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Everything posted by MuRaZorWitchKING
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@ArteyFlow Hmm... Are you running any looping scripts that are heavy? (Non Dynamic) spawners of some sort? Also, running off a HDD or an SSD?
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@Donnie_Plays I'm not sure myself, but I have definitely seen other players mix the two or so into their servers so it's possible. Check out this video by Mick Scudds as it shows Exile being used with Ravage and multiplayer... He'd be your guy to get a hold of if someone is to know about it, unless someone else jumps on here. Hope this helps!
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If you have the Cleanup system activated you shouldn't be experiencing that big of performance drops, what map are you playing on? Cause I know the Chernarus REDUX map, I've played my scenarios for hours and hours and usually don't get a hit in performance, I really only lose frame rate when entering Cherno or the heavily edited areas but I also only dip to maybe 50FPS so it's not so bad... Also, a big list of mods can cause issues as well, I personally play with a maximum of about 20 or so mods because if you do have a huge list, I'm sure you'll suffer performance errors... Hope this helps man!
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@lv1234 to answer your question, basically follow EO’s reply if you want very slim encounters with AI you should only see Renegades with his settings seen above. If you want MORE AI to spawn, make sure to select a (Main hostile force). Hope this helps
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@lv1234 Firstly, you need to make sure to select what map layout you are editing on whether it be a Chernarus map, or Altis, Malden.. etc... choose the layout that fits. Keep AI population factor at default (15) for your secondary hostile factions select “none” as you will have one type of bandit AI hunting you or being in the map as you don’t want too many... population factor of 15 is very mild and I recommend that setting... you’ll run into bandits just gotta give it time, as Ravage is a Dynamic mod.
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@lv1234 Respawn camps are a Very, very, very rare item to run across in the wastelands in practically any and all scenarios, AI I do not believe drop them, at least in all my time playing Ravage (600 hrs +) I have never come across a bandit or any AI to have dropped any. I have however, and these are rare occasions, but I have found them while searching for loot, in boxes and such (**press space to search props**) They can be found, but are very rare... You can however, if you yourself are an editor add them into the hand placed AI within your map and just take them from them for example add in a Survivor that can be found and then make that survivor recruit-able and then take the pack from them. Keep in mind, Respawn camp backpacks are just that, a Respawn camp, they DO NOT have any available room inside for loot you find. Hope this helps!
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@YakBallz In some of my scenarios I have encountered the same issue of Zombies spawning or going where I don't want them going (Player bases and such) A small fix you could possibly try is the zombie blacklist setting via the Ravage modules as this method usually does work, if you truly want no zombies in an area I suggest you "fortify" whatever area you are wanting to have to zombie spawns in, put Military blocks and gates up in front of other gates, this also mitigates zombies from no clipping through objects and walking into a player base. The Safe zone module I believe is mainly for bandits and other AI as these don't seem to work for Zombies, I could be wrong though, and If all else fails you could try and put your trigger in some sort of .sqf file and call it in some way on spawn? There are fixes you just gotta play around in the Editor to find them ha ha and welcome to the forums! -Hope this helped in some sort of way
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@Vandeanson with your Bandit camp spawner, I have it as the first script activated on my scenarios with no faults (atleast I haven’t seen anything) Each time a bandit camp spawns all the units within it do in fact have full equipment. I also, however do have the “activation radius” from marker1 at I believe... 10,000M+ so the script is loaded in before you’re even at a camp. Not sure if this fixes the issue with them not spawning in with equipment but it sure works for me. Also, I should let you know I am still in fact using the first version you released to the forums, the one you helped me set up. Hope this helps in some sort of way!
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Detection trigger
MuRaZorWitchKING replied to pentbellz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! And welcome to the forums! Did you place a task creator in your editor? You should have more of an options list there -
I do in fact have sleeps in the scripts I use. But it's mainly for the temperature system, not sure what you're asking?
