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Everything posted by MuRaZorWitchKING
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@HerestotheGears I’m unsure as to if you can place down food/drink items into the world, but I do know you can easily add them into containers or players inventory’s/bags... I recommend taking a look into the Ravage Wiki for further help :) you can find it here: http://ravage.wikia.com/wiki/Tools_for_Mission_Makers Welcome to the forums, and I wish you luck woth your future projects!
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I meant re-copy the script, I updated it in the thread, it no longer uses the “_inWater” condition. And most are case sensitive yes. Hope this solves your problem. let me know man!- 32 replies
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
All clothing listed in the script is classified as cold clothing yes, all clothing NOT listed in the script are considered warm clothing.- 32 replies
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@RZNUNKWN use the updated version, I had to modify the script alittle yesterday and I removed all the “_isWater” from the script as it was having issues... other than that your script looks good... What did you name the .sqf file for the weathereffects? Or is it “weathereffects.sqf”? Cause spelling could be an issue too. (Not saying you can’t spell, I’ve even done this lol) I’m also not at my computer atm, at work :/ but I’ll definitely try to help you out as much as I can!- 32 replies
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No it shouldn’t, although the sicker or more cold you get it will disable sprinting. Does all work now?- 32 replies
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If all the scripts are in an “organized” folder for scripts drag out the “weathereffects.sqf” file and put in in the mission directory then call it at the top of your init.sqf with // [] execVM “weathereffects.sqf”; ///- 32 replies
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you have all the scripts organized in a “scripts” folder in your mission file? Or are they all scattered in in the folder?- 32 replies
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Keep in mind that the “cold hours” of this script are located here as well, and you may need to make small edits.- 32 replies
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@RZNUNKWN Under the settings tab in the script you will see a setting “ ^^ This setting to be exact. Change the false setting to true and you should see “You are not cold” when the script fires. (In green) I disabled this setting because the constant reminders of “You are not cold” can get somewhat annoying. (So it’s mainly a test setting.) hope this helps.- 32 replies
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I have been using the Workshop recently and have released multiple Scenario's to the workshop, I will compile the list of links below and a description of each, Please feel free to comment! Hope you all enjoy! :) "THE BURNING RAIN": https://steamcommunity.com/sharedfiles/filedetails/?id=1431963030 "THE BURNING RAIN" is set 35 years after the bombs fell, you are a sole survivor in the desolate landscape of Chernarus. There is scarce loot, the dead are everywhere, and there are bandits constantly on the lookout for you. Also this scenario has a built in Temperature system, the scripts used are from JohnO and they display your current status or even ailments "sickness, cold, freezing" at the bottom left of the screen, I have made a big dent in editing the script (throwing in more outfits, tweaking the colors of the notifications, and I tweaked the distances required from items such as campfires and the like required to get warm) The Features of this map: Unique player base location Located by the abandoned food shelter. Offers full lighting control, storage, and base defences. Dynamic Body Temperature System Keeps the player notified of Overall Weather, and sickness. (freezing, Cold, Sickness... etc...) Dynamic Ship Wreck Spawner Dynamically Spawned Ship wrecks with loot across the map on the Coasts of Chernarus. Dynamically Spawned Animals Wandering, randomly spawned, food source... Dynamic Traders both wandering and static around the map. Traders Guild Recruitable Survivors Some wandering AI and Townsfolk are recruitable! Towns some are marked, some you'll have to find. Dynamic Weather system Rain, Fog, Sunny, cloudy all Randomly changing. Vehicles some wrecked some you can hop in and drive without repairing. Vehicle repair System Dynamic loot system Dynamic Bandit camp spawning system Bandit camps randomly spawn across the map, and have loot! Infected Crawlers, runners, and the usual Walkers. Chemical Contamination zones you'll need special equipment to enter these areas. Dynamic Survival System Your gonna need food and water to stay alive. Bandits Bandits have always Stalked the lands looking for someone... Someone as unaware as you... Random spawn You never know where you're gonna spawn, always different. Random Loadout on Spawn Each time you restart, your loadout will be randomated. Save System Don't worry, you can pick up where you left off. :) Pure Atmosphere Map Credits: CHR Team Credits, and thanks to : @haleks, @Vandeanson, JohnO, RHS Team, CUP Team, Lord Frith, Lord Booka, EPOCH Team, CBA Team, Assualtboy, MrSanchez and JSHK, Their Scripts, textures and Modules were used, I also received help from @kodabar The next mission on my list is "THE BROKEN" https://steamcommunity.com/sharedfiles/filedetails/?id=1491990072 "THE BROKEN" is set after the events that occurred from the outbreak in Chernarus, mass deployment of nuclear weapons