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MuRaZorWitchKING

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Everything posted by MuRaZorWitchKING

  1. MuRaZorWitchKING

    Ravage

    @RZNUNKWN Have you looked into Bangabob's loot script? Or even @GEORGE FLOROS GR's loot script? Both scripts spawn loot on the ground and it makes that "DayZ" type loot where you see it on the ground among houses you choose, you can even exclude houses or building you don't want to be loot-able. You also can easily add whatever loot you want to be able to find in the list... And it has a nice little probability feature as well so you can choose the percentage chances of loot spawning as well. Hope this helps in some way! :)
  2. MuRaZorWitchKING

    Ravage

    @Valken Might I suggest taking a look into @Gunter Severloh's List of Ravage Single player/Multiplayer Scenarios? Here is the link for Singleplayer scenarios: And here's for Multiplayer Scenarios: Enjoy, lots of incredible scenario authors out there! :)
  3. MuRaZorWitchKING

    Ravage

    @damsous Looks incredibly interesting... :) Also, Thank you to not only you, but to all that have wished us a Happy new year, I hope the new year goes well for all of you. Happy New Year guys! :)
  4. MuRaZorWitchKING

    Weather Effects Ravage

    From Kuplion via Discord (an EXILE Moderator) : "He left the Arma scene over a year ago, yeah. It’s not got any license on it so I’d just recommend adding credit for the original script and author and you’ll be ok."
  5. MuRaZorWitchKING

    Weather Effects Ravage

    I did get a hold of the Exile community before re-releasing this, I'm just stating in the thread, that it isn't mine.
  6. MuRaZorWitchKING

    Ravage

    I hope you all enjoy this script from JohnO, I have been using this script for a very long time (about a year) and thought it needed a revamp and re-release, enjoy. Please remember I am NOT the original author. https://forums.bohemia.net/forums/topic/221056-weather-effects-ravage/
  7. MuRaZorWitchKING

    Ravage

    @AlexD1 I apologize as I didn’t read your full comment, the Radiation modules in the ravage mod do in fact add in radioactive zones, though these zones don’t do harm directly to the player. It’s more of an added damage system, and you accumulate “radiation points” that once they go up (I believe to 30) you will get radiation poisoning and your health will slowly deteriorate, along with other nasty and harmful effects vision going “static” food and water also drop faster than usual. So radiation may not damage you directly, but it does in the long run... hope this helps! :)
  8. MuRaZorWitchKING

    Ravage

    I would recommend using the @jshock mod “Contamination area” it requires the player to use protective gear/clothing in areas you specify, and gear/clothing you specify as well. If you don’t want to add a mod there are tons of scripts that you can also do this with. Good luck! And welcome to the forums! :)
  9. As the title says, I'm needing help calling a script once the character touches the surface of water, I have tried calling in the script from a game logic module but when I attempt that on the intro of the mission the script is running and it begins and it bugs out, any help would be greatly appreciated. Not sure if it's as simple as // while {surfaceiswater (getPos Player)} do {execVM "Coldwaters.sqf";// or some type of call like that, but I keep getting errors in my expressions as I don't know the syntax very well, thanks! If it cannot be called by a Gamelogic module then I'll be needing help with inserting the call at the beginning of the script as well. :)
  10. MuRaZorWitchKING

    [Help] How to call script when surface is water.

    My current problem is cancelling the script once the player exits the water, I would like to terminate the loop once dry land is reached but I can't for the life of me figure it out. The script I've tried is: But I'm getting errors in expression right before //(#surfaceIsGrass// So I'm stuck ha ha!
  11. MuRaZorWitchKING

    [Help] How to call script when surface is water.

    @davidoss Currently using another .sqf to terminate the script, so once you exit the water it calls "Terminatescript.sqf" which is this script: Now if that's correct or not, I'm unsure.
  12. MuRaZorWitchKING

    [Help] How to call script when surface is water.

    @pierremgi I got the script to work when touching water but now need a way to terminate the loop once on land? Would I do the same thing with a gamelogic module? Or throw the termination in the script itself once land is reached? Thanks for the help!
  13. MuRaZorWitchKING

    Ravage

    Thanks @tourist I'll definitely see what I can get working man, thanks for the feedback! :)
  14. MuRaZorWitchKING

    Ravage

    @Donnie_Plays Thanks for the responses, and yeah I figured something of that sort would be needed... The save system works but if the server gets restarted then sometimes the saves don't load properly, so I'll definitely need to look into this. Thanks! :)
  15. MuRaZorWitchKING

    Ravage

    Anyone know how to get MP saves to work? me and some buddies were running a pick up server that was hosted by us, we played for a good 6+ hours, took like a 2 hour break re launched the server and only two of us had our saves still. my buddy hosting the mission didn't have one...? It has worked before so maybe it's a hit and miss? Notes: Yes server has mods in it, haven't been an issue before... Server also has re spawning enabled not sure if this can cause issues? Server is set to be persistent, and saving is allowed as well... Any help would be greatly appreciated, I know the MP in ArmA in general is hit and miss (Also, beyond buggy) usually even sometimes with getting a connection with friends. So could this just be one of those things? Thanks for the help!
  16. MuRaZorWitchKING

