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UnDeaD.

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Everything posted by UnDeaD.

  1. UnDeaD.

    Ravage

    @MuRaZorWitchKING thanks! I think i got it: waitUntil {!isNil "rvg_uniqueItems"}; sleep 1; _blacklisted_items = ["rvg_sleepingBag_Blue", "rvg_foldedTent", "rvg_foldedTent_grey", "rvg_foldedTent_blue"]; _rvg_items = rvg_uniqueItems; rvg_uniqueItems = _rvg_items - _blacklisted_items; publicVariable "rvg_uniqueItems"; I just wanted to remove tents/sleeping bags, because they are kinda useless in a multiplayer game, and they are also excluded from persistency that I use. I just wanted to make sure no one gets confused when they set up a tent, put stuff in, and then it disappears after restart.
  2. This is a good loot spawner, works on locally hosted multiplayer as intended, but it doesn't seem to be working well on a dedicated server anymore. Sometimes I get military loot in civilian buildings and vice versa. Edit: Nvm, some variables were conflicting.
  3. UnDeaD.

    Ravage

    Is there a way to blacklist some items from the gearpool? I tried to add custom stuff to the items list. I tried adding only Geiger counter for testing, but it still kept giving me jerry cans, tents, chemlights, food (and geiger) and similar stuff with rvg_fnc_equip.
  4. UnDeaD.

    Ravage

    It's okay. I also checked the default Chernarus and the same thing happened, so the problem might be in Ravage CUP addon.
  5. UnDeaD.

    Ravage

    @haleks I encountered a bug on Chernarus Redux that is connected to Ravage. When i try to refill a jerry can from a pump, it throws an error that _fuelsource and _value is undefined. It refers to line 6 and line 15 in fillFeed.sqf. And yes, I have Ravage CUP activated.
  6. @gc8Yep, i checked that, thanks. @pierremgiThanks for the info, I was a bit confused about where to put the EHs.
  7. Hello, I have a few eventhandlers that I run on playable AI (and players) at mission start: Hit Killed FiredMan The problem I have is that these eventhadlers don't work for players on a dedicated server (and I think they wouldn't work for other players on a local server either). I know I have to play around with locality but I am not really familiar with that. I have read through some topics, but I couldn't get it to work. What i would like to achieve: To run these eventhandlers, when a player joins and takes place of the playable AI. To make the eventhandlers work for the AI, that takes control of the player's unit, when the player disconnects. (I can probably solve this with HandleDisconnect MEH. Tested: Not working). I also have 2 questions: Do the unit's EHs get deleted/removed when the player "leaves it's body"? How can I get the server to spawn a vehicle when the player's Killed EH triggers? If anyone has some ideas, that would be great.
  8. Yes i have tested that, it works in my mission, too, because the ticket bleeding I added to EntityKilled subtracts from the team's tickets right after death. There might a problem with the script i am running. I'll try to figure something out. Anyway, thanks for your help guys.
  9. Hello, I'm doing a conquest style gamemode where sides are equally occupied with playable AI and players can hop in the match or leave it without having team balance issues. I'm trying to check if a playable unit (AI) is dead or not. The problem is that the commands that I already tried return the unit as dead when it respawned, and not when it was killed. The commands i tried: alive / damage / in allDeadMen / lifeState / (MP)Killed EH + set/getVariable I had no luck achieving what I want with any of them and the script detects the AI as dead only after it respawned. If anyone has some ideas on how could I achieve it I would really appreciate it.
  10. AI units to disembark immediately after the driver died (this is the part that works but only after the dead driver respawned). This part is already done.
  11. The unit dies, "alive" returns him as false (lifeState as "DEAD-RESPAWN"), but the script runs only after the dead unit respawned, and the script i want to run has alive as condition. It's very strange. An example from my mission: a truck is carrying other AI, but the driver gets shot, so passenger AIs have a script running that checks frequently if the driver is dead or not. By this i meant it's a 40 vs 40 conquest mission, in which by default all units are playable AI, but joining players can take over these slots. Players can also leave, and then the AI takes over their unit again.
  12. I'm using EntityKilled: addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if ((_unit) isKindOf "CAManBase") then { [_unit,-1,true] call bis_fnc_respawnTickets; _unit setVariable ["wasKilled", true, true]; }; }]; Then i check the variable 'wasKilled' but it only returns true after respawn. Fun fact is that ticket bleeding works fine. Also what i noticed is that when playable AI is in a vehicle turret, he has some sort of control over the turret until respawn, so it seems like he is not really killed until the respawn delay runs out.
  13. I tried it already with Killed EH, I gave a variable to the unit so it changes when the eventhandler is triggered, but it still only triggers after the AI respawned. The script that I use runs on all AI, and in this case, the living AI is checking for example if the driver is dead or not, and if it's dead he has to get out of the vehicle. Now this only occurs when the dead driver respawned, and not when he died, and that's the problem. I'll try it in an empty mission to see what will happen.
  14. Hi, this solution worked for me: objArr = ((allMissionObjects "All") select {(vehicleVarName _x) find "_object" == 0}); {_x enableSimulation false} forEach objArr; What this does: Checks for every object that has _object in the begining of it's variable name. If you want to check objects that have _object not only at the begining but in the middle for example, then just change == to >= Also make sure the objects have distinguishable name, so the script won't run on unwanted objects. Hope could help 😉
  15. UnDeaD.

    Ravage

    Yes it does. Sadly these items are categorized as magazines and each of them use the same "ammo". This was the quickest solution that i could find to fix it. I don't think disabling the combination of these items matter at all, because most of them use just a tiny bit of your inventory (except the toolbox).
  16. UnDeaD.

    Ravage

    I knew about it, but it took me some time to find a solution to fix it. It seems that all the Ravage items use the same ammo, and that's why you could combine almost every Ravage item with each other.
  17. UnDeaD.

    Ravage

    If anyone is using Outlawled's Mag Repack script and don't want other people on a server to exploit by combining for example toolbox with matches, just swap inside MagRepack_Misc.sqf this line: if (getNumber(configFile >> "CfgMagazines" >> _magType >> "count") > 1 || {[_magType] call outlw_MR_isConvertable}) then with this: if ((getNumber(configFile >> "CfgMagazines" >> _magType >> "count") > 1 || {[_magType] call outlw_MR_isConvertable}) && (_magType find "rvg_" != 0)) then This way it just disables the combination of Ravage items, so no more exploits. 😉
  18. UnDeaD.

    Ravage

    Hello, Is there a way to disable 'Gunshot Reactions' option for specific units? I have some trader bases set up and if i have the mentioned option turned on, the guards stay in Danger Mode (with their guns up), even if the enemy they saw was already killed.
  19. UnDeaD.

    Mounting and dismounting ai loop

    I had the same problem and somehow i found this, which works for me. I wanted the AI to disembark only if i order them (by a script). It might come in handy, even if others with the same problem find this topic.
  20. UnDeaD.

    Ravage

    I don't know if it has been reported, but i encountered a bug with CUP buildings: when you loot one, all the buildings of the same type becomes looted.
  21. 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.
  22. 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?
  23. UnDeaD.

    Ravage

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

    Ravage

    This one is useful: http://www.armaholic.com/page.php?id=27952
  25. 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. 👍
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