shifted the earths regular seasonal cycles and devastated landscape. Altis, being a somewhat arid and desert type climate was altered and shifted with the events that had happened, making it a vast cold and unforgiving landscape... Once people knew what was happening and it got colder people shifted towards a more easier way of hunting they resorted to fishing rather than hunting wild game for meat, people were hunting because there were no longer anymore incoming shipments of supplies for food markets, people were starving... They thought the fish would keep the hunger at bay, and it did. That was until the fish became infected with the virus that plagued Chernarus.for the longest time, it made its way across the globe affecting all sorts of wildlife, but it didn't have any negative affects of the wildlife. No, the virus was searching for the perfect hosts and it found it, it was the humans consuming the fish. You will be tested here, the cold doesn't forgive any, and your hunger and thirst will also test your true human limits as you battle against the frigid weather. Features: Traders Guild Location can be found on the map! Trading Caravan Their path, and rest areas are located on the map Air Patrols hostile air forces looking for remnant survivors... Dynamic Body Temperature System Keeps the player notified of Overall Weather, and sickness. (freezing, Cold, Sickness... etc...) Dynamic Ship Wreck Spawner Dynamically Spawned Ship wrecks with loot across the map on the Coasts of Altis. Dynamically Spawned Animals Wandering, randomly spawned, food source... Dynamic Traders both wandering and static around the map. Recruitable Survivors Some wandering AI and Townsfolk are recruitable! Towns Dynamic Weather system Snow, Fog, cloudy all Randomly changing. Vehicles some wrecked some you can hop in and drive without repairing. Vehicle repair System Dynamic loot system Dynamic Bandit camp spawning system Bandit camps randomly spawn across the map, and have loot! Infected Crawlers, runners, and the usual Walkers. Dynamic Survival System Your gonna need food and water to stay alive. Bandits Bandits have always Stalked the lands looking for someone... Someone as unaware as you... Random spawn You never know where you're gonna spawn, always different. Random Loadout on Spawn Each time you restart, your loadout will be randomated. Save System pick up where you left off. :) map credits: Crazy Mike Credits: Bohemia, @haleks, @Vandeanson, JohnO, Crazy Mike, and the CUP TEAM, their scripts, and textures were used in the making of this Scenario! I also thank our Amazing Community! Both of these scenarios are Singleplayer PVE and will test your skill in ravage, "THE BURNING RAIN" has many mod requirements as It was my first release on the workshop, "THE BROKEN" has many less both offer almost the same experience but "THE BROKEN" is much harder to adapt to. I constantly try to update these and am always looking to learn more about mission editing, if you have any thoughts or implementations please let me know! Thanks, and enjoy! PLEASE READ: KEEP IN MIND I DO NOT UPDATE MISSION'S FEATURES IN THIS LIST, CHECK THE MISSIONS IN STEAM WORKSHOP IN ORDER TO SEE RELEASE'S CURRENT STATE/VERSION. THANKS :)
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[SP] [PVE] Ravage Releases
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - USER MISSIONS
@Caites the quick patch is up, (with a little more added) hope you enjoy the update. :)- 10 replies
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With @GEORGE FLOROS GR's Help I updated the weather effects script, and there are now 2 parts to the script, the second script is for Frigid waters if anyone is looking to add it into their maps. Enjoy! :)
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Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@GEORGE FLOROS GR Thanks again brother! We definitely are on the way there!- 32 replies
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[SP] [PVE] Ravage Releases
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - USER MISSIONS
@Caites To answer your questions: Firstly, the plane that is severely low on fuel can and with patience can be flown to a nearby airport/hanger if you throttle down to about 38-45% throttle to conserve fuel (or the lowest percentage where flight still is stable) you can land it, just takes patience. The visual filter, is on, I can release a quick patch update to disable the feature. The fox fuel mods should be compatible yes. Enemy AI are completely unpredictable in ravage, sometimes they will wait for you outside if they get a chance, other times they will creep into the building you are in searching every room for you. And sometimes they will in fact just leave as they either don't see you as a threat or are more concerned on moving on. Hope these answer your question, and I'll push that update out at some point. Thanks for the questions!- 10 replies
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spawner [Release] Vandeanson's Apocalypse - the Mod:
MuRaZorWitchKING replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just repost it to my mission release thread or Direct message me for questions/comments. Thanks @Caites -
Damn... My squad buddy, some Czech dude I picked up in Cherno (AI) lasted 3 days with me... Sadly, we had a UAZ drive by with a mounted MG, and they lit up our cover position... May he rest in piece. If the Zombies weren't gonna get him it was bound to be those damn banditos... Poor bastard. We had a good run buddy... I'm gonna need that HK416 back though since ya won't be needing it anymore. Who else had some good runs with AI? I was honestly shocked at how long he lasted...
