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Gill93

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Posts posted by Gill93


  1. 32 minutes ago, haleks said:

    Just pushed a small hotfix.

     

     

     

    I did what I could to fix modules & functions init priorities; the big problem is that objects init fields are always called before modules are initialised. Since the modules rely on dynamically created functions and data, using some of the Ravage functions in init fields will always be tricky. I had to build-in a small delay inside rvg_fnc_equip to solve that; you no longer need to delay it yourself : [this] call rvg_fnc_equip now works as intended. You don't need to spawn either, a simple call will suffice.

     

    I want to apologize to server managers : it's a lot of updates in a small fraction of time, but things should be quieter now - I intend to focus a bit on other side-projects.

    You have done a incredible Job and deserve a break lol plus I have to many Scenarios to keep updated XD

    • Like 6

  2. 13 hours ago, ArteyFlow said:

    I've just encountered this error text box whilst playing Ravage: https://steamcommunity.com/sharedfiles/filedetails/?id=1726772630. Looks like it has to do with the zombie's new hearing system. I saw on Ravage's Steam workshop page that someone else had the same problem. I'm using weapons from vanilla ArmA 3, CUP, RHS and NiArms. Not sure which mod specifically is conflicting with the zombie's hearing system though, unfortunately.

    I experienced the same error last night while testing in multiplayer the error seemed to pop off when Raiders started shooting at zombies.

    • Like 1

  3. On ‎4‎/‎28‎/‎2019 at 11:40 AM, haleks said:

    Hello Ravagers!

     

    It's time for an update, and this is a big one : Ravage 0172 introduces a new audio detection system for zombies among other additions. Mission makers can now tweak both audio and visual detection levels for better customization of zombies; it's possible to create totally blind or deaf zombies. The audio detection coef especially will have a great impact on overall difficulty : depending on settings, zombies could be able to hear gunshots up to 3000 meters around (an audio coef of 0.25 or less is recommended).

     

    Here's the complete changelog :

     

    The "Dust" showcase has been updated to better reflect the possibilities offered by Ravage : zombies are almost blind but have a very good earing. It's easier to sneak past them, but firing an unsuppressed gun can have dire consequences...

     

    Also, as noted, I had to change some things regarding locality when it comes to processing targets detected by zombies : that is going to increase network traffic, so please, if you notice any performance degradation caused by interactions with zombies in multiplayer, ring the alarm bell on this thread.

     

    As usual, special thanks to the patrons who made this update possible, and to EO for sharing amazing assets. Have fun guys!

     

     

    Hey guys has anyone else experienced an error relating to the Audio Coef yet I was testing one of my multiplayer missions last night and everything was good until some raiders started shooting at zombies that is when the error occurred did not manage to catch a screenshot but I will do so if I can reproduce the error.

    • Like 1

  4. 1 hour ago, MuRaZorWitchKING said:

     

    Did you put a magazine classname inside one of the arrays? I believe the equipment module only asks for weapon types and not magazines, though I’m unsure... Could be wrong, just my guess? 

    Yep your right it only works with weapons not magazines and such (:

    • Like 2

  5. 3 minutes ago, EO said:

    This sounds very exciting indeed ^^ :eyeheart:

    I wonder how this will work with my most favourite A3 weapon, the ASP-1 Kir, will the new system be able to identify it's built in suppressor?  

    I know it's not audio related but this makes me curious about muzzle flash as attaching a suppressor reduces it's effect, do zeds detect muzzle flash at the moment? 

    yes that is a good question as both the ASP-1Kir and VSS have built in suppression

    • Like 1

  6. 2 hours ago, acoustic said:

    There any reason why I am getting weapons spawning outside of my defined arrays in the equipment pool module?

     

    Also, is there anyway to undo the disabling of the lights in ravage without touching the core files?

    Are you trying to enable all light or just ones in a certain area?


  7. 52 minutes ago, Gill93 said:

    Thanks (: gonna give it a try

     

    28 minutes ago, GEORGE FLOROS GR said:

     

    This is simple & nice EO !

     

    Would you like to add this here :

     

    Thanks !

