Jump to content

UnDeaD.

Member
  • Content Count

    83
  • Joined

  • Last visited

  • Medals

Community Reputation

60 Excellent

1 Follower

About UnDeaD.

  • Rank
    Corporal

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. UnDeaD.

    Ravage

    I used Ravage, CBA, EM, JSRS and Blastcore, nothing more. This "underwear" only spawns next to the gun, when the resurrected AI leaves its death position, his stuff remains on him, only the gun spawns on the ground with that clothing. Also i noticed when i use GRAD persistence with the new tents, their loot gets cleared and some random stuff spawns in there. I saw a script in the files (ambientCamps.sqf) that adds these stuff to the tents, i guess it adds that loot to every tent, not only the ones that are spawned at bandit camps.
  2. UnDeaD.

    Ravage

    @haleks Something i encountered: Once an AI resurrects as a zombie, his gun is dropped on the ground, and when you access that holder, there also appears some kind of "Underwear" clothing. Is it normal?
  3. UnDeaD.

    Ravage

    Awesome, it looks like it was assembled from 2 guns 😀 I love it
  4. UnDeaD.

    Ravage

    This one is useful: http://www.armaholic.com/page.php?id=27952
  5. UnDeaD.

    Ravage

    @haleks First of all, the new audio/vision coef is awesome, I have been waiting for this for a long time, too bad I can't try it out because I sold my pc, so no Arma for me in the near future. The second thing I was thinking about was a little addition to the Loot Module: If I remember right, loot containers spawn loot according to what type of building is around them, if no building nearby (or building classname is undefined), only civ loot will spawn (?), and I was curious if you could add 2 lines to the module to add building types to the Industrial and Military buildings (maybe research buildings, where protection suits used to spawn) just like you did with custom weapons. 🙂 This would come in handy, when people are playing on custom maps like Chernarus Redux, and where most of the buildings are from other mods than CUP. Ravage is getting better every day, keep up the good work. 👍
  6. UnDeaD.

    Ravage

    @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 😄
  7. UnDeaD.

    Ravage

    @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.
  8. UnDeaD.

    Ravage

    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.
  9. UnDeaD.

    Ravage

    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.
  10. UnDeaD.

    Ravage

    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.
  11. UnDeaD.

    Ravage

    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.
  12. UnDeaD.

    Ravage

    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.
  13. UnDeaD.

    Ravage

    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.
  14. UnDeaD.

    Ravage

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

    Ravage

    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.
×