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Gill93

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Posts posted by Gill93


  1. 7 hours ago, RZNUNKWN said:

    I want to try Ravage with Ace3. 

     

    Can someone who's playing with those two mods share some experience and tips?

     

    Also, @GEORGE FLOROS GR told me that his loot spawn script is working on Cherno too. I am using DS Houses mod that adds interiors to most od the Chernarus houses, will your script work with that mod too? I just need to configure my own loot list, right?

    EDIT: Nevermind, I got it working, but now I want to ask, is there a way to make the script spawn item to a limited distance from the player? The script starts to populate the entire map with items which kinda slows down my computer. Also, do items respawn/replace themselves after some time or that's just that?

    I use ACE3 without the medical crap and it works great with ravage as it adds plenty of new equipment to find and use such as the lockpicks I set all vehicles to be locked so players will need to find one in order to access or use them. Plus all the extra stuff ace offers such as ballistic wind simulation, wind deflection, grenade fragmentation etc makes its a decent mod to have.

    • Like 2

  2. On ‎1‎/‎13‎/‎2019 at 4:25 PM, HerestotheGears said:

    Thanks for the info! Unfortunately I've scanned the wiki pretty thoroughly and haven't been able to find an answer about my survivor question and situation. Any idea about that? 

     

    On ‎1‎/‎13‎/‎2019 at 1:24 PM, HerestotheGears said:

    Hey guys first time posting here but been loving Ravage for a while now and decided to take on the endeavor of creating my own mission with the modules.

     

    I have a few questions

     

    First, how can I place ravage items like food or water in the world through the editor? I can't seem to find them in any lists in the editor. 

     

    Second, I'm creating an AI that the player is to meet up with at a camp and lead but I would like for them to be a survivor but I can't seem to find a way to place survivors in the editor. And a spinoff question to that is, if I do make them a survivor, will they just immediately start running around as survivors normally do? 

     

    Thanks in advance for any responses and the help and thank you most of all Haleks for the great mod. Hands down my most used. 

    There is a small script on the Ravage Wikia that you can place inside the AI Init Field the script is under tools for mission makers The script will make the AI you placed a recruit/survivor that you can then approach and have join your team. Now if you would like to place some ravage loot inside a crate paste the script inside the spoiler to the crate init field the number one represents how many items will be placed.

    Spoiler

    this additemCargo ["rvg_antiRad", 1];

     


  3. 2 hours ago, MuRaZorWitchKING said:

    @DanteMccloud@RZNUNKWN@vastiny, All three of you seem very interested in editing and already have spots in the forums, if you would like, @Gill93 has made a Ravage squad group in the steam community. He has tons of editing scripts, tips, and even mods in a huge discussion tab that is available to everyone. I'm sure he would be very happy if you guys join. :)

     

    https://steamcommunity.com/groups/Ravage-Squad

    Yeah definitely if you guys wanna join the more the better (:

    • Like 2

  4. 4 hours ago, Valken said:

    Hi All,

     

    Just wondering is a there pinned list of missions so we can sort the type of experience in RAVAGE? I'm looking for more SP/COOP escape than survival for as long as possible type missions. 

     

    Also there are few if any RAVAGE servers other than adding zombie elements to Exile for example. Not really what I'm looking for as I prefer objective based games but look forward to anyone's suggestion.

     

    Would be fantastic to Ravage-fy the ESCAPE mission series by NeoArmmageddon on Eseeker, Namalks or Chernarus Redux type maps!

     

    Edit - I did/am looking on STEAM WORKSHOP and its brutal to sort through it... I wish there was a curator function for each game's workshop, like how steam allows curators to sort games such as horror - my favorite game type.

    Here is a link to my workshop page a couple of the scenarios are about escaping and or doing tasks for NATO Forces in order to be rescued etc. https://steamcommunity.com/id/painkiller9010/myworkshopfiles/

    • Like 3

  5. 18 hours ago, wasbob45 said:

    Hello All

     

    Sorry in advance if this question has been asked.
    Recently I have made a MP / Co-Op mission for the map G.O.S Al Rayak
    There is one issue I have however, most of the military buildings on the map are from Arma 2 / CUP Terrains (Takistan) , most of these buildings are empty and have nothing to loot and I was wondering if there was a way to add loot to spawn to these empty military buildings. Or a way to make a prefab of these buildings to add to the loot spawn. The desert / mud buildings are fine but any military barracks there is nothing to loot.

     

    Thanks All

    if you go into  CUP/things while in editor then choose Military you can place down some military crates and backpacks that then can be looted through the ravage function.


  6. 3 hours ago, webbie. said:

    Hi all, Love the mod.

     

    I don't want to flog a dead horse here and I know its been asked a few times but maybe someone has gotten onto a way to do it.
     

    Zombies Spawn and Blacklisting works perfect with the exception that the blacklist areas have to be quite large to stop zombies from roaming into a safe zone.

    I have Safe Zones setup to stop AI from entering the safe areas but regardless of whether its on delete or retreat they still come to the area.

    My module is setup to no side owns the area because its only for players, Ithink I have that reasoning right.

