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UnDeaD.

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About UnDeaD.

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  1. UnDeaD.

    Ravage Mod

    @haleks ah cool 🙂 i thought caching was optional. Well, i hope you can find a solution for it. GP works very well, and it would be awesome if it could save vehicles. It can already save containers so that is a good start to make some hidden stashes in the woods 😄
  2. UnDeaD.

    Ravage Mod

    @haleks one more thing i know about grad persistence is, that if you place a vehicle in the editor and you give it a name, then that vehicle won't duplicate on the next start, because the persistency system detects that it was already saved in the database, and it will delete the one on the original position and spawn the saved one on the saved position. And an idea came in my mind: what if you name all the vehicles as they spawn (only the vehicles, not the wrecks, i don't know if its possible), for example name the first one "veh1", second "veh2" and so on (so the first spawned vehicle should always have the same name) This way the GP will remember those names, and the next time the vehicle spawning module kicks in, it will delete the newly spawned vehicles and spawn the ones that were saved. This way if a vehicle would be destroyed, on the next server restart a new vehicle would spawn instead of the one that was destroyed. I hope you understand what i wanted to say. 😃 Edit: If i had a good vehicle spawner script that would give vehicles randomised damage just like yours have, i would experiment on that, but i cant find a proper one.
  3. UnDeaD.

    Ravage Mod

    Yes, like in this example: if (isServer) then { _group setVariable ['grad_persistence_isExcluded',true]; _unit setVariable ['grad_persistence_isExcluded',true]; _object setVariable ['grad_persistence_isExcluded',true]; _playerUnit setVariable ['grad_persistence_isExcluded',true]; }; I use it to exclude smoke effect on crashsites (which are spawned with createVehicle). If i set it like that, it will save only pre-placed vehicles. Nevermind, if it would take too much time and editing then don't mess with it. 🙂 I also have a question: is it possible to somehow call the effect of the module by a code? That way i could set up a script and give it a limit, so when a given number of vehicles are on the map, the spawn script would not run.
  4. UnDeaD.

    Ravage Mod

    Is there a way to delay the vehicle spawning module and maybe give it a limit? For example, not to spawn vehicles when overall vehicle number is over 100 or so? I would like to use grad persistence, but at every server restart more and more vehicles are saved into the database.
  5. UnDeaD.

    Ravage Mod

    What i noticed is that there are only civilian type of buildings, because i never found any jerry cans or toolboxes on CHR either (only at bandits). Placing military buildings would be a pain in the ass because of the amount but maybe i'll do it. I would like to keep the map as clean as possible, that's why i always rely on scripts. I was experimenting with the weapon and ammo amount and i just got it right, so it's easier to find a gun, than ammo. I was also thinking about adding more weapons to the common weaponry, but i couldn't expand it much more than it is now. You know, adding M16s and AKs to civilian buildings would be just OP (I'm using CUP btw). I guess i'll stick to the helicrash seeking and bandit hunting. But anyway, thanks for the tips.
  6. UnDeaD.

    Ravage Mod

    Is it possible to define custom military buildings for military loot to spawn, because it seems like there are none on ChernarusRedux. Thanks in advance.
  7. UnDeaD.

    Ravage Mod

    Hi @haleks, Any news about the bleeding system you mentioned further back? I'm just curious, you know Btw nice update, I like the idea of zombie hordes.
  8. UnDeaD.

    Ravage Mod

    One thing that made me curious. I have noticed that some zombies don't have those hand animations, is it intended or is it a bug? For examle sometimes I see runners with the normal running animation.
  9. UnDeaD.

    Ravage Mod

    Oh. My. God. Those bolters freak me out! I love it! I also love the new animation types. Great job, Haleks!
  10. UnDeaD.

    Ravage Mod

    You say that if i run Rvg_CUP without the CUP addons then it will throw up some errors ? I'm asking because i never tried that.
  11. UnDeaD.

    Ravage Mod

    I wonder why it isn't included in the Ravage Mod by default.
  12. UnDeaD.

    Ravage Mod

    One small bug i encountered, i was able to scavenge vehicles from afar (like 10 meters, in SP), anyone can confirm, or is it just for me?
  13. UnDeaD.

    Ravage Mod

    That sounds so cool, would love to see that in Ravage by default
  14. UnDeaD.

    Ravage Mod

    Well, that makes sense, thanks
  15. UnDeaD.

    Ravage Mod

    Are lootable wrecks and trash counted as Industrial loot?
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