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Gill93

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Posts posted by Gill93


  1. 6 minutes ago, cosmic10r said:

     

    Right, I forgot about that mod...

     

    When I read your post I thought, oh great... now i dont have to do it but i went in and looked and realized i saw this the week i got back in and watched the vid... also much good stuff came out since i took a break...

     

    How do you like it?. I'll be honest... I'm not a fan of the Gui. The system I had originally set up was basically an animation based on failure and I only really wanted it too be a non intrusive game mechanic... I didnt want to be fumbling with menus while being swarmed and only wanted to simulate wear and tear based and create a brief in game oh-crap moment....

     

    That mod looks really cool but it wasnt what I envisioned for zombie gameplay....

     

     

    I feel ya but you can also set hotkeys so you don't need to menu (: anyways I will be looking forward to what you guys come up with.

    • Thanks 1

  2. 18 minutes ago, cosmic10r said:

     

    Very interesting. I wondered whether a cba option to turn jamming on and off in the menu might work too.

    A module gives more control but then requires the module inserted into the mission. 

     

    Maybe the guns and that should be seperate addons...

     

    maybe you could make it like the the DZN extended jamming Mod it uses CBA settings and needs no modules placed gives you the ability to set different types of weapon failures along with the ability to choose how often they can occur you also have the option to type in the classname of a specific weapon and set jamming stuff individually. one of my favorite mods to use (: you can also make it so Suppressors will affect jamming aswell.

     

    • Like 1

  3. 13 minutes ago, ArteyFlow said:

    I don't recall ever having experienced that particular error message before, my only guess is that a class name for something was typed incorrectly.

    well that's what I was thinking to but usually if the classname or classnames were incorrect the Ai would spawn with default/vanilla gear or maybe no weapons at all and from what ive seen the loot piles and Ai are spawning with the clothing, gear weapons etc that I placed in the arrays so im not sure what going on lol maybe I will check them arrays again to see if I added a duplicate or something.

    • Like 1

  4. 41 minutes ago, whiteface73 said:

    I played a game on monday. We were sneaking around Weferlingen, when we heard some noise...

    (me) „I think I hear a vehicle.“

    (co-player) „Yes, I hear it too.“

    (me) „Sounds different. I am not sure if it‘s a wheeled vehicle.“

    (me again) „I really think it‘s a tracked vehicle.“

    (co-player) „Yeah, it is. It‘s a BMP.“

    - - - pause - - -

    (me) „Oh f***, it‘s coming. Move into cover!“

    (me again) „Get down...GET DOWN!!“

    - - - another pause - - -

    (me) „I am prone...the BMP is on the road, about 20 - maybe 30 - metres away from me.“

    (me again) „Where are you? Are you still alive?“

    (co player) „I am next to the BMP and I am draining it‘s fuel...“

    (me) <wtf?!?>

     

    OK, long story, short message. It‘s possible to syphon fuel from an enemy vehicle, even if it is used and the engine is running. 

     

    Whiteface / Oliver

    that's pretty cool I like to try and sneak up on them and plant an explosive charge works sometimes usually get blown to hell XD

    • Like 1

  5. Hey guys I have customized all of the arrays myself and have checked over multiple times in notepad++ to make sure I made no mistakes and it appears to be working as the AI are carrying the stuff I added my only issue is the Error that keeps popping up while in editor when testing. I took a snapshot of the error itself and am wondering if anyone else is getting the same error and or is the error due to a bug in ravage or something I did wrong XD

     

    • Like 1

  6. 1 hour ago, cosmic10r said:

     

    Hmmm. I had a weird glitch a little while ago where one of my squad had blue speckled skin all over... looked pretty creepy.

    Should have grabbed a screen cap but at the time I think I was fiddling with CP modules too

    Had that occur in the editor pretty weird lol


  7. 12 hours ago, MuRaZorWitchKING said:

     

    Exactly the reason I took a break from editing, got extremely tired of people who don’t mod, script, or even know anything about the Arma franchise but they want “Triple A title” like work from us even though we don’t make ANY money off of our releases... After awhile it becomes a bit of a joke. And one can only take so many punches to the stomach from bugs in game that are completely out of their control. The only reason the workshop is populated with such gems is BECAUSE of people that put their own time and dedication into work.

     

    I also CANNOT stand when people use 40+ mods while playing on your release and then complain that nothing is working properly. This is exactly why my next update I’m adding in a notes section (in the briefing section) where it’s stating if you’re using more then the recommended mods and if any bugs or glitches occur then I’m ignoring them. 

     

    “tHiS sCeNaRiO iS bRoKeN.”

     

    ”rAvAgE iS a BrOkeN mOd.”

     

    Like come on.... I’d like to see them throw a mission together. 

    These little infants need some milk before they can step to our level lmao.

    • Like 1
    • Haha 3

  8. 1 hour ago, RZNUNKWN said:

    Has anyone tried the Chernobyl map with Ravage?

    I have the only issue I really ran into was not being able to get loot to spawn so I ended up placing abunch of editor objects just to have looting lol I went through the map in editor and gathered all the building classnames and Positions etc in attempt to get loot working properly but never did finish as there was not enough info on the Wikia to continue,

    • Like 2

  9. 20 minutes ago, Zakuaz said:

    AI is placing APERS mines, what the F... lmao that was a surprise.

    lol I added some of the deployable turrets/backpacks to the AI gear list thus they now place and use them not that accurately but still cool good ole VCOM.

    • Like 1

  10. 8 hours ago, MuRaZorWitchKING said:

     

    Age restrictions upon joining a server mate...? 