     

    Is anyone else experiencing an issue with them either deleting or retreating?

    I do see it work from time to time so I suspect the repeatable trigger may need to be on a loop or timer to run every 30 secs or whatever so it resets the trigger.

    Thanks in advance

    Im pretty sure you have to choose a faction/side for it to work properly it can be kinda tricky though if your using multiple factions for players.

    • Like 1

  7. I intended for players to spawn at the camp I created and then later have the ability to choose a respawn point manually if they wanted after finding a map. If players died they would automatically respawn where they died after about 40 seconds and that was not really working out so I changed the multiplayer settings to respawn on custom position along with ticking the box that says choose respawn point its after doing so now the players have the ability to choose a spawn location when first starting. I am not exactly sure what to do so I just disabled the choose respawn location option should I leave it at respawn at custom location or disable that aswell but by doing so I don't think they would be able to respawn at all.


  8. 26 minutes ago, Donnie_Plays said:


    Just enable MP persistency in the editor. It should save players current position on the map as well as whatever items or gear they have on them. Also make sure they are using the same character profile for Arma 3.

    Its weird I have the MP Persistency on but according to the host he spawns where he left off with same gear but when his friends try to join its says something like playername has been forced to respawn and then they have to choose a spawn point rather then just loading back where they left off. I will make sure to let them know to use the same profile aswell. I also added the script in the spoiler but have no clue if it works until someone triestesting it again.  I created a initServer.sqf and added the script to it but it might need to be added to init.sqf

    Spoiler

    TAG_fnc_loadClientData = {
     _this params ["_loadoutStr", "_positionASL", "_dir"];
     call compile _loadoutStr;
     player setDir _dir;
     player setPosASL _positionASL;
    };

    if(isServer) then {
     addMissionEventHandler [
      "HandleDisconnect",
      {
       params ["_body", "_id", "_uid", "_name"];
       
       if(!isNull _body) then {   
        //Init storage var
        if(isNil "TAG_disconnectedLoadouts") then {
         TAG_disconnectedLoadouts = [];
        };
        
        //Save loadout as script for easy broadcast
        private _loadoutStr = [player, "script", false] call BIS_fnc_exportInventory;
        {
         private _index = _loadoutStr find _x;
         if(_index > -1) then {
          private _strArray = toArray _loadoutStr;
          _strArray deleteRange [_index, count _x];
          _loadoutStr = toString _strArray;
         }; 
        } forEach ["// Remove existing items","// Add containers","// Add weapons", "// Add items", "// Set identity"];
         
        //Find in storage
        private _uidIndex = TAG_disconnectedLoadouts find _uid;
        if(_uidIndex > -1) then {
         //Found -> update
         private _loadoutIndex = _uidIndex + 1;
         TAG_disconnectedLoadouts set [_loadoutIndex, _loadoutStr];
        } else {
         //Not found -> Add new
         TAG_disconnectedLoadouts pushBack _uid;
         TAG_disconnectedLoadouts pushBack [_loadoutStr, getPosASL _body, getDir _body];
        };
       };
       false
      }
     ];

     addMissionEventHandler [
      "PlayerConnected",
      {
       params ["_id", "_uid", "_name", "_jip", "_owner"];
       if(_jip) then {
        private _clientData = missionNamespace getVariable ["TAG_disconnectedLoadouts", []];
        private _uidIndex = _clientData find _uid;
        if(_uidIndex > -1) then {
         private _loadoutIndex = _uidIndex + 1;
         (_clientData select _loadoutIndex) remoteExec ["TAG_fnc_loadClientData", _owner];
        };
       };
      }
     ];
    };

     


  9. Hey guys I need a little help with the Co-op Scenarios specifically I need help with saving players position and or progress once they rejoin the mission/server I believe the host is fine but the Clients are having an issue with not spawning where they left off but rather at one of the spawn points I have placed on map. Any help or direction would be Awesome. Thanks Yall


  10. 2 hours ago, haleks said:

    Hello Ravagers!

     

    Ravage 0162 is now live : I fixed a recently reported issue with the breathfog feature, and tweaked the way the Hordes Module behave (Hordes should no longer keep ambient zombies from spawning).

    Here is the changelog :

     

    See the OP for download links and other informations.

     

    Now, a quick word about the future :

    I am sad to say that I will no longer be able to keep developping Ravage. Due to personal issues and difficulties, new features and missions are on hold for the time being.

    I will nonetheless do my best to keep fixing problems and glitches if the need arises, but feature-wise, Ravage should be considered to be more or less in a definitive state.

     

    Regarding my other projects, I intend to release F3llout "as it is" : it is far from the vision I had - and that is quite frustrating to me - but I reckon it will provide a nice vibe already.

    I'll also keep working on the "Derelict Cities Generator" I teased a few pages ago, but it will most likely be months before I have anything new to show off.

     

    I would like to thank once again the people who helped making Ravage the quite successfull adventure it is today, especially Kodabar, EO, Bad Benson, Gunter Severloh, Cosmic10R and Tourist - and everyone who donated to support the mod.

