LukasGaming
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Is there any way to change the aggro range? It's too extreme and slightly unrealistic for me. I think the zombies should hunt you only if you come 20m or close, 13m if you crouch and 8m if you're prone.
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Nope, the AI is vanilla.
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Hey guys! Does anyone know why the ambient patrols don't actually patrol after spawning? They will remain completely stationary and may only fire at enemy units from the vehicle. The only way I get them to move is by giving them a new waypoint in zeus.
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Does anyone know how to set up a campfire and cook food? I still don't understand how you're supposed to make a campfire. Also if I spawn a burning one from the zeus menu I still can't cook raw meat. Edit: I also noticed random patrols on the map seem to stay in place inside their vehicle upon spawn, since it's damaged and undrivable. What options in the vehicles module disable this and let the patrols roam around the map with vehicles in good condition? 2nd Edit: Spent like 20 minutes trying to figure the campfire thing out and I actually did. Still, I need some help with the patrolling AI
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Anyone knows how to make props and objects be lootable just like in the Altis Ravage scenario? I remember you could hold Enter to search piles of trash and etc. for minimal loot.
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ZKs -=LOST=- MP Survival Mission (Now With Base Building)
LukasGaming replied to zonekiller's topic in ARMA 3 - USER MISSIONS
How can you add scrap metal and wooden planks for building using iBuild to your inventory without needing to cut down trees and etc.? Just realised how old is this thread...- 377 replies
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- survival
- multiplayer
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Well in my case I need specific props to be searchable. So, is there any way?
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- Need help! - So I have been making a ravage mission and I remembered you could search junk piles, wrecked cars and etc. for loot. Is there a code for the init field or something that would allow me to apply such a search system in any props?
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Hey everyone, haven't visited this topic for a while. I just want to talk about the problems and needed (in my opinion) features in the mod. First of all, the zombies seem to have very good spotting and hearing. From my past experience, I remember running through a forest without firing once, and zombies from as far as 200 metres would start targetting me. Though hearing seems to be quite balanced, since originally zombies are supposed to have bad vision and good hearing, but not even silenced weapons seem to be quiet enough when being close to the infected. Thought they could have slightly worse hearing. I've once tested targetting of the infected, and it looks like they only lock to entities and are not distracted by loud noises such as explosions. It could be a really cool feature - you're stuck in a building, the infected are all around the building, but you throw a grenade through the window and all of them wander off to the explosion. I really appreciate the few latest updates where AI now coordinated far better and most importantly - gave less pressure to your CPU. The only reason I lag in Arma 3 is AI and now that it's being improved really makes me happy. One last thing - I wondered if it would be a good idea to integrate Zombies & Demons mod into Ravage, since these zombies seem to be a bit more polished, gameplay and quality wise. Either way, Ravage has already knocked down my expectations and is going beyond them! This mod is by far my favorite for Arma 3, and it clearly has lot's of potential! Pardon my english :)
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Been playing around in Ravage for quite a while now. I noticed how difficult it is to tell if AI is friendly or not, just because there's no other way to do it except running in front of them and hoping them not to say "2, target that rifleman, front." Would be great to see some sort of a system to replace communication with mics, the way you would do it if they were players. Maybe a keybind that would work as a "Hey man, I'm friendly" in a certain radius around the player (the radius could be adjustable in a module), which would affect AI. Would be even better, if some AI still remained hostile, and some - switched to neutral on pressing the keybind. That's a little idea I somehow brought up. You guys think it's good/should be added?
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I deeply apologize, I did not intend to be rude, I understand that this was indeed made by an unpaid modder on his free time. As I said before, I am amazed by how well done this is, and I want to give feedback, even if sometimes it doesn't seem so. I had no idea that Esseker wasn't updated for an entire year (thanks for that, Haleks!), so I thought that this was the mod's fault, but fortunately it isn't.
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Am I supposed to get offended by this or something? I have a bad humor taste when it comes to something like this.
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This needs an Esseker map support update urgently! I've faced plenty of AI spawning script errors (only spawnBanditSquad so far), including zombies being quite rare as well (I'm not a newbie anymore, I know how the settings in the modules work). Esseker just feels unsupported for Ravage. And of course, it ain't the map's fault, but the mod's. In conclusion, I'm really hopping to see an Esseker support update.
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Yeah I just discovered that. Seems good :)
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In the new update, I'm hoping to see a change, that makes hand-placed vehicles in the mission editor whitelisted from the randomly damaged vehicles (that comes from the vehicle wrecks module or somethin). Right now it's annoying in case you want to make a mission with loot - the loot is removed and the vehicle is low fuel / damaged.