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MuRaZorWitchKING

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Everything posted by MuRaZorWitchKING

  1. MuRaZorWitchKING

    Ravage

    Turn Ravage cleanup off and use GF’s cleanup script, you can set when and what you want cleaned. Happy editing! 🙂
  2. MuRaZorWitchKING

    Ravage

    I feel ya there, been working on mine over a year... You never really know when to stop, it’s a good feeling seeing a project grow into what you’ve made it. I can only imagine how proud Haleks is of the mod. I feel Ravage is far more popular then DaiZy as well from the A2 days. Ahh... Good times.
  3. MuRaZorWitchKING

    Ravage

    @GEORGE FLOROS GR I recently removed this mod, have got “The Burning Rain” down to only 9 required mods now, it used to be 15. Went through the .sqm file over my days off and have been cleaning it up quite a bit. Now I’m looking into cleaning up the scripts, possibly adding in some EH’s though I have no idea how to implement them... Good time to learn! 🙂 Also, going over the Ravage code for the Radiation I learned how to add in .paa image files into scripts so The weather scripts are now displaying a thermometer whenever you get cold, or are warming up, etc... Haleks has done a phenomenal job, I didn’t even have to bother him! I’m stoked for my upcoming update! 😁
  4. MuRaZorWitchKING

    Ravage

    @RZNUNKWN I figured I’m just gonna give the player the pilots uniforms, rebreather, gas masks etc... And am gonna remove the Chemical warfare mod, no use going that extra mile adding all those uniforms when Haleks already has some gear within it, haha! I appreciate the help though! 🙂
  5. MuRaZorWitchKING

    Ravage

    Yes I have 5, 1200m zones. So it’s either size that’s doing it, or it’s because I have them so close together, or like you said, it’s time acceleration.
  6. MuRaZorWitchKING

    Ravage

    Yes, it is set to 4.
  7. MuRaZorWitchKING

    Ravage

    If I add them to the classnames within the mod will other players that play the mission have the same protections? Hmm..
  8. MuRaZorWitchKING

    Ravage

    Hmm... That's odd. With stacking mine (rad zones) the geiger counter picks up extreme amounts of radiation, doing testing yesterday I noticed levels over 400. (which is what I want) with Chernogorsk being where the bombs were initially deployed. Hmm... Have you tried increasing the radius of the zones? I believe mine are at 1200, that could be what really stacks it too. reminds me of the "Glowing sea" in Fallout.
  9. MuRaZorWitchKING

    Ravage

    Is there anyway to add certain uniforms to the radiation protection list? I'm sure this has been asked before, if so, someone please drop a link Also regarding radiation is there some way I can make the player die instantly or slowly take damage once the radiation counter hits 100? Thanks all! Edit think I've found what I'm looking for, possibly use the "fn_radMonitor" to be used in some script, will test! :)
  10. MuRaZorWitchKING

    Ravage

    If you’d like help with this let me know, just shoot me a message! I got tons of little intel items across Chernarus in my scenario.
  11. MuRaZorWitchKING

    Ravage

    That sounds like a hardware issue to me mate, is it a BSOD? Or is it just blue? If it’s just blue but the computer is still running check all the cabkes going in the monitor, and the PC. If all good and tight, check your peripherals (if you have anything unnecessary) headphones, speakers, etc... unplug them all and retry without them. You could have interference with your hardware causing it, but the mobo isn’t popping a code. (It occasionally can happen)
  12. MuRaZorWitchKING

    Ravage

    Alrighty, all is updated now, thanks again Haleks! :)
  13. MuRaZorWitchKING

    Ravage

    Thanks for that @haleks you're the man yet again, yeah it's only around 700ish where I have it set, no wonder no damage was received xD Updated for CHR REDUX: Everyone should also be aware that it DOES have negative affects if you're within a plane or helicopter, So you can even technically use this script as a "Too high" script or something of that sort, change the notifications around etc... Hope you all enjoy it. :) Thanks again for the corrections Haleks! Should be safe to add now @GEORGE FLOROS GR! If you can think of any "updates" or needed functions feel free to add them to it! :)
  14. MuRaZorWitchKING

    Ravage

    Feel free to add it, though Haleks is probably right and it probably does need editing, I just checked if it worked (and it does) but it needs more testing!
  15. MuRaZorWitchKING