    I hope Ravage will keep providing fun to everyone.

    Thanks for all the hard work and effort man definitely would have given up on Arma 3 if it was not for Ravage Mod.

    • Like 5
    • Thanks 1

  11. 1 hour ago, GEORGE FLOROS GR said:

     

     

    This is what i'm using in the GF missions script :

      Hide contents
    
    
    //________________	GF_Missions_Intel	________________
    /*
    	Set the position inside the mission
    	define the pos
    	ex : GF_Missions_Intel_Pos = getpos player;
    	and to use this :
    	[] spawn GF_Missions_Intel;
    */
    
    
    GF_Missions_addAction_Intel = {
    //	Add Picture
    _this setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true];
    
    //	Add	Diary
    [_this,"RscAttributeDiaryRecord",["Intel Found","Intel Found about enemies",""]] call BIS_fnc_setServerVariable;	
    
    //	addaction
    [_this,[
        "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Get Intel", 
        {
    		[_this,"action"] spawn BIS_fnc_initIntelObject;
        },
        [],1.5,true,true,"","true",8,false,"", ""
    ]] remoteExec ["addAction",0,true];
    };
    
    GF_Missions_Intel = {
    
    _array = [
    	"Land_Wallet_01_F","EvPhoto","EvMoney","EvMap","EvKobalt","EvMoscow","EvDogTags","Leaflet_05_Old_F",
    	"Leaflet_05_New_F","Leaflet_05_F","Land_Camera_01_F","Land_HandyCam_F","Land_Laptop_F","Land_MobilePhone_smart_F",
    	"Land_MobilePhone_old_F","Land_PortableLongRangeRadio_F","Land_SatellitePhone_F","Land_Tablet_01_F"
    ];
    	
    _selectRandom = selectRandom _array;
    
    _Intel = createVehicle [_selectRandom, GF_Missions_Intel_Pos, [], 0, "NONE"];
    
    _Intel call GF_Missions_addAction_Intel;
    };

     

    Awesome definitely gonna try it out.

    • Like 1

  12. Hey guys figured I would share this little bit of script I have found online for Adding Information and pictures to Intel items that you can pick up and use for tasks etc. You want to place the script located in the spoiler into the Init field of the Intel Item you are using also you can change the Recipients from West to whatever you need it to be.

    Spoiler

    if (isServer) then { this setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true]; [this,"RscAttributeDiaryRecord",["Top Secret Docs","These Docs outline the enemies defenses",""]] call bis_fnc_setServerVariable; this setVariable ["recipients", west, true]; };

     

    • Like 2
    • Thanks 2

  13. Just now, librameister said:

    Can someone tell me some good mods that will go well with ravage ? Beside warthai, ace, cup, rhs

    I would also recommend trying out Fox Fuel, Arma3 Enhanced Inventory, Goko Ballistics Impact Mod, Duel Weapons, Immerse Mod, VCOM AI, advanced weapon Mounting. Also would recommend checking out the Scripts created by the members on this forum. I also have a number of Scripts that I have collected for scenario creation including Ballistic Wind Simulation, Exile Temperature system, Combat Realism, Exile ground fog etc if your interested in trying any of those

     

    • Like 2

  14. Just now, GEORGE FLOROS GR said:

    I had post this also to Bnae , since he has done custom animations for his weapons.

    It would be a great addition to see this in arma.

    I think that , it should already be added , as an option in my opinion.

     

    One thing that i would like also to see would be an amputation mod !

    like VBS :

     

     

    maybe this mod could be used to make something like that possible for RavageMod. https://steamcommunity.com/sharedfiles/filedetails/?id=1556296528


  15. Just now, GEORGE FLOROS GR said:

    I had post this also to Bnae , since he has done custom animations for his weapons.

    It would be a great addition to see this in arma.

    I think that , it should already be added , as an option in my opinion.

     

    One thing that i would like also to see would be an amputation mod !

    like VBS :

     

     

    I freakin wish man more gore the better (: lol this is a must have

    • Haha 1

  16. 2 hours ago, Vandeanson said:

    i like it.

    collect them from some bandits and turn them in at a creepy collector or so.

    i plan a feature for my sript pack to include players finding improvised graves and bring back proof of identity to a guy (maybe a former priest that keeps track for the survivors??) against reward.

    also i was thinking to add a spawner for "historic" sites that the player can find and "mark" - maybe for a history teacher survivor that has made it his priority to preserve historic sites and knowledge for after the apocalypse.

     

    it could be one combined system featuring these things.

     

    what i like about this is, that it adds new things to do and discover, in addition to shooting stuff (well except that you have to shoot bandits for dogtags)

     

    Sounds pretty damn good to me if we can make it happen that would be sweet. :don11:


  17. Hey guys does anyone else think it would be cool to have a script that spawns dog tags that players could then find/collect and be rewarded for doing so maybe the bandits could drop the dog tags randomly or they could be spawned on the map some other way such as the bandit camp scripts. Players who find and collect dog tags would either gain banknotes to use at traders or something alongthose lines.

    • Like 2
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