for Magazines
_cfgWeapons = "true" configClasses (configFile >> "cfgMagazines");
{
_weaponString = configName (_x);
_parents = [_x,true] call BIS_fnc_returnParents;if (("CA_Magazine" in _parents) && !("VehicleMagazine" in _parents)) then {
magazineArray append [_weaponString];
};} forEach _cfgWeapons;
// Automation process end
//hint format ["%1", rifleArray];Just put 1 or 2 items/weapons for them to drop or it gets a bit weird.
I use ravage modules with the ryan zombies but i dont use ravage zombies. You can even get the zombience to spawn from a trigger or even add blacksites so they dont spawn inside if you can figure it out
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Thank you very much
Ravage
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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.