Jump to content

Gill93

Member
  • Content Count

    277
  • Joined

  • Last visited

  • Medals

Posts posted by Gill93


  1. Hey guys I am not sure exactly how it would be done but I feel that the flashlights, NVGs and even the suppressors should have a lifespan of some sort slowly dying or degrading overtime. Suppressors could become less effective after a certain number of shots slowly getting louder and flashlights/nvgs could have some kind of battery-bar/Condition-Bar that slowly drains allowing players to know the current state of their equipment. Also with suppressors maybe players can repair them with the ravage tool-kit if possible. I am aware that none of this currently exists in the game itself and I am not that advanced in scripting to pull something like this off but maybe if someone else is we could work together and make this a reality. :don11:

    • Like 2

  2. 27 minutes ago, Vandeanson said:

    i ve played some ravage recently testing all ravage modules active and all my dynamic spawn scripts up and running. oh man did i die much:)

    some really creepy moments trying to follow the road in thick fog driving a half open car while knowing that Z can harm you if you drive to slow, i paniced so much! and its good if a game(mod) can make you panic;) ps. i literally drove at lowest speed possible just trying to keep the white sideline of the street in sight.

    on another occasion i sneaked up on one of my bandit camps, it was pitchblack dark and my flashlight would have probably given my position away, so I did not use it. but i managed to throw a flare into the middle of the camp and attack from the dark:)

    then after i finally managed to fully repair a car i had found (such a good feature of the mod!), drive back to pick up my locker and a matbox full of basebuilding materials, i was minding my own business pulling up sandbag walls at my new homebase to secure my respawn tent and locker. I was delighted (and furious same time, because they killed me..ofc) that the "No rest!" script works and AI was spawned to hunt me down once i spend too much time at the same location! that teached me to a) get more flares and b) place some damn APERSMines around my home base!

    luckily my respawn tent was standing strong and after a couple of attempts(it was still darkest night) i managed to kill the AI hunting me.

    having learned a lesson about what loot i should priorities (i already had stuffed about 15 rifles into my locker, but had no flares, flashlight or such left) i took all my money and took off to the close by trader camp.

    there i was super pissed to find out that my tradercamp script (recently updated and "fixed") was completely buggy and the trader AI was just constantly shooting into the nearby ground... i nearly gave up on the project but ended up altering the script to spawn unarmed civilians that can not move into a closed off base (Z cant follow you below a entryway that requires you to "duck" to get through). i am still suprised how well the bis functions "grabber" and "mapper" work to create and place custome camps, you guys should try this:))

    So yeah, someone wanted a survivor base here, maybe this (updated-updated) version may help.

    so whats the point of this all? just a little survivor story and shoutout to the mod on one side, but also i am happy that i could finally do some indept testing of my script pack combined with ravage over 6 hours or so and could improve some problems with my scripts while having a good time.

    still some polishing to do and some issues where i have NO IDEA yet how to tackle them, but we will get there. hopefully i ll be able to share a polished script pack that will add some more debth and unforeseen situations to your rvg Missions;)

     

    two questions tho:

    1: how do you tweak your AI? i tried the common mods but with both i feel like the AI has a unnatural talent of spotting me im thick fog and at night. I have never really played around with their skills, as i felt that they are not very challenging when reducing skill below 0.9... this really annoys me and i would love to find a fix:)

    2: i remember a script that would tweak AIs ability to spot you within dense bushes/woods, but can not find it, any idea?

     

    cheers

    vd

    you might want to try CF woodland and or CF better AI might be the mod your thinking about. (:  https://steamcommunity.com/sharedfiles/filedetails/?id=1426365172    https://steamcommunity.com/sharedfiles/filedetails/?id=1415343823


  3. 58 minutes ago, LSValmont said:

     

    Even if I remove the animations they will still end up lagging the server, it just takes a little bit longer. I even tried caching the Ai and moving my player to 10.000 KM away and then coming back and the location would still accumulate negative FPS with nothing to revert it. Thanks for the advice thou! Didn't know about the attributes part!

     

    But the mission is super optimized. Every object and unit has disabled and/or dynamic simulation and most object are even SIMPLE objects. I get 80 FPS with all NPCs and objects and no FPS loss unless the modules are placed!

    Yep if your using dynamic simulation your definitely going to want to check out the performance tab under attributes as the default settings are not ideal if you have your view distance up high as the activation for AI with animations or waypoints will be set by your view distance rather then the adjustable settings I usually set the activation distance for Characters to 400m and Manned Vehicles to 350m or 400m then I set the multiplier to x 1.9 but you can go higher if needed. (:


  4. Hey guys I got a decent Idea for a script if anyone is interested in making it come to life as I am not skilled enough with scripting atm. Basically the script would spawn a friendly camp or outpost on the map in a random location. The script could have the option to spawn a marker on the outpost location or players could just find it by exploring. Once a player has found the camp or outpost he or she could then locate and bring back any friendly survivors they find to the camp and be rewarded for it in some way either banknotes food or ammo etc. I think that having a feature like this would give players more to do on scenarios without tasks or objectives and would just make game play more interesting period.


  5. 1 hour ago, LSValmont said:

     

    I did, and it still happened but took a lot longer to get to the 5 FPS point. 8+ hours to be exact. Still the progressive FPS degradation at the NPCs location happened. NPCs are bluefor by the way. What I did not identified if it is just one module the one causing the issue I just added all of them together.

     

    I guess the next step is to leave just one module each time and see which one is causing it. Or perhaps it is a combination of them?

     

    I guess nobody found this issue yet because you have to stay on the location for such long time for it to become noticeable and not many missions have static undying npcs but the scenario is certainly easy to achieve on a highly populated server. 

     

    I even tried removing all the Ai functions like FSM, PATH, MOVE etc and also disabling all SIMULATIONS on them and the issue still happened.

     

    Also made all the objects SIMPLE OBJECTS just in case but then removed all the objects and the issue still persisted. All you need to replicate the issue are NPCs that stay alive for a long time, stay on one location and having all the modules enabled so it is not related to mission scripts, objects, map or any other thing as I've discarded all those variables. The only difference between the two missions I tested was the ravage modules and that change alone made the difference between FPS degradation and no FPS loss. 

     

    PS: it took me a long time just to figure it out it was the Ravage modules. I deleted all my scripts, all my mods and then re-installed arma 3 before I did the modules ON/OFF test so we are talking about a weeks work to isolate the issue and find the cause. I almost went insane =)

     

    Perhaps there is a script running for all Blufor units and should only be running for Ravage placed Blufor units? I did not test if the bug still happened after changing the units from Blufor to other faction but since Blufor is the most common scenario for trader camps then it should be fixed.

    from what I have read using animations on Ai in multiplayer is not recommended atleast when using 3den enhanced as it will cause issues. I would recommend checking the box that says enable dynamic simulation on the AI the you have placed by hand you can then go into the Attributes section then performance and alter the activation distance for hand placed AI or AI using Animations to 400m x1.8 or 1.9 and uncheck the box that says limit by view distance this will make these specific AI activate once you or an enemy AI comes within 720 or 760 meters of them and then will also deactivate once nobody is in the area. I use this method for all my scenarios as it helps save performance when having a lot of AI, objects on map and or AI using animations.

    • Like 1
    • Thanks 1

  6. 2 hours ago, Nichols said:

    @Gill93 First off thanks for putting this out there.

    Is there a difference you have seen using VCOM and Fire-Fight Improvement together? I would think they would do/accomplish about the same thing. Also aren't Ruthberg's Advanced Ballistics scripts part of ACE now?

    I would not recommend using VCOM AI with Fire Fight Improvement as they will probably conflict with each other I have used VCOM AI alone and it does work pretty well as long as you disable the AI's ability to steal vehicles as raiders will constantly try driving cars taking vehicles that are broke-down. as for the advanced ballistics Im not sure if they were added to ace or not with that said some people prefer standalone versions and or scripted versions.

    Spoiler

    VCOM AI Features

    Advanced AI Direction and Threats

    -AI will clear garrisoned buildings

    -AI will automatically generate waypoints for more interesting and varied combat (AI will not do this if they have certain pre-placed waypoints or more than 1 move waypoint)

    -AI move dynamically from cover to cover while following waypoints

    -AI will call for on-map artillery for support

    -AI will call for reinforcements proportional to the enemy threat

    -AI will garrison structures temporarily in combat, if able

    -AI will look for nearby static weapons to man

    -AI will automatically deploy/pack static weapons

    -AI will use satchels to drop buildings, or setup traps for enemies

    -AI will use mines to on roads, in buildings, or wherever, to stop enemy movement

    -AI will change formations depending on the environment

    -AI will attempt to heal themselves or others when out of combat

    -AI will attempt to rearm themselves from dead bodies, vehicles, and etc when low

    -AI will steal empty or unlocked vehicles

    -AI have a chance to ragdoll when shot, causing them to fall over briefly

    -AI have an enhanced ability to hear and respond to gunfire from a distance

    -AI will respond differently from a weapon that is suppressed or not

    -AI on a hold waypoint will garrison a structure indefinitely, or until provided another order

    -AI, with NVGs, will be able to see your IR laser and respond accordingly. Be careful where you point that thing!

    • Like 1

  7. On ‎10‎/‎12‎/‎2018 at 11:06 AM, rekkless said:

    A Little bit of Formatting helps

    Vcom AI 3.0.                                                               https://steamcommunity.com/sharedfiles/filedetails/?id=721359761      

    Fire-Fight Improvement System.                            http://www.armaholic.com/page.php?id=22096

    CF_Woodland.                                                            https://steamcommunity.com/sharedfiles/filedetails/?id=1426365172            

    CF Better AI.                                                               https://steamcommunity.com/sharedfiles/filedetails/?id=1415343823&searchtext=CF+AI dzn  

    Extended Weapon Jamming for ACE3.                https://steamcommunity.com/sharedfiles/filedetails/?id=1379304937&searchtext=CF+AI

    Goko Ballistic Impact Mod.                                     https://steamcommunity.com/sharedfiles/filedetails/?id=1273833677&searchtext=CF+AI   

    Fox Fuel Mod.                                                           https://steamcommunity.com/sharedfiles/filedetails/?id=1369027575&searchtext=CF+AI

    UI Sounds 2.                                                              https://steamcommunity.com/sharedfiles/filedetails/?id=790393813&searchtext=CF+AI  

    Enhanced Arma 3 Inventory.                                  https://steamcommunity.com/sharedfiles/filedetails/?id=809527168&searchtext=CF+AI

    outlow_magrepack.                                                https://steamcommunity.com/sharedfiles/filedetails/?id=683611755&searchtext=CF+AI

    Combat Realism Scripts.                                        http://www.armaholic.com/page.php?id=33240

    Ballistic Wind Simulation Script.                          http://www.armaholic.com/page.php?id=23731 

    Exile Creepy Ground fog script.                            https://www.exilemod.com/topic/9995-creepy-night-fog-for-exile/ 

    Exile Detrimental Weather Script.                        https://www.exilemod.com/topic/7717-detrimental-weather-effects-script/ 

    Hals Store script.                                                     http://www.armaholic.com/page.php?id=33051 

    Improved Fatigue system.                                     http://www.armaholic.com/page.php?id=25495              

    Advanced Ballistics.                                               http://www.armaholic.com/page.php?id=26488 

    Takedown & Knockout script.                               http://www.armaholic.com/page.php?id=25681 

    Jboy Random Boat Patrol.                                    http://www.armaholic.com/page.php?id=32272           

    ETG Heli Crash/Drop script.                                 http://www.armaholic.com/page.php?id=29519 

    Rally Point and Grass Cutter Script.                    http://www.armaholic.com/page.php?id=31545  

    GroundLoot Script.                                                 http://www.armaholic.com/page.php?id=25668 

    JTD flies on dead body script.                              http://www.armaholic.com/page.php?id=18946 

    Awesome thank you.

    • Like 1

  8. 1 hour ago, lv1234 said:

    Is the asr ai mod the best ai mod to use with ravage in MP and SP? Are there better options out there?

    I would Try VCOM AI or the Fire Fight Improvement mod as I feel they are a bit better. https://steamcommunity.com/sharedfiles/filedetails/?id=721359761  http://www.armaholic.com/page.php?id=22096 also another set of decent mods to try are the CF Woodland and or CF Better AI Mod both the CF mods have some kind of effect on AI vision or hearing depending on Terrain/amount of foliage and or how fast/loud the player is. https://steamcommunity.com/sharedfiles/filedetails/?id=1426365172  https://steamcommunity.com/sharedfiles/filedetails/?id=1415343823 just make sure if your using VCOM AI that you disable AI ability to steal vehicles as they will try to steal wrecks that cannot be driven.


  9. 38 minutes ago, Hans(z) said:

    Hi guys,

     

    I'm asking for help..... I'm working on mission where I want add "recruit unit" action after you complete some task.

    This is the default code from wiki:

    
    this addaction ["Recruit Unit", "\ravage\actions\recruit.sqf","", 1, false, true, "", "alive _target && {group _target != group _this}"];
    this addaction ["Dismiss Unit", "\ravage\actions\dismiss.sqf","", 1, false, true, "", "alive _target && {group _target == group _this}"];

    Could it be something like that:

    
    this addaction ["Recruit Unit", "\ravage\actions\recruit.sqf","", 1, false, true, "", "alive _target && {(group _target != group _this)&&(!alive _HVT)}"];

    For example I want to make something like "I'll join you, but you must kill HVT", so you kill HVT, then when you get next to "taks guy" and voila! "Recruit unit" action appears.

     

    2nd question:

    Do you know how to stop ambient animation with condition? Injured guy lay on the ground you must find first aid kit and heal him, after that he should stand up and act like normal AI.

    THX for help.

    something like this might work in a trigger or in aI init field not quite sure.

    Spoiler

    0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;}

     

    • Like 1

  10. 48 minutes ago, tourist said:

    Hey Gill93,

     

    can't find the group on steam if I type in "Ravage".  Also for some reason I can't copy-paste the link into steam browser.  Would you add me as friend & then invite into the group?

     

    Kind regards

     

    tourist

    Will do srry about that (:


  11. 1 hour ago, Gunter Severloh said:

    28 now Gill ;) i had no idea there was a Ravage steam group, should have told me, since you have my utube channel or should i say the official Ravage Utube channel linked there, lol

     

    Haleks, sorry have not checked, or looked, maybe asked already, but an idea came to mind while watching season 8 of the walking dead ;)

    i seen a scene in the show where there was a fire fight, good guys got killed in an ambush, and couple survived, after about so much time the good guys that

    were killed started rising up as the walking dead.

     

     The idea was that if you were to kill a bandit, or even a survivor got killed that they would rise up in so much time and start walking, that is if they were shot in the head,

    is this realistic with the spawning, and caching with the zombie spawn module, or could it be something we could add to the game to give a scenario a unique added feature?

         Maybe someone whom would create, and record Ravage episodes could have such an option to add something like this making their episodes more interesting.

    Awesome the more members the better and yes I would love to see some recently killed Ai turn into infected slowly rising up I am pretty sure that Ryans Zombies & Demons has a feature like that.

×