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Gill93

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Posts posted by Gill93


  1. 17 hours ago, Recaldy said:

    Chernarus Redux got a big update on the 16th. I gotta edit my missions now. @_@;

    If you find that you cannot open your mission in editor after the update you will need to delete the Chernarus_building_objects classname under addons inside of your mission file I had to do the same thing lol


  2. 3 minutes ago, Moon_chilD said:

    The main reason we use it is the medical stuff though. (I appreciate the response though :3)

    maybe switch from advanced wounding system to Basic not sure have not played around with the medical stuff In awhile (: also I believe the clothing and or Armor that the ai or player is wearing will also have an effect on the zombie hit strength or damage taken.

    • Like 1

  3. 8 minutes ago, Moon_chilD said:

    Hey, I have a question. 

    We - my unit and I - are only rarely play horror missions. However, we want to use Ravage Zombies if we do so (since I like them more than other Arma 3 Zombies). Now we have one small issue:

    While AI dies within 4 hits of a Zombie (depending on the settings) a player unit takes ages to die...and this kinda takes away the urgency with zombies. 
    I'm very sure this is due to ACE. I know that ace is listed as incompatible. But I'd like to know if anybody has found a way to make Ravage Zombies work better with ACE on player units. 

    The funny thing is, it doesn't seem to be completely incompatible as the Zombie actually produces ACE wounds (Mostly on the Arm) but these wounds are by far not enough to become a danger quickly. (Though I don't want players to die after 4 hits but if there are 5 or more zombies around them I don't want it to feel like they throw cotton at them). 

    Hope someone can help me!
    Many Greetings
    Moony

    Right now I'm currently using a version of Ace that only has the medical stuff removed and it works great you may want to consider it or tweak the zombie attack strength located inside the zombie module . https://steamcommunity.com/sharedfiles/filedetails/?id=1220544202

    • Like 2

  4. 1 hour ago, XerXesCZ said:

     

    I've actually decided to leave the playground props in the mission, I'll just have to rearange them better. One thing is certain though, if some very very bad and uncommon situation is happening anywhere in 2035 Armaverse, Miller has to do something with it. So you'll actually get to do exactly what you are describing if you play my mission once it's released, unless I'll give you some very good reason why you should not to. 😀

     

    Anyway, to the topic: @Gill93 mentioned a few posts back a decontamination script - I would like to second that question. I've made something very simmilar in the dome (it's all part of the Zed Circus). I have all the triggers in place which will run the decontamination process (really just "turn on" the showers) along with some Amazon Polly comments, however, to truly remove the radiation from the player would be very nice. 

     

    I don't want to clutter this topic with images, so I'll just include links to the images of the decontamination tent if you want to take a look below:

    http://i68.tinypic.com/2cgmxqf.jpg

    http://i65.tinypic.com/j8h4wk.jpg

    http://i68.tinypic.com/es27vd.jpg

     

    Thanks in advance for any help!

    I messaged Haleks he should respond back soon with the solution (:

    • Thanks 1

  5. 27 minutes ago, XerXesCZ said:

     

    Thanks, works like a charm now! Should have figured a missing bracket myself, though... guess I'm working on this mission for too long today.

     

    I've found myself watching the circus for about five minutes with a smile on my face, I really love Ravage 😂

    lol I snagged the code myself threw some zombies in a cage and it works XD awesome (:

    • Haha 1

  6. Hey guys I was playing around with the new objects added from Contact and I noticed the decontamination Shower so I threw together a small Composition called The Decontamination Tent. I was wondering if it would actually be possible to make it functionable with some code I would like for it to have the ability to remove Radiation sickness from players. Not sure exactly how to post a picture directly so I added a link to it in the spoiler if you wanted to check it out. :float:

     

    • Like 2
    • Thanks 1

  7. On ‎8‎/‎6‎/‎2019 at 3:55 PM, Hans(z) said:

    I tested new audio detection and I must say, that it worked best with vanila weapons (suppressed/unsuppressed) ASP-KIR 🔇= silent zeds killer!

