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Everything posted by MuRaZorWitchKING
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Photo's from The Reach... The new zone requires specified gear to enter, if you don't have the required gear you'll suffocate to your demise. A low, droning hum can be heard in the zone... Still noone knows what it is or where it comes from...
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Yeahhhhhh, so no dice with the ACE3 additions, the medical and everything works 100% me and @Slay No More worked on persistency and thanks to the man himself we got it going with GRAD via custom var, although with the medical system, the problem lies where ACE gets it's damage types from ie ("bullet", "stab", "punch") etc... It will all save but weirdly when I was testing it would only save your ACE damage if you were moderately wounded, low damage meant no saving at ALL for ACE medical. Which means players could have a bloodied screen, log, relog and poof no more ailments via medical menu 'treatment menu' however, when I'd wreck my truck like 3 times purposely to stack damage and I'd get Avulsions, cuts, etc... It'd save perfectly! Lol So I just gave up, but I did find out that ACE medical does work with Ravage, they just need some sort of health saving system so you don't have to go through the trouble of writing a database just to save some vars...
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We went from Auto running, to DayZ Mod, to DayZ SA 😆😆😆 I’m just over here working my ass off trying to get ACE3 mod medical stuff working with playernamespace saving. Server going to be lit 🔥 (And yes, due to recent or at some point ACE3 patch, Ravage + Ace medical is now compatible 😉 zeds cause Avulsions and bruising on hit sight) We’ll have a server event too, whoever gets the first tourniquet put on from trying to run from Haleks minion zombies and snaps their leg from jumping off a building running from zombies, that person can have a free MRAP Once they gimp all the way to @RZNUNKWN back at our base 🤣🤣 No promises he won’t dome you though, CSAT Ghillie FTW!!! 🙌
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Me and @RZNUNKWN just had the craziest encounter with bandits 🤣 we were rolling down the coastline in our truck and it’s night time, I saw the campfire from a distance so I pulled off the road and we got out to investigate, while doing so and when we got down to maybe two guys left Reason took a hit to the chest from a lee enfield and needed to be stabilized, so I tapped the dude with the enfield, and got Reason back on his feet after dragging him off the roof into cover. Reason was back in action, I was the only one with thermal at the moment cause we had a rough start on joining (long story short our MRAP was ambushed, and was destroyed) So we killed the last dude, we’re looting, a dude had a diesel jerry can so I figured I’d grab that and fill it up. As I run to the fuel pump and tell reason to watch my back I’m sitting there, Jerry can is about half full. Then all of a sudden I hear reason “DUDE! GET THE FUCK AWAY FROM THE PUMP! LOOK TO YOUR LEFT!!! MOVE, MOVE, MOVE!!” So I glance to my left and literally a group of probably 10 - 15 bandits is just approaching us on the road, thank god it was night time or it would’ve been a rough fight. We crawled to the nearest fuel station and basically layed in there proned out waiting for these bastards to leave. But TWO STAYED BEHIND! So we both basically looked at each other and we knew we’d have to get out of there mag dumping into bandits and zeds lol 😆 Shit was absolutely insane though, the Ravage bandits, and even zombies always know how to make a scenario go from 1 to 100 real quick 🤣🤣
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I figure since I'm up to date so to speak, on my scenario's I'm now going to look into these... Most likely though your system is going to get added into the dedi and TBR! I'll let you know when it's patched into the dedi for you to do your own test runs as well. 😉 Any tips to getting them to spawn? I'm assuming they don't work with ravage zombies? Like they're their own other entity?
