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MuRaZorWitchKING

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About MuRaZorWitchKING

  • Rank
    Gunnery Sergeant

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  • Gender
    Male
  • Location
    https://discord.gg/5gD3DwZqkK
  • Interests
    Mod development, 3D modeling, Programming

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  • Youtube
    https://youtube.com/channel/UCbP85WvdE6jbAOfBkLx_IrQ
  • Steam url id
    https://steamcommunity.com/profiles/76561198114439967/

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  1. MuRaZorWitchKING

    Ravage

    Anyone looking to give Misery a try can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2738615029 I will be working on an in - depth scenario development video at some point, or rework the guide for documentation, but most of the mod / settings are pretty self-explanatory. Thank you again @haleks for all the help and support with the reworked project. It's running phenomenally. I won't jack the thread too much! If anyone wants to chat feel free to DM me in Discord, I'm the most active there, always good to chat with you folks. Cheers all 😊
  2. MuRaZorWitchKING

    Ravage

    Hello fellow Ravagers!! It's been a while... I thought I'd share the current development state of Misery: I know it isn't necessarily Ravage related, however Misery expands upon some of Ravage's systems and uses a lot of Ravage as a backbone for systems in place, (primarily Halek's godly Radiation 😉 ) upon release Ravage will be a required mod that'll need to be ran in sync with Misery. I've re-written most of my old code, implemented a ton of Macro encoding, for preprocessing and have worked extremely hard to mitigate / remove most of the `While do ` loops as they effect performance quite easily. The newer code structure uses CBA functions for a LOT of the newer code. (- Great help from Salbei, who recommended to go this route! -GRAD TEAM-) I've worked in a lot of compatibility, for not just Ravage but also ACE medical, Remnant, and Drongo's Spooks and anomalies. Everything in the video is all Module code, no scenario scripts are really running other than the radio loops at the trader camps... This is just kind of an example of what can be achieved by placing a couple modules down in the editor. (It's also the latest dev build of NA -not released yet-) I hope you all are doing well! Being a dad and still working on these old projects is quite the challenge, but I'm loving every minute of it and wouldn't have it any other way. I've finally reached a point where I'm really understanding all the basis of Arma 3 with mod development, but as always there's so much to learn! Cheers mates, 🍻
  3. MuRaZorWitchKING

    Ravage

    Yes, in the editor playing in "Multiplayer" environment I'm wondering if it's something to do with a check for a model asset, since if you do the action with a primary it spawns the weapon on the ground in front of the player... Cheers mate
  4. MuRaZorWitchKING

    Ravage

    Hey @haleks, if you are still working towards that legacy patch, you should look into possibly changing up the animations for certain actions, I've been testing a lot of hold actions, etc... while working on my re-write and I stumbled upon what I think may just be another Arma bug. I've always been one to use medic animations for certain actions especially "AinvPknlMstpSnonWnonDnon_medic4" which almost simulates a "dig like" animation. While testing respawns for MP compatibility however, I stumbled upon an issue where frames bounce from 100 all the way down to 15 - 25 while commencing an action with any of the medic animations. However, this only seems to happen when the player doesn't have a primary weapon, or any weapon at all. At first glance I thought it was because the way my inventory handle is setup, but then I browsed over RVG's handle and they're pretty similar, so then I tested and tested and finally realized whenever you don't have a weapon equipped when you do an action with medic animations then frames crash - the frame drop is a quick one lasts for maybe 2 seconds or so, but the choppy-ness is VERYYYY notice-able and some may wonder what is happening, I tested repairing a vehicle without a weapon and same frame crash, even removed my inventory handle and used RVG's just in case it had something to do with that but same bug happened. May be something to look into, may even be my mod since I have some separate .pbo files added and they run in the background, just a heads up!
  5. MuRaZorWitchKING

    Ravage

    No worries mate, was a tad hasty response on my end, I've always added Rvg items via addmagazine "class" blah, blah, blah... But I know what you're talking about, it is a bit weird that Arsenal displays RVG items in the magazine section, but the editor doesn't have em' From my experience I've always added items with an item external class reference, so all items can be found under the binoculars section. Not sure on the magazine types, Weird... ☕
  6. MuRaZorWitchKING