     

    Most people that play Arma aren’t kids man. 😂

     

    You'd be surprised at how many “late teened” kids I’ve played with, most of them can hold their own in a firefight. (It’s a shock)

     

    I’m just saying this should be open to all. (Obviously not my server. It’s YOUR Rules) but plenty of younger guys play the game and are quite good at it. Just a thought.

     

    Cheers! 

    nah let the snowflake zombie cattle generation  miss out on it they need to suffer XD lol jk

    • Haha 1

  11. 16 hours ago, Donnie_Plays said:


    Agreed fully. It's great that we can add this stuff to the loot systems now.

    Truly a great feature as I now have Ai carrying some gear from ACE and Armor plate inserts from AAPM Gold Edition (:

    • Like 1

  12. On ‎6‎/‎19‎/‎2019 at 4:54 PM, haleks said:

    Hotfix 2, up & runnin' :

     

     

    Same signatures, I'll probably do more of those little updates without changing the key - unless something major is tweaked or added.

     

    * The fix for the Loot Module needs confirmation though - I was unable to reproduce the problem.

    still getting this error but only in Multiplayer once I switch to solo no error (: https://steamcommunity.com/sharedfiles/filedetails/?id=1775766091


  13. 5 hours ago, haleks said:

     

    Yes. Coef below 1 makes them thougher, above 1 makes them more fragile.

    I had Coef set to 1 and it took around 4 shots with a 1911 to the head with Coef set at 5 it takes two shots to the head and or body I believe anything higher and its basically a instant kill no matter where you shoot lol


  14. 18 hours ago, haleks said:

    Hotfix 2, up & runnin' :

     

     

    Same signatures, I'll probably do more of those little updates without changing the key - unless something major is tweaked or added.

     

    * The fix for the Loot Module needs confirmation though - I was unable to reproduce the problem.

    is this error related to the Magazine issue just had it pop up last night while testing in multiplayer. https://steamcommunity.com/sharedfiles/filedetails/?id=1775766091

     

    • Like 1

  15. On 6/18/2019 at 5:44 PM, cosmic10r said:

    some more patchwork tests.

     

    Rust not applied. I figured out that I can take the files with me and work on the textures here and there while I travel for work. I cant test them in game but i can work on stuff without too much hassle.

     

     

    Why so Serious hehehehehehehehehehehee

    • Haha 1

  16. 9 hours ago, damsous said:

    Hey did you know how to repair a vehicle in Ravage with ACE, its like ACE broke the ravage repair script.

     have you played with the ACE settings at all you might have it setup so only engineers can repair vehicles


  17. On ‎6‎/‎7‎/‎2019 at 2:04 PM, haleks said:

     

    You mean like adding mod-specific items such as bandages from ACE?

     

    On ‎6‎/‎8‎/‎2019 at 10:56 AM, haleks said:

    All right, this should please ACE lovers...

     

    750441da660b902c22a69d8066328a50.jpg

     

    I kept things simple for those new entries : those arrays will add items to existing lists - they won't override said lists. Custom items will be added to the loot lists as "survival items" and to NPC random loadouts. Traders won't sell them though, those items will have to be added manually to their stocks (I'll provide a script for that).

     

    That's awesome I've Been using outside scripts to include Ace Gear this will make things much easier Thank You.

    • Like 2

  18. 1 hour ago, Zakuaz said:

    I'd like an illness system!

     

    Illness type 1 from eating anything..it's some type of nonlethal ( well it can be lethal if gone unchecked)  byproduct of the contamination/virus, surface contact and ingestion. You'd need some pills to treat it ( reskinned rads bottle) Threat level mild. Gives us more loot to hunt down in the form of those pills.

     

    Illness type 2 the entire Kuru thing , more pills to loot!

     

    Illness type 3 would be something along the line of a bite from a Zed.  We'd maybe need another class of Zed that didnt kill you but instead was a "Spreader" or "Infector" ...he's really fast , tackles you and bites the crap out of you. You have to kill him before he gets too many bites of yes you will die right there.

    Have you used Vandeansons infection script?

     

    • Like 3

  19. 10 hours ago, whiteface73 said:

    Hmm, would it be possible to add the rabbit&knife functionality and something like the drinking-dirty-water-effect to non-zombie corpses? Disgusting, I know, but...

     

     

    there is a Gutting script created by George Floros GF that allows you to gut zombies and or bandits if that's what your lookin for (:

    • Like 2
    • Thanks 1

  20. On 5/25/2019 at 11:05 PM, EO said:

    We need an rvg_egg for this enterable coup...

     

    :icon_biggrin:

     

    3 hours ago, ArteyFlow said:

    Actually, I have tried using the description.ext method instead of the editor mp settings, and the problem still persisted...

    Not really a solution but I heard it works for getting around this bug when it occurs. You will need to name your playable characters as player1 player2 and so on then when the bug occurs type player1 setDamage 1; in the local execute box or whatever player is experiencing the respawn issue will have to do the same.

    • Like 1

  21. 16 hours ago, MuRaZorWitchKING said:

     

    THIS. ^^^ 

     

    I play-test my missions for hours, and hours before a release, or a patch, but then you have someone who comes in and hasn’t even been playing ten minutes telling me that the loot system is broken. 

     

    CLASSIC. 

     

    😂

    I searched one crate and found nothing loot must be broken thumbs down LMAO XD

    • Haha 2

  22. 23 hours ago, Dallas Medina said:

    Why are the zombies on the civilian side? And how can I get the zombies spawned from the module to be on the OPFOR side? I dunno if it's because I'm using VCOM AI, but friendly AI troops aren't shooting zombies because they are on the civilian side.

    I use VCOM AI as well but have not experienced this issue are you using the Mod or script version?

    • Like 1
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