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Finally got around to giving 'The Burning Rain' a VERY MUCH needed patch, (after 4 months? sheesh...) I moved everything over to the new systems, new UI, new Loot, the ambient sounds are amazing. (thanks again GF 🙏 ) The night time atmosphere with Drongo's mod added... It's all finally blended into one project. It is about damn time. If any of you wanna check it out you know where to look, same place on the workshop where it's been for a good while now even after being mistakenly deleted... TWICE! 😬 The Burning Rain V3.0 Rebirth Hope you all enjoy! Some of you who haven't played it in awhile will probably pick up on the differences quite early, as well as possibly the smoothness as well. Now then, I'm off to hunt some rabbits for this cozy fire... 🐇 Cheers 🍻
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I will give that a go next time I post a patch, thanks mate! 🍻 I could’ve sworn popping into other players bags adds bad rating too, but I’m not entirely sure… Hopefully this will fix that, on another note players can no longer steal from traders anymore anyhow with the use of HALs traders as all items on the trader are dynamic 🤣🤣 So either way this should fix it up quite nicely 😁
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Also @haleks I forgot to ask, but is there anyway to remove the rating system? Playing with friends we gift items / share food and medical items via backpack just cause it is easier to trade items this way... Is there anyway to remove the rating system for pick pocketing / shooting people on the same side? It's hard entering a safezone if you're classed as a renegade as the AI instantly recognize you as a "threat" and start shooting you... It's also an annoyance when you're playing with friends and you have to get out of the vehicle everyone is trying to get in as once you're a renegade it "soft locks" the vehicle you're in. I'm assuming this is also a base Arma system setting as well eh?
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Enjoying the View Wendigo Encounter 😬
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This is also going to be a crazy update having in the Server cause I just added in Drongo's Spooks and Anomalies. @RZNUNKWN and @Gill93 pointed me towards the mod, and after looking at the mod trailer I knew I had to add it. I made it to where the anomalies can slightly damage vehicles on impact so with zombies being able to do the same thing... The scenario will be even more interesting, nowhere is safe!! 🤣
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Yeah.... That did happen at all, I feel asleep right after I got home I was dead 💀 🤣 Today though I'm on most the day, and as I said earlier it is 24/7 ran so no need to get a hold of anyone to join, you guys can join whenever you please!
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Most likely possibly via MySQL server or something along the lines of it, you could possibly even make some sort of system to basically load a Ravage MP save from a certain server with certain names. It’s definitely 100% possible, though I wouldn’t say it’d be easy 🤣 🤘
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I use keypress handlers to save player progress, ESC key to be exact. Works like a charm! As for the custom variables GRAD can be a bit weird, usually for custom variables I just use playernamespace as it is faster than GRAD cause I believe it’s loaded instantly on JIP players (could be wrong though) @Slay No More actually helped me setup the health variable saver, he saves hundreds of variables with GRAD. Dude knows what he’s doing for sure! But yes, GRAD is a must for any persistent battlefield type scenario or base building, and like you said the devs are quick to respond/ add new goodies! 😁 Just remember you can always call GRAD functions pretty much for whatever you like, eventually I’d like to setup some sort of system for on last player disconnect, it’ll pop a GRAD save or something of those sorts… For now though the 20 minute saves are working wonderfully.