    Ravage

    I did try that code but it didn’t seem to activate for some reason at that altitude, after using the one I posted and testing it seemed to work, hmm will test again though! Thanks Haleks! Also... Am I correct in assuming that altitude and the Y coordinates of the map are two separate things? If so this was the problem with my first attempt, as using the code you mentioned I was already receiving damage at that height.
  16. MuRaZorWitchKING

    Ravage

    Typed up a quick little "Cold altitude" script for you guys, feel free to use it / edit it to your needs, current altitude setting is anything above 13,800ft, I typed it for CHR REDUX (for the snowy mountains) but you can easily change the values to match any certain map you want. The current effects timer is set every 15 seconds, this can also be changed. I believe this WILL have negative effects if you're in a plane / heli, so probably just either change what the notification says, or set altitude higher... It is recommended to change the "titletext" to probably a "cuttext" so you can call random notifications, and have a much more dynamic experience with it, you can even easily add in your own sounds. Enjoy mates! I'll also throw this is the Ravage weathers page.
  17. MuRaZorWitchKING

    Ravage

    Well, Steam just crashed GLOBALLY xD may need to re-add some of you guys, most of you are "?" marks
  18. MuRaZorWitchKING

    Ravage

    Anybody familiar with the "Too many virtual memory blocks requested'' error? I have reports of player's getting this error within my scenario, I told them to change the parameter settings to allow the game to have more memory... I myself have not had this issue or run into anything of the sorts, could it be due to preprocessing files? Thanks all! 🙂 Update: may have found the problem, I believe once too many scripts are added the engine gets to the point where it can no longer "keep up" with everything... As once I was testing and I saved and reloaded the save I would get the same error as other players. Currently reducing the script count, going to see if this fixes the issue, thanks all. 🙂 2nd Update: Resolved the issue, it WASN'T due to too many scripts. Arma being Arma was over processing the scripts causing the page file to exceed maximum memory usage, this was resulting in a hard-crash (game instantly closing) and the error to be displayed "Too many virtual memory blocks requested." After pulling my hair out I found out that Arma "stores" script info some way, some how... (maybe within the editor?) And I found a setting for "Recompiling for Global scripts" in the editor under the settings tab. Behold... 60 FPS in CHR REDUX, yes you read that correctly, 60 FPS... I believe this setting resets the global script settings for the game and uses the most "up to date" version of the scripts being used. Cause it damn sure didn't play this well before, all is working normal now, saves, loading, etc... I had no idea this option existed. What the hell.
  19. MuRaZorWitchKING

    Ravage

    I completely agree, could never really get into that kind of thing... I usually tend to build a campsite with a regular tent and fire nearby for when I’m “building a base”. It’s never steered me wrong, I use the tent for weapon/supplies storage, all while relaxing by a nice cozy fire. If I hear gunshots, it’s time to pack up my goods and leave. (This is my view on it) or as you said, hold up in an old building...
  20. MuRaZorWitchKING

    Ravage

    Yes! this is why I put severe radiation levels and even Toxic chemicals within Cherno in my mission. If players go there without the proper equipment they’ll surely gonna meet their end, Radiation levels reach 250 all the way up to 300 in the city. gotta have a good challenge.
  21. MuRaZorWitchKING

    Ravage

    I think, keyword (think) that if you were to build whatever structure you do, and then save your game, leave, then re-load up then the game might register the build... Could be wrong... If I remember correctly I ran into nav-mesh issues when I would attempt to use Zues to make in game edits on the fly, while adding structures. And I believe this was a fix, if I remember correctly.
  22. MuRaZorWitchKING

    Ravage

    No that was me genuinely asking. Never hurts to try ya know. Who knows, maybe you could figure it out?
  23. MuRaZorWitchKING

    Ravage

    @CHICKENLICKEN if you want all these added features for zombies, why haven’t you looked into trying a little project for yourself? Implementing it yourself?
  24. MuRaZorWitchKING

    Ravage

    I found that by stacking the zones on top one another achieve this greatly.
  25. MuRaZorWitchKING

    Ravage

    How’s the nav mesh? Any conflict? I’d assume Zombos are walkin through things? Cause if not you’ve passed probably the biggest threat to these types of work. Great job, not only on this but all your work.
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