     

    With RHS, and CUP I didn't get good results.... zeds reacted equally to suppressed/unsuppressed rifles and even with VSS and AS VAL (special subsonic ammo) heard me.

    I tried multiple values and I didn't find good one. With lover values I was able to go stealth (suppressor), but mid range zeds didn't react to unsuppressed shoots.

     

    I'm waiting for CBA update because with Contact DLC came DMS optics for ASP KIR (zeroing from 50m to 600m by smaller increments), but with CBA loaded I can't mount DMS(KIR) on any other rifle than from Contact DLC.

     

    @haleks are you going to add special suits and masks from Contact DLC to antiradiation equipement?

    I believe he already has (:

    • Like 1

  8. 2 hours ago, Recaldy said:

    How would I go about forcing spawned AI to use attachments? Just add them in the array or...? Everything being iron sights in my missions isn't that much fun is the feedback I'm getting.

    yep just add some classnames that include the attachments you desire to the array and you should be good to go. example - "CUP_srifle_LeeEnfield_optic_SB_11_4x20_PM"

    • Like 2

  9. 9 hours ago, Flybikes Bmx said:

    UPDATE  - I solved the problem by changing probability in the settings 🙂

     

     

     

     

    I`m having 2 big problems with the Ravage mod:

     

    1 - There are now blood spots on the floor in literally every single house (in Tanoa) for example. It breaks the immersion. And the blood pattern repeats over and over. 

     

    2 - I almost never find any loot at all. He search but don`t find almost anything! 

    My average is like, 50/70 searchs = 1 empty can ... no guns.

     

    I didn`t change any setting. In the editor I just throw the loot module and I click/check every building type from all the armas.

     

    Any help to  remove the excessive blood from the house floors and to increase the loot findings?

     

    Thank you!

    You need to go into the Loot Module and increase the chance to find loot- Civilian, Military, and industrial- loot order survival items, Weapons, Ammo, Clothing, Backpacks as far as the blood stains I'm not sure what to do about that. (:


  10. 8 hours ago, MuRaZorWitchKING said:

    Possibly looking for beta testers to test the latest, and most current version of my mission "The Burning Rain" with tons of things edited, added, and tweaked I am mainly looking towards stability, and longevity of mission game play (can play for long amounts of time without crashes, bugs, etc...) I'm in the midst of testing myself but I don't have the time to do very long sessions but I will definitely try to do so. 🙂

     

    I am also curious on the fixes of the in-scenario missions and how they'll do with long playtime within the map, as well as how the weather system holds out as well.

     

    If interested shoot me a PM, I only really need one person, but if more would like to test that is fine as well. I'm looking for people that can play a SINGLE mission for lengths at a time, and doesn't mind playing it for possibly more than a week or two?  

     

    You will also receive credits on Steam workshop page, and even within the scenario’s diary page.  (beta tester, tester, pre-release tester, whatever name you want, you choose! ) I’m even open to adding others within the map itself, and make special characters!! 😉 

     

    I am very close to updated release, and just want to make sure I got most things ironed out before another update... (been working on this update since late May...)

     

    Thanks all! 🍻

    you could always ask Robaxx lmao XD im dyin:rofl:

    • Haha 1

  11. 5 hours ago, MuRaZorWitchKING said:

    Gearpool issue is now fixed, thanks for the help Haleks.

     

    Removing the “_Weapon” bit worked as you said it would, I guess any “gear” related item can have a proxy if info is copied in various ways as for my instance on the ground.

     

    I’m now even closer than I was previously towards my newer update, so far, so good. 