     

    1 hour ago, EO said:

    @Gill93, funnily enough I toyed with Bomber Boss Zeds for my Sirens mission but ditched the idea, feel free to use the code in the video, obviously it's based on individually named units via triggers... 

     

    
    Condition: s1 distance z1 <10; 
    
    Activation: Bomb="M_PG_AT" createVehicle (getPos z1);

     

    I tested it out and its pretty awesome for how simple it is by chance would you happen to know how to directly add radiation sickness to player directly with same trigger im having trouble figuring that one out thanks (:


  8. 36 minutes ago, EO said:

    @Gill93, funnily enough I toyed with Bomber Boss Zeds for my Sirens mission but ditched the idea, feel free to use the code in the video, obviously it's based on individually named units via triggers... 

     

    
    Condition: s1 distance z1 <10; 
    
    Activation: Bomb="M_PG_AT" createVehicle (getPos z1);

     

    Thanks (: gonna give it a try


  9. Hey guys how would you feel about having suicide bomber zombies that run and explode when near players or AI? and maybe the explosion could produce temporary radiation around the player or blast area, just an idea for now but maybe it could become a script later on. (: The other idea I had was to create zombies that produce some kind of toxic fumes around them that can make player cough become sick etc.

    • Like 2

  10. f

    19 hours ago, extaz93 said:

    Hello everyone !

     

    I experience some troubles with the last Ravage updates.

    It seems the loot system has changed a bit.

    I edited a few missions i made for Ravage a year ago, to make them compatible with last update, but now when playing in multiplayer, loot is really meagre inside the houses.

    With a friend, we played on my "Malden Incident" mission, and we just found 2 or 3 items inside the houses in more than 3 hours of playing.

    So i edited my mission, and tried to increase the loot chances amount, but i can't figure how it works. Is it in percentage ?

     

    I read many things on the Fandom board and it seems many people are experiencing trouble about the loot system.

    Any idea ?

     

    Thanks

    Three building types civilian, military and industrial you can set loot percentages for each building type. (Loot order in module) Survival gear, Weapons, Ammo, Clothing, Backpacks) You want to set the values for each one and also make sure to enable Malden building types in the loot or equipment module along with ambient Furniture.

    • Like 4

  11. 20 hours ago, MuRaZorWitchKING said:

    @RZNUNKWN I figured I’m just gonna give the player the pilots uniforms, rebreather, gas masks etc... And am gonna remove the Chemical warfare mod, no use going that extra mile adding all those uniforms when Haleks already has some gear within it, haha! I appreciate the help though! 🙂 

    there is a script that I use called the Farty Anomaly lol it creates toxic puddles that produce fumes that will kill players and or ai you can set what mask or gear youy want to act as protection, set the radius and number of puddles etc. http://www.armaholic.com/page.php?id=34040

    • Like 2

  12. On ‎3‎/‎22‎/‎2019 at 5:50 PM, MuRaZorWitchKING said:

    Is there anyway to add certain uniforms to the radiation protection list? I'm sure this has been asked before, if so, someone please drop a link :rthumb:

     

     

    Also regarding radiation is there some way I can make the player die instantly or slowly take damage once the radiation counter hits 100? Thanks all!  

     

     

    Edit think I've found what I'm looking for, possibly use the "fn_radMonitor" to be used in some script, will test! :)

    would be cool to have these in a mission or two lol https://steamcommunity.com/sharedfiles/filedetails/?id=798485071

     

    • Like 1

  13. 1 hour ago, EO said:

    Did someone say ghosts...

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      Hide contents

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    2 hours ago, haleks said:

    Hey everyone!

     

    I've been making good progress on the next update, wich will feature a new mission, showcasing the flexibility of the mod. Forget about zombies, prepare for ghosts : this mission will show how to use the ravage modules and scripts to turn zombies into spectral beings able to walk through objects (an editor version of the mission will be released separately for curious mission makers).

     

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    This new mission is only a teaser for a more ambitious project, so expect more bizarre releases in the future. Ravagers are in for a change in atmosphere...

    lol that's awesome maybe now we can use the zed detector script as a Ghost detector XD GhostBusters

    • Like 1
    • Haha 2
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