    Ravage

    @PsG1988 Hmm... I was hoping the more global amount added, there would be more zombies ha ha! I don’t know man, just keep toying with those settings and you’ll find something that works, that’s usually what I do!
  17. MuRaZorWitchKING

    Ravage

    @PsG1988 If your servers are 20-60 people I would highly recommend changing the actual zombie spawn settings, under the (zombies spawned at one time in game world) tab I believe default setting is 250? Meaning 250 zombies are allowed in the world at a single time...(this may be too little) Also be aware that setting this amount too high can also cause your server to lag quite a bit... I would personally try probably 500 and test that for a bit first. Also try setting the (zombies per player) tab higher than default settings as well. Both should help, Cheers!
  18. MuRaZorWitchKING

    Ravage

    Awesome!
  19. MuRaZorWitchKING

    Ravage

    I have not, I have however ran my own MP non dedicated server on the Chernarus REDUX map with ALL the things being said to cause the issue but haven't found any problems, I run 8 scripts in scenario and it REQUIRES 19 mods to be able to run it, still no issues, I even have multiple AI using Animations within towns... Only thing I have noticed is minimal frame drop in cities (Elektro, Cherno, all BIG cities as expected...) All modules are also being run in the scenario with all Atmosphere settings being used... I have played this mission many times with @kodabar and another friend and we played for a solid 5+ hours each run, no lag that I'm aware of, but this again is a separate map from Altis. @LSValmont did say he got the bug to appear in the Altis map with vanilla assets used? (Unless I'm mistaken.) I'm still unsure what the issue is. I just checked back in the forums and I don't believe he ever told us what his actual in game settings were (Draw distance, object distance, etc...) all of those can as well play a major role with lag. Hope we can help him. Cheers!
  20. MuRaZorWitchKING

    Ravage

    @Vandeanson is your guy this sounds right up his alley, and his work is incredible!
  21. MuRaZorWitchKING

    Ravage

    @LSValmont I have hand placed so many traders and AI in my scenarios and haven’t noticed any type of performance issue, also running on Chernarus REDUX map which is a VERY heavy map, still no issues... I’m unsure what your problem is, but if EVERY single AI you have hand placed is using Animations that may be your issue... also it may be a server issue since you are experiencing it in MP, sometimes Servers slow. And I’m with @EO on this one, generally players don’t stand in one area for 8+ hours anyway, by doing so in Ravage if you’re in a town or not, Bandits will eventually roam through and kill you or raid the town. I have many towns and trader camps built into my scenarios and I know this for a fact because I’ve had whole towns killed in Bandit raids.
  22. MuRaZorWitchKING

    Ravage

    @CrazyCorky Keep us notified if you do! Always Curious to what others bring to the table, there are so many talented individuals in this thread and most (If not all) my work wouldn't even exist without their hard work. It's because of the mod authors and scriptwriters hard work that my scenarios exist, and it gave me the courage to actually post my stuff up in the workshop (and even join the forums) cause I believed that I was going to get tons of hate or just talked out of posting up more content... But I actually try to push out newer updates or bug fixes to my scenarios weekly, The Ravage forums I've found to be the most laid back forums I've ever been in, and that's how it truly should be. I wish you luck on your future creations!
  23. MuRaZorWitchKING

    Ravage

    @EO I can imagine the difficulty, sounds like it was epic as hell though! That's what I truly love about Ravage, the experience is so unique each play through that you never know how you're character is going to die... Am I going to die from radiation poisoning this go round? Bandits? I remember when I saw my first car patrol... As they were usually quite rare, and still are, I saw my first in one of my own missions at the time, I was in Elektrozavodsk in the fire station by the hills, I remember hearing a car of some sort on my headset and thinking "What the hell is that?!" And sure enough, I believe they must of caught a glimpse of my character before I entered the station, because they drove right up to that station, and they all got out of the car to search for me... Luckily patience was on my side as they gave up the search after about 15 mins in game time, But you can bet my heart was pounding! I can only imagine something like that in REAL time brother! Thanks for sharing! :)
  24. MuRaZorWitchKING

    Ravage

    Currently in another long and grueling day in one of my Ravage Scenario's and I just got curious... anyone in this Forum, I'm curious on everyone's longest run in Ravage (day count before your demise) My longest I've EVER gone before was 15 days... but my character slowly died from radiation poisoning... Currently on Day 3 in "The Burning Rain" just picked up a half-Ghillie and a nice M4, decently geared up in this play through but food is severely scarce, gonna have to hunt at some point... What's YOUR max survival times? And Happy Hunting!
  25. MuRaZorWitchKING

    Ravage

    @EO, @GEORGE FLOROS GR I rarely have difficulty with the mods I use, and haven't had any complaints in "The Burning Rain" on mod errors (19 are required to play it) so all seems well... I'm not saying mods can't cause problems cause they definitely can lol and @ArteyFlow I'm not sure what to tell ya man, I personally run my game on an SSD and my game runs quite smoothly, depending on your specs or even the mods you ARE using you may have to experiment with some settings to get it to continue to run smoothly, maybe try different memory allocation.
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