    Ravage

    Not really a “fix” for the items not displayed in the magazine section, but if that’s your tent you’re working in you can add items to it manually if wanted: maximumLoad = 10000; transportMaxWeapons = 10000; transportMaxMagazines = 10000; class TransportMagazines { class rvg_beans { name = “rvg_beans”; count = 500; }; }; As for them showing up in the editor in the magazine space I believe that’s just a scope thing, magazines may be a tad funky. If you need any help with configs you know where to find me! 🙂
  7. MuRaZorWitchKING

    Ravage

    New Survival Framework Advanced Refueling module showcase: Current build is fully compatible with Ravage, still heavily WIP but it’s getting there. I’m hoping for a release sometime in the coming weeks. But no ETA Had some great help from Drongo ☕
  8. MuRaZorWitchKING

    Ravage

    We've discussed the differences of the Remnant mod framework for module-based spawners; Just curious if you're thinking of an overhaul of Ravage's spawner modules for zeds? (Yes, yes, yes, I really want your Ghost hunter zeds) 😉 Obviously, this would be a ton of work, and I completely understand if the mod is in final stages of development. If you wanted however on something a bit lighter - that displaystatus function we discussed privately, maybe more true / false settings towards some survival aspects of Ravage to bring an even more dynamic editing experience? If not, I completely understand man, I currently am going through a tad bit of Burn out on development of current projects, they're kind of at a standstill currently, just no motivation I suppose... I enjoy playing more at the moment but I'm sure I'll jump right back in once the time is right! Cheers man, And I hope you ALL are doing well currently in the new year; I wish you all the very best. 🥃
  9. MuRaZorWitchKING

    Ravage

    Do not edit ravages .pbo files unless explicitly requested to Haleks and permission is granted. For more control over gearpools / tables it is simple. In init.sqf: waitUntil {!isNil "rvg_Items"}; sleep 1;//just to be safe, the gearpool script needs to be done first _blacklisted_items = ["rvg_money", "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_canOpener", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_rustyCan", "rvg_hose", "rvg_guttingKnife", "rvg_purificationTablets", "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty", "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty", "rvg_matches", "rvg_canisterFuel_Empty", "rvg_canisterFuel", "rvg_Geiger", "rvg_docFolder", "rvg_antiRad", "rvg_sleepingBag_Blue", "rvg_foldedTent_grey", "rvg_foldedTent_blue", "rvg_notepad", "rvg_docFolder", "rvg_rustyCanEmpty"]; _rvg_items = rvg_Items; rvg_Items = _rvg_items - _blacklisted_items; publicVariable "rvg_Items"; waituntil {!isNil "rvg_weapons"}; sleep 1; _blacklisted_weapons = [ "rhssaf_m_weapon_scar" ]; _rvg_weapons = rvg_weapons; rvg_weapons = _rvg_weapons - _blacklisted_weapons; publicVariable "rvg_weapons"; The above code will blacklist ANYTHING vanilla ravage, Now that that's out of the way... You need to put this in the same init.sqf file but farther down in another code block: rvg_Items = []; rvg_launchers = []; rvg_nvgs = []; rvg_uniforms_lv1 = []; rvg_uniforms_lv0 = []; rvg_vests = []; rvg_headGears = []; rvg_goggles = []; rvg_backpacks = []; rvg_gasmasks = []; rvg_weapons = []; rvg_LMG = []; rvg_WeaponItems = []; rvg_WeaponLights = []; Simply fill in the brackets with classnames of items you'd like to override the gearpools with. YOU MUST ALSO MATCH YOUR GEARPOOL MODULE WITH THESE WHEN PLACED IN THE EDITOR FOR THIS TO WORK (primarily weapon classnames need to match, etc...) I've used this type of override for close to 3 years or so now and it works marvelously; the first bandit group MAY spawn with vanilla ravage stuff, but all groups after that should spawn with your overrides. Cheers
  10. MuRaZorWitchKING