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Hell yeah man probably around… 22:00 MST on 7/3/21 I work a 15 hour shift that day, so we’ll see where I’m at on sleep deprivation 🤣🤣🤣 Also, @haleks have you dipped into GRAD persistency yet? They may point you in the right direction towards more persistency. 🙂 Hell, they even allow saving custom variables via description.ext Maybe you could get some sort of combination for the GRAD system and ravage…? Just ideas 😉 Also, those new zombies are going to be pretty interesting in My MRAP 👀👀👀
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Who wants to squad up with me and @RZNUNKWN we got some military bastards up north that need to be taken care of lol, They got Reason when I was dragging him to cover, bastards pushed us from up in the mountain passes hard, it's time to plan our own raid boys, NWAF and the Black mountains. Time to get some LOOT! I'll be back in the server on Saturday, let me know! 😉 🍻 Server details: Wasteland Walkers Community Server (40 slots) Status: (Online) IP: 104.238.222.27 Port: 2312 Password: WastelandWalkers Mods: CBA_A3 Ravage CUP Terrains - Core Chernarus Redux Ravage CUP CUP Weapons Enhanced Movement Heros survive (either local install or steam workshop) Drongo's Spooks and Anomolies
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Home base is looking better than ever, and the server is running better than ever! Aside from needing to scrounge for another Blackhawk cause @ArteyFlow decided to not put the landing gear down on one of our landings... Storage is still working fine after 5 months too, GRAD sure makes it easy picking up right where you left off 😉 I'm seriously loving HS with ravage, not just the smooth UI, but the new systems are seriously bringing back that DayZ mod vibes too! If any of you guys are still interested in joining the server, you're always welcome! https://discord.gg/r2aT3vp Current Server features: GRAD saving, whether players are in the server or not, GRAD saves every 20 minutes to ensure your vehicles, and base items are right where you left them Heros Survive mod, temperature, sickness, a plethora of inventory items that are use-able with a bit of scripting... Mixed with ravage it's GODLY jakeHeke's DMD mission spawner system, whether 1 or 40 people are in the server dynamic missions will spawn around the map (raids, invasions) VD's Bandit camps, shipwrecks, and crashsites! more loot! R3F mod, everything from transporting tanks via helicopter, to loading cargo crates into vehicles for shipment back to base, oh and towing vehicles! Ambient military forces to the North of Chernarus And much, much, more! And some stuff to come in later! Hopefully... I'd like to personally thank @RZNUNKWN @tourist @ArteyFlow @Gill93 And anyone else who has helped me with this project. From the hundreds of hours of testing, and more so playing 😉 you guys rock!
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We're back to rolling boys, Wasteland Walkers Community Ravage server is rollin' again. Looking at everything I believe this was some sort of weird steam workshop error, as with the patch right after Ravage had updated I got a weird Ravage mod error that displayed the Ravage mod's Steam workshop ID and once it did that it auto kicked me from joining. I tried multiple different fixes but the main culprit was something to do with my command line, it hasn't been touched in the 5 months or so that the server has been running, PMing Haleks the errors, he mentioned something about those errors being from mods not loading, or what it looked like. The command line still was the same that I've had it from Day 1 of server start up, so I figured that wasn't the issue, tried again, same errors, so eventually I just opened the Command line settings for the mods being loaded saved it again and retried, server fired right up... I think this was more so an issue with Steam Workshop rather than ravage, as Haleks stated that: If any of you are running a dedicated server before this ravage patch and run into these issues reconfigure your command line (mod load order) and try that, along with updating all mods and reinstalling them. We're back! 🍻
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So I can finally get into my server but now there's this: I updated every single mod and now I'm getting errors like: 17:48:15 Warning Message: mpmissions\__cur_mp.chernarusredux\mission.sqm/Mission/Entities/Item2.type: Vehicle class Ravage_ai no longer exists 17:48:15 Warning Message: mpmissions\__cur_mp.chernarusredux\mission.sqm/Mission/Entities/Item3.type: Vehicle class Ravage_zombies no longer exists 17:48:15 Warning Message: mpmissions\__cur_mp.chernarusredux\mission.sqm/Mission/Entities/Item4.type: Vehicle class Ravage_atmosphere no longer exists 17:48:15 Warning Message: mpmissions\__cur_mp.chernarusredux\mission.sqm/Mission/Entities/Item5.type: Vehicle class Ravage_debug no longer exists 17:48:15 Warning Message: mpmissions\__cur_mp.chernarusredux\mission.sqm/Mission/Entities/Item6.type: Vehicle class Ravage_settings no longer exists
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I updated my mission file everything went smooth, but it booted me from even joining my server (ravage steam mod ID error), so I updated the server's ravage mod in use from steam and restarted the server, andddd now.... Something seems bricked....? Worked perfectly fine in my Local hosted sessions, I'm trying multiple things to get this sorted out, but I don't know what the hell happened. EDIT: Something is definitely messing up BAD, reuploading the entire updated PBO file is causing my server to fall flat on it's face and crash, no hosting nothing, the main hub for the server is showing 0% CPU, RAM, etc... All while displaying "Running" status. I'll keep trying other means to fix this. EDIT: My mission.cfg file is bricked in the dedi, getting weird stringtable errors all over the cmd lines in the server, along the lines of: "5:12:34 ➥ Context: CUP\Weapons\CUP_Weapons_XM8\stringtable.xml 5:12:38 Warning Message: Addon 'rvg_cup' requires addon 'ravage'" << Ravage is LOADED ===================================================================== == arma3server.exe == "arma3server.exe" -ip=104.238.222.27 -port=2312 -noPause -noSound -enableHT -maxMem=8192 -loadMissionToMemory -world=empty -config=default.cfg -profiles= -mod="@718871710;@1392780600;@497660133;@333310405;@1128256978;@583496184;@450814997;" -servermod="" Original output filename: Arma3Retail_Server Exe timestamp: 2021/06/07 14:37:15 Current time: 2021/06/27 05:12:31 Type: Public Build: Stable Version: 2.04.147719 Allocator: Dll\tbb4malloc_bi.dll [2017.0.0.0] [2017.0.0.0] PhysMem: 128 GiB, VirtMem : 4.0 GiB, AvailPhys : 19 GiB, AvailVirt : 3.9 GiB, AvailPage : 27 GiB, PageSize : 4.0 KiB/2.0 MiB/HasLockMemory ===================================================================== 5:12:31 SteamAPI initialization failed. Steam features won't be accessible! 5:12:31 Initializing stats manager. 5:12:31 Stats config disabled. 5:12:31 sessionID: 6411cdec0a1cd916dc45a242589ee98abb1ba688 5:12:34 Unsupported language English in stringtable 5:12:34 ➥ Context: ca\language\stringtable.xml 5:12:34 Unsupported language English in stringtable WTF is going on 💀
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I just split my time into working on the dedicated server, I push updates almost daily... With some bugs it's right after I get off work too... 😂 Eventually I'll have to slow down a bit, but the Dedicated server as it sits currently even though it's far from completed I still think it's the farthest I've ever got editing my stuff. Low mod count, but high content count lol Speaking of Servers and such, if any of you guys run servers and want them shared I have an area where (if you want) I can post up your server info for others to join! Feel free to message me via steam or discord 😉 I'm off to go scrounge up some antibiotics in the cold climate of Chernarus! For future possible zombie bites! 💊
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Is there anyway to put sort of a mouse over hint on the newer modules something along the lines of "Use these V2 modules if you want Ravage 2.0 to be utilized, if you want the older version for legacy reasons utilize the base Ravage modules." Something like that? Also, is Ravage 2.0 going to have a possible more in depth Gearpool tuner? Just curious as I still have some Ravage items spawn in my missions even with utilizing the sleep 5; before classing the items I want to be spawned into Ravage. Usually though, the sleep 5; DOES do it's job fairly well, so if not it isn't a big deal 😉 Keep up the good work mate, excited as hell for the new and improved and they'll definitely be put into the Dedicated ravage Server, and TBR. 🍻
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If any of you are using HS with the Ravage mod and want Ravage zombies to cause infection (a fever that will need to be treated with antibiotics) You can easily do so by making any sqf file you want to be named for example we'll do infection.sqf infection.sqf: player addEventHandler ["Dammaged", { params ["_unit", "_selection", "_damage", "_hitIndex", "_hitPoint", "_shooter", "_projectile"]; if ((alive player) && (_shooter isKindOf "zombie")) then { _time = time + 180; [_time] spawn { private ["_TimeA"]; _TimeA=_this select 0; waitUntil {(!alive player) or (time > _TimeA)}; if (alive player) then {Her_L_Fieber = true}; }; }; }]; Once the script is added to your infection.sqf file just place it wherever you want in your mission root folder and call it via [] execVM "infection.sqf"; This will add a fever to the player 3 minutes after being struck by a zombie see _time = time + 180; ^^ All you need is regular antibiotics to cure being infected. Cheers! 🍻
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Finally got my newest dedicated server patch rolling out yesterday