     

    😉

    awesome man glad you got it working (:

    • Like 1

  12. 27 minutes ago, MuRaZorWitchKING said:

     

    Yeah, I guess if you place weapons on the ground and copy them to clipboard, the classname is different then the actual classname. With placing them on the ground and copying to clipboard it adds “_Weapon” in the middle of the classname for some reason. So you have to use Virtual Arsenal. 😂😂

    That's Arma for ya XD

    • Like 2
    • Haha 1

  13. 2 hours ago, haleks said:

    I'm debugging this right now, and the only issue I found is that the gearpool module fails to identify invalid classnames. This will be fixed, with a nice error message if wrong classnames are used in the custom arrays. :)

    That was the issue with the weapons lists Murazor was using; the module simply failed to do its job and signal the problem, and it was trying to equip units with weapons that didn't exist.

     @ArteyFlow, can you paste some of the lists you have? I am guessing your problem is similar.

     

    EDIT : or you can run this in the debug console :

      Hide contents
    
    
    _excludedWpns = [];
    if !(isNil "rvg_customWpnLists1") then {
    	{
    		if !(isClass(configFile >> "CfgWeapons" >> _x)) then {
    			_excludedWpns pushBackUnique _x;
    		};
    	} forEach rvg_customWpnLists1;
    };
    if !(isNil "rvg_customWpnLists2") then {
    	{
    		if !(isClass(configFile >> "CfgWeapons" >> _x)) then {
    			_excludedWpns pushBackUnique _x;
    		};
    	} forEach rvg_customWpnLists2;
    };
    if !(isNil "rvg_customWpnLists3") then {
    	{
    		if !(isClass(configFile >> "CfgWeapons" >> _x)) then {
    			_excludedWpns pushBackUnique _x;
    		};
    	} forEach rvg_customWpnLists3;
    };
    if !(isNil "rvg_customWpnLists4") then {
    	{
    		if !(isClass(configFile >> "CfgWeapons" >> _x)) then {
    			_excludedWpns pushBackUnique _x;
    		};
    	} forEach rvg_customWpnLists4;
    };
    if !(_excludedWpns isEqualTo []) then {
    	_t = format ["Warning! Following classnames are not valid : %1", _excludedWpns];
    	diag_log _t;
    	_t call BIS_fnc_error;
    };

     

     

    I freaking knew it XD

    • Like 1

  14. 32 minutes ago, MuRaZorWitchKING said:

     

    Tried Arma 3 set to weapons only, and CUP same thing. Those are the only two supporting weapons at the moment, Vanilla weapons, CUP weapons, that’s it. 

    Ok i'm also using a combination CUP, Vanilla and Ace plus the Ravage stuff with Cup Content set to yes and everything else turned off besides my preset (Tanoa)

    • Like 1

  15. Just now, ArteyFlow said:

    Just the base weapons, but I have the individual attachments themselves added in the "Rare Items" section.

    yeah this is truly weird I don't understand how its working for some and not for others hopefully it gets sorted soon.

    • Like 1

  16. Just now, ArteyFlow said:

    Thank God I'm not the only one experiencing the issue, I honestly thought I was going crazy or something lmao

     

    11 minutes ago, MuRaZorWitchKING said:

     

    I am classing a ton of CUP weapons, so that could possibly be the issue...? I seriously don’t know. 😂

    Are you adding Weapons with attachments to the Array or just the base weapons?

    • Like 2

  17. 38 minutes ago, MuRaZorWitchKING said:

     

    I’m getting the same thing, I’ve already sent my examples to Haleks, and have tested relentlessly myself, Bandits and Renegades spawn with no weapon, and traders get bugged out as well...

    been playing my mission for the past few days and everything is working correctly I can't be the only one who has it working atm XD


  18. 2 hours ago, ArteyFlow said:

    I've fiddled relentlessly with the Gear Pool settings, but the AI still aren't spawning with items that I have defined in the Gear Pool. I've tried setting all the options to "No" instead of "Equipment Only", but the AI spawned in completely naked. I even tried what @cosmic10r suggested and changed the map preset, to no avail. Very interesting.

    You made sure your classnames were all correct and separated properly I would check in Notepad ++ if you have not.

    • Like 2
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