    Ravage

    I’d definitely say it’s a model height point bug, since it’s every terrain. You could try setvectorup command but you’d have to probably do some type of loop for “allMissionObjects” so each newly spawned wreck is changed. something like: [] spawn { while (alive player) do { { _wreck_target = ["LADAWRECK"]; if (typeOf _x in _wreck_target ) then { _x setvectorup [0,0,1]; }; } forEach allMissionObjects "All"; sleep 1; }; }; this is pseudo code, most likely won’t work without changes, since that setvectorup value is default model height you’ll have to see how to get more height 🍻
  11. MuRaZorWitchKING

    Ravage

    On Steam It’s crazy man, looking back starting on just basic scripts and what I could find around on the forums and stuff, now I got a fully fledged mod… 😫 It’s an addiction the more you learn and seeing projects evolve more and more… Over 4 years in development and using Ravage as the sole backbone of it all. ❤️ I’m still very very early in modeling; but I’ve learned quite a lot over the past year, There’s no rigging or anything just yet and I’m not even sure how to get roadmapping down with LoDs and such. But I look forward to learning, I’ve already helped a couple good people with some models for their work. 🙂 The true heroes are these absolutely STUNNING modelers on Sketchfab that offer their assets for free for others to use. Thank you guys for the kind words. 😊
  12. MuRaZorWitchKING

    Ravage

    Next planned update: MINING!!!!!!! 💎 I've worked in some models for the forge and anvil, as well as a pickaxe! (models imported from Sketchfab | CC : BY License) (Newer pick variant is rotated to fit the terrain) -also re scaled- Very early WIP; but the progress is promising! Players will be able to mine for iron ore and coal, smelt them down for ingots to craft items like Iron nails, or even repair their broken pickaxe! I'm also looking into a gemstone system, and gold ore - obviously much rarer to obtain, but it'll all be good fun 🙂 Sorry to "'Hijack" the thread a bit, I just like to show what Ravage can be molded to work with 😝 (maybe I should start a TCRP thread... 🤔) Hope all is well guys!
  13. MuRaZorWitchKING

    Ravage

    I just recently worked the iBuild framework into my mod release, absolutely phenomenal work Nerdmod did with this framework. I've already started tinkering with some custom recipes for some of the more intermediate crafts. It is working flawlessly with Ravage and adds a more homestead feel in the deep wilderness of the ruined world. 😁 Some screenshots: The framework fits quite nicely with my crafting system as well: I Hope all has been going well for each one of my fellow Ravagers! It's been a while! 🙂 🍻
  14. MuRaZorWitchKING

    Ravage

    GRAD can take some time to get working properly. I’d suggest reworking the Ravage vars to a playernamespace system rather than attempting GRAD. Also, I wouldn’t attempt broadcasting them. You will find that the best persistency systems for A3 are usually “hybrid” meaning you work with playernamespace and GRAD. (Essentially Clients data to clients PC, World or “Server data” to the server database -much more efficient-) if you need some examples look at my post here: Best of luck! 🍻
  15. MuRaZorWitchKING

    Ravage

    You put the highlighted code for Taviana in your init.sqf which should be placed in your mission's main directory. Usually with Ravage loot stuff Halek's recommends initserver.sqf instead. (Which goes in your mission's directory as well) Since this is a waitUntil code I'd recommend throwing it into its own subfolder and .sqf file name it some like "TaviBuildingloot.sqf" or something of the like and then execVM it inside your initserver.sqf file maybe even try your init.sqf. As for the second bits of your post: The most I've seen is Rvg Zeds combined with Exile which afaik you do like so: (Thanks to @wetnreckless on YT here: https://www.youtube.com/watch?v=D1HtheZYjnA&ab_channel=wetNreckless) //-- This is what you need to add to your class CfgRemoteExec class rvg_fnc_zed_spawn { allowedTargets=2; }; Also, Georgie hasn't been on the forums in a long time, and the forums have seemed to die down quite a bit it seems. If you need more know how you should shoot messages towards the Arma 3 Discord tons of knowledge and experience in that area. Good luck! 😉
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