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Everything posted by MuRaZorWitchKING
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What are your loot settings? (Values for each defined loot type)
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Definitely gonna try it out! I still have yet to try out the Myst Mission Haleks released, was too busy making small fixes and edits towards my own scenario, but I will definitely give them both a go!!
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If that is correct it’s nearly double the size of Chernarus... (Chernarus being 225 square kilometers) Damn.
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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?
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This is why when I play Ravage I use the “Save and exit” saving feature only, that way if I die I die, better luck next round, It’s loads more immersive if you push yourself knowing you only have 1 life. What’s the fun continuously reloading a save before a bandit confrontation because you keep dying? It also promotes better situational awareness. And you almost start to sweat when bandits enter the building they last saw you in (that you’re still hiding in ).
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Ooooooh Now you’re just spoiling us (if you added that in) I quite like the idea of having players only being able to save if they have a “player camp” set up, almost like a safe zone... more immersive. 😁
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My MAX recommended for "The Burning Rain" actually sits at 10 Hahaha And you're correct, after dropping the RHS full pack my FPS bumped up, and everything runs a lot smoother, I tried running RHS with CUP and the engine wanted absolutely nothing to do with it. I try to pack scripts into missions more-so, cause you can edit the times, or set limits, where-as mods you kind of are limited in the resources that they want to use.
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Performance on my end is fairly stable... Only issue I have noticed is the reported one of the vehicle repair / scavenge from a couple 100 meters away, yet still no biggies. Not sure if any of you have played any of my missions but after dropping most the required mods and mainly using scripts to achieve the desired "atmosphere" I have noticed huge performance differences. Occasional micro stutters do happen but not enough to ruin game-play or "disturb" it. I'd suggest to others having this issue to seriously consider trimming mod counts and keeping to either supported mods, or looking into scripted features. Cheers!
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Could a repel function also be done by adding damage to a certain zone as well? I know sometimes AI will actually flee from damaging areas back into “safe zones”. With the use of ALias’s Farty Anomalie script the AI will flee if they aren’t geared up for the “toxic zones” so... (Possibly) what you could do, is add only a Selected few of AI that can “raid” if they are wearing certain gear. Would this be plausible? (Almost like an actual “Base-Raider” faction?) Just some thoughts mate! Good work!
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I’ve been thinking of something like this, been studying over the Ravage code whenever I can, and If I can somehow help Haleks with this I’ll try, would be neat features but then again that’s a lot of code, and a ton of work for just those few features you’re seeking. Plus this is Ravage not DayZ. (I see where you’re mind is at though and I like it! 🙂) I can see how these would be really cool to be implemented... I think most of these things aren’t added for the sake of “copyright claims” Haleks can easily add in his own code but I’ve seen it quite a lot where people are like “This isn’t original.” “Why are you copying this other mod?!” Blah blah blah... If you base something “too similar” to something some people freak out, and it’s all semi “easy” to avoid if you try not to copy too much. I’m not bashing you’re comment either, don’t think I am, You have some great ideas, and do good mission work. I’m just trying to explain how/why (I think) most these little features aren’t added. And I think these are the reasons Haleks doesn’t have them in, or I could totally be wrong and it’s a feature he’s planning for a later release!? Who knows!?
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Yes, Haleks has gone over this before, I believe he referenced the Arma damage system, certain parts of the body can only take damage till “100” or whatever then you just die. If you’re making your own missions within the Zombie modules you can change their damage outputs, I usually set mine to 15 or so, that way you can take a decent beating before you’re dead. 🙂
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Are the items within a crate or other storage unit? Or are they just being set on the ground? (If items are being set on the ground itself, Ravage is going to definitely delete them because it believes it all is garbage collection. Which it is, because too many dropped items on the ground will definitely have an impact on performance.) if the items are on the ground and you want “ground loot” you’ll have to have a different cleanup system. Regarding the EH that’s a good question for Haleks! Hope I was some form of help! Cheers!
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Not sure what you’re asking mate, are you referring to the “addItemCargo” Or are you actually placing items in the inventory with the inventory editor menu’s?
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Totally using this as well, never thought of something like this. It’s like it simulates the wind blowing the radioactive particulates around. AWESOME! ☢️
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@RZNUNKWN you should be able to edit all the things you’re talking about within the editor itself, under the Ravage modules in “Atmosphere” for Ravage I believe it asks you if you want Radiation zones, put that to “No” and then within the Ravage Modules you can place your own Rad zones, sizes of them, also by stacking bigger zones a top one another you can make the Radiation zones more potent. Best of luck! Happy editing! 😁 (Also the debug module gives you the option to show where the Rad zones are.)
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If you head to the first page of the Ravage thread you will see where Haleks has put his Paypal and Patreon page links, (they're at the bottom) feel free to give those a tap and donate! (I also never properly welcomed you to the thread) May your days surviving be long and your loot findings prosperous! Welcome to the Ravage thread mate! 🙂
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^^^This. I just had to remove most the content from my mission because of too many scripts, after the optimizations I may take a peek back into adding JBOYDOG back into my scenario, cause with it the game wasn’t having it, after a good hour the UI and everything would lag terribly, even if not I can still squeeze in a couple more scripts with the slightest performance optimization! Excited!! 😏😁
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YESSSS.
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Try this: Activated via trigger, this script is used to DISABLE lighting, but I do in fact believe you can reverse it to where it will activate them as well, someone care to look? I used to use this script, but now I use the editor. Credits to "dark_spectre" worth a shot! 🙂
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Updated "The Burning Rain" removed quite a lot, added quite a lot. Required items is down to 9 whereas it was at 15. Frames rates stay pretty high, of course towns drag a little but that's to be expected of course in CHR REDUX. The Ravage loot menu and sleep menu's are working good again after cleaning everything up.
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@acoustic I’m unsure if it still doesn’t work with MP or not, you’d have to probably ask on his thread, Or read through most of it to be sure.
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I’d recommend giving JBOYDOG a try, you can add feral dog packs via triggers, and even have Guards using the dogs as guard dogs!
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Place down empty containers and use the “addItemCargo” code and you can fill the containers with as much random Ravage loot you like! I’ve made tons of custom loot boxes this way, all using Ravage gear. Good luck! 👍 This way also the items on the ground wont be deleted. Cause they’re in containers. 🙂
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1.) if you want a custom loot spawn system check into Bangabob’s loot spawner, you can edit the arrays to your liking and even set probability of spawn rates. It also spawns on the ground in houses / buildings. I also suggest using GF_Cleanup script with this system because the Ravage cleanup system doesn’t like random loot being spread across the map (with good reason) haha! 😆 2.) If you’re wanting ambient Helicopters I suggest plopping the ones you want within the map and using the “BIS_fnc_taskPatrol” function from BI and placing it in the units init, this way the helicopters with be completely random with their flight paths! 😉 Happy editing! And good luck with the loot! It’s probably one of the harder things to get working, if you’re wanting raw performance I’d try and stick with the Ravage Loot system as it is by far the least demanding, if you want a more “DayZ” loot style go with a loot spawner so you’ll see loot within buildings and such, though your scenario can likely take a performance hit. Good luck!
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If you’re using the Ravage loot module I believe (could be wrong) but one of those values is medical gear spawning “probability” and I would suggest increasing those values. As First aid kits or “FAKS” are already present within the mod, just incredibly rare. I’d suggest making your own “loot stashes” located around the map and put FAKS into them for yourself and players. (Easiest way for medical loot) Cheers!