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spawner [Release] Vandeanson's Apocalypse - the Mod:
MuRaZorWitchKING replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, that is correct. Although that one doesn’t really have a story, just survival. -
Weather Effects Ravage
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
May need to update this re-release, been playing my scenarios for a bit and haven't been scripting lately... The "in vehicle" variable is working within the script along with the "surfaceiswater" only problem is once you're flying over water in a helicopter or plane, Arma being Arma decides that your surface is water and that you're going to start getting cold. Another issue is that once "warm clothing" is found (warm clothing being any type of clothing NOT listed among the "warm clothing list") and you do enter water with said warm clothing the script thinks you cannot become cold now that you're in warm clothes so now the water has no effect... So I will be looking into this and fixing it. I'll probably just make a separate "cold water script" so once the player enters water in any form of clothing then they'll get cold no matter what... other than that vehicles being covering is working flawlessly, and the script as a whole... If anyone who scripts, has a fix for this feel free to share it! If not, all is well, I'll figure something out. :) Cheers!- 32 replies
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spawner [Release] Vandeanson's Apocalypse - the Mod:
MuRaZorWitchKING replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not sure what you mean by "moving the mission" to another map, but in order to do so I would have to give you my work in order for you to make a port over to another map, such permissions are not given. I can however point you in the right direction of starting to edit your own scenarios. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
MuRaZorWitchKING replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I actually have three Scenarios using your scripts, and all three are also Ravage based. ”The Burning Rain” based 35 years after the apocalypse in CHR REDUX map: https://steamcommunity.com/sharedfiles/filedetails/?id=1431963030 ”Not Alone” a 4P COOP Ravage experience based off “The Burning Rain”: https://steamcommunity.com/sharedfiles/filedetails/?id=1446397227 And lastly “The Broken” my Scenario following the story of “The Burning Rain”: https://steamcommunity.com/sharedfiles/filedetails/?id=1491990072 Welcome back @Vandeanson!! I’m still using the bandit camp, and dynamic ship spawner scripts for the moment, looking into possibly updating again and adding in Jboy dog script! Cheers! And Happy New year to ya! -
So I don't know if anyone else is experiencing this but I'm playing one of my scenarios, and I found an old bus that is in good running condition, I've been going for a good solid 2 days now and I got to green mountain to take a break because it became nightfall, well, that night a trader ran up to my bus and was standing in front of it (gave me a startle at first almost shot him... :]) and it's the next morning and now him and his buddies are guaranteed following the bus when I'm driving, he's calling out the movements and everything to them and they're following, is this a bug? Or is it because I have mass amounts of loot in the bus?
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Looks amazing as always @haleks, I may have to update my single player mission "The Broken" Again just to add this one in. Thanks for another release! :)
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@DanteMccloud, @RZNUNKWN, @vastiny, All three of you seem very interested in editing and already have spots in the forums, if you would like, @Gill93 has made a Ravage squad group in the steam community. He has tons of editing scripts, tips, and even mods in a huge discussion tab that is available to everyone. I'm sure he would be very happy if you guys join. :) https://steamcommunity.com/groups/Ravage-Squad
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@DanteMccloud if you are looking to add banknotes to the player after a zombie is killed, take a look here: http://ravage.wikia.com/wiki/Tools_for_Mission_Makers Under “How to earn banknotes for killing Zombies” you will find the Event handler you’re looking for. :)
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@RZNUNKWN Keep in mind you don’t have to manually search the editor for class names of weapons with vanilla assets, some mods even have entire lists as well. Hope this helps. https://community.bistudio.com/wiki/Arma_3_Assets