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[SP] [PVE] Ravage Releases
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - USER MISSIONS
Well Deserved my friend! Keep up the awesome Script releases!- 10 replies
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[SP] [PVE] Ravage Releases
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - USER MISSIONS
@GEORGE FLOROS GR Thank you! I hope all who try it can shoot me pointers, and tips on editing, I try to update regularly. Just did update my Multiplayer version "Not Alone" a couple of minutes ago ha ha. Enjoy!- 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
Gotcha, and yeah I constantly think about other players and how not everyone has the same PC also, some people are playing Arma 3 off an HDD rather than an SSD so some of the scripts take a sec to kick in lol Thanks man! -
spawner [Release] Vandeanson's Apocalypse - the Mod:
MuRaZorWitchKING replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Vandeanson Since you recently have been testing all the scripts together, seeing if they're all working and such and you DID put delays between each (30 seconds) Should I do the same for my scenarios? I already have a sleep time in place after both the (bandit camp and shipwreck spawners) but it isn't between them. The sleep timer is in place for my temperature script I am using as If I have it set to load up at the beginning of the script then it will show up in the Intro of the scenario. however with no sleep times on your scripts I'm not seeing any issues. Or are you stating with ALL of them being used at the same time I should space them? For example (Shipwreck spawner, bandit camp spawner, and the trader camp and base building script) -
spawner [Release] Vandeanson's Apocalypse - the Mod:
MuRaZorWitchKING replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@RZNUNKWN If you're playing the game on steam, and really this goes for everyone... But with Steam doing it's daily update scheme because obviously someone messed up, don't uninstall the game, first try to verify the files and if that doesn't work then try to reinstall it, I actually couldn't update any of my scenarios for a good week because Steam just up and decided I no longer owned Arma 3 yet the game was sitting in my Library just fine. I'd also suggest at least keeping documents or other files safely on a USB for a backup. Hope this helps in some way... You could also try changing parameters in options to maybe help. Cheers! -
ravage (WIP) Weapon Attachment Trader Script for Ravage
MuRaZorWitchKING replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Vandeanson just wanna say I really enjoy your work and I use all your scripts offered in all my scenarios. You are the KING of scripts my friend, thanks for helping keep this Community amazing! -
[Solved] Temperature script help
MuRaZorWitchKING posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Original post obsoleted Check here: https://forums.bohemia.net/forums/topic/221056-weather-effects-ravage/?tab=comments#comment-3333711 -
[Solved] Conflicting issues with "Heroes Survive" And Ravage Mod
MuRaZorWitchKING posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have got the "Heroes Survive" scripts to semi work on my template scenario, but when you start "freezing" no damage is shown, and you basically drop dead when your body temperature hits 89F. No warning, just dropping dead. I am no coder, so someone may find the issue right away lol. Thanks for the help!- 16 replies
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[Solved] Conflicting issues with "Heroes Survive" And Ravage Mod
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[Update] Decided to add in JohnO's weather effect script to the Scenario, Instead of heros and it's working like a Charm. Thank you all who have Contributed into Helping me with this! And feel free to Checkout my scenario!- 16 replies
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[Solved] Conflicting issues with "Heroes Survive" And Ravage Mod
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I’m probably gonna check out JohnO’s scripts and see if that works better, it’s also more of what I’m looking for because it notifies the player “you’re freezing” “you’re getting cold” and what not. With heroes your screen starts to shake violently and a newer player on my scenario may get confused and wonder what is even happening because you know as well as I do some players don’t read Scenarios back stories or even their “Features” and they won’t have a clue what’s happening in game. So I don’t know, I may first see if I can get heroes to work, if not I’ll change the scripts.- 16 replies
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[Solved] Conflicting issues with "Heroes Survive" And Ravage Mod
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will definitely check out that script, there may be no reason to keep Heros survive, that weather script from JohnO’s looks exactly what I was looking for, also could be much more easier to configure. Is the mod restricted to Exile? Or can anyone use it with proper credits towards the author?- 16 replies
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[Solved] Conflicting issues with "Heroes Survive" And Ravage Mod
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks man!- 16 replies
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[Solved] Conflicting issues with "Heroes Survive" And Ravage Mod
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is a setting for altitude adjustment, and I left it alone for CHR... it could possibly be part of the problem, I’ll have to see next time I’m on probably on Tuesday night, and if there still is a problem going on, I’ll let you know! @kodabar tried helping me with the issue too but no luck yet. Thanks for looking into this, we’ll get it working!! Lol I’ll keep you posted.- 16 replies
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[Solved] Conflicting issues with "Heroes Survive" And Ravage Mod
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I’m pretty sure it’s a parameter error or something on my part, because if you get near a fire or are in a building your temperature starts climbing again.- 16 replies
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[Solved] Conflicting issues with "Heroes Survive" And Ravage Mod
MuRaZorWitchKING replied to MuRaZorWitchKING's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, I have been testing “Heros” on a Template map, one character only, basic setup on Chernarus REDUX map. With just those scripts alone. And even without Ravage activated the script still does this. I probably have some parameters or settings wrong... I may have to just convert everything to “Heros survive” but keep the Ravage Zombies and Atmosphere modules in... once I figure a fix for this that is.- 16 replies
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