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ernave

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About ernave

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  1. ernave

    Ravage

    @EO I see. I guess I'll just fiddle with it and see what I can come up with. Do you happen to know if there's a function inside Ravage that I could call to sort of "restart" all patrols? I've noticed that they often crash into buildings and kill all the crew (not Haleks' fault that arma's AI is stupid). Is there a way to have those patrols despawn and get new ones?
  2. ernave

    Ravage

    Oh wow, that is so cool! I've been wanting something like that! Presumably, I could add the UH1 entry dynamically, right? My thinking is, I'd like to have a heli somewhere on the map for the player to find, and after he finds it, enemy heli patrols will spawn. So, I'd have a trigger that would add an object to rvg_aiVehicles Think that'll work? Also while we're on the subject of ravage vehicle, I'd like to increase fuel consumption so that obtaining fuel is a more important goal. I'm thinking of something like this: https://forums.bohemia.net/forums/topic/95892-faster-fuel-consumption/?do=findComment&comment=1613329 Though I haven't figured out yet how I'll access every vehicle's init. Any help would be appreciated. I also don't want the AI to run out of fuel, so ideally, I'd like to check that a player is driving the vehicle then adjust its consumption rate.
  3. ernave

    Ravage

    Nice! Thanks Haleks. BTW @Valken, that script I posted above for "boss" zombies is pretty neat. Worth checking out. There's a runner zombie that's very heavily armored, and an exploding zombie, although the amount of damage is a bit much in my opinion. It's using "IEDUrbanBig_Remote_Ammo" which will literally take out nearby buildings! I'm not able to loot the zombies though. I can see that it's spawning them with vests and backpacks, but when they're dead I can't look them. Based on what Haleks just said about them being agents, my guess is, that's the reason. I guess you can't check the inventory of agents. The script is doing (in the init EH): _zombie addVest "V_TacChestrig_cbr_F";
  4. ernave

    Ravage

    I was trying to make use of a modified version of a script Haleks provided here: https://forums.bohemia.net/forums/topic/183264-ravage/?do=findComment&comment=3340080 My intention was to have a trigger that resulted in every zombie targeting the player. It's not working. Am I doing something wrong? { _x doMove (getpos player); _x forceSpeed 2; } forEach entities [["Zombie"], [], false, true];
  5. ernave

    Ravage

    This script has a couple of different types of bosses. I haven't tried it personally yet. https://github.com/OpticCobra/Arma-3-Ravage-Zombie-Gear/blob/main/ZombieInit.sqf Okay understood. Thanks for the info. I'll try some other mods. Also, thanks a lot for the "audio detection" and "visual detection" settings you added about a year ago. I've been able to tune my missions to exactly the way I like them. Can I ask one more thing? Have you considered giving them an attack sound? I often find that one comes up behind me and silently attacks. I get the visual indication when the screen turns red, but nothing else.
  6. ernave

    Ravage

    Hi. Can anyone tell me what rvg_fnc_horde_fired_near does and how to use it? I found it on this page: https://ravage.fandom.com/wiki/Ravage_functions I had an idea to try and make something the player could throw which would have a short timer, and would then make a loud noise that would attract zombies. Basically, it'd be like firecracker. Ideally, using it would use up a match too. But basically, if you were stuck on a roof because too many zombies had aggroed, you could light a firecracker and throw it and they'd all go after it. I realize they also move toward flares, but they will ignore a flare if they're aggroed on the player. Alternately, has anyone else ever thought along these lines? Does something like this already exist? Thanks.
  7. yeah, it totally works. Wow, arma, man.
  8. yeah, in the debug console. Weird. I'll go try it again now...
  9. Can anyone tell me what's wrong with the code below? I don't get an error. Nothing at all happens. I'm trying to spawn a UAV. Thanks. _UAV = [getPos player, 0, "O_UGV_01_rcws_F", WEST] call BIS_fnc_spawnVehicle;
  10. ernave

    Ravage

    Hi. I just wanted to ask if this is still the case: and if so, is there's a workaround? I'm putting down triggers to spawn hordes in one particular city, and it works great, but then the enemy AI come wandering in and they attract all the zombies to them, and as a result it's no longer very dangerous for players. I know there's a "canSpawnZeds" flag. Is there maybe a "canSpawnAI" flag? And if so, how far outside of a city should I put it? Thanks.
  11. ernave

    Ravage

    I posted a question yesterday asking about despawning units. I have (attempted to) write a script to do it. Could I get some feedback from the smart people here if what I'm doing looks correct? As I mentioned above, I've got a trigger that spawns units in a guard tower. I'm using Haleks' equip function, and I'm also setting the class name to "Bandit_green" - what I want to do is, when the player exits the trigger area, I want there to be a delay of a few minutes, and then I want to check that the player is sufficiently far away, and if so want to delete all those bandits. Here's what I've come up with for the On Deactivation method: // wait 2 minutes and check if the player is more than 1km away while {(player distance _thisTrigger) < 1000} do { sleep 120; }; // delete all bandits { if (_x inArea _thisTrigger) then { deleteVehicle _x; } } forEach entities [["Bandit_green"], [], false, false]; Any feedback appreciated. Thanks.
  12. ernave

    Ravage

    Hi. Is there a way that I can take advantage of Ravage's built-in cleanup functions? I'm using triggers to spawn static units (mostly in guard towers, stuff like that) and using RVG_fnc_equip to equip them. I realize I can delete them with the trigger's On Deactivation event, but that's suboptimal - sometimes, you want to back off or otherwise reposition yourself, and if you exit the trigger area and the units just disappear, that's disappointing. Ravage does a good job cleaning up the units it creates. Can I put mine in a list or give them an attribute so that it'll clean up mine too?
  13. ernave

    Ravage

    Hi. Is it possible to have a trigger that spawns one of your AI OPFOR squads with the "hunter" attribute set? Basically, I want to have a loot box in a city, and when the players gets near it, I want the AI to come after him.
  14. ernave

    Ravage

    Hi. I was trying to force a bandit patrol to spawn using this (from the debug console): [position player] spawn (selectRandom rvg_spawn_GROUPS); And what seems to have happened is, it spawned them at the map's 0 - 0 position, instead of what normally happens, which is to spawn them nearby. Is there a way for me to do what I'm trying to do? Thanks.
  15. ernave

    Ravage

    Is the mod, "Ravage CUP" still needed? https://steamcommunity.com/sharedfiles/filedetails/?id=1392780600 It appears that the Ravage mod itself is turning off the lights on Altis. The lights are still off even if I have Ravage CUP disabled. So, are there additional changes in Ravage CUP that I would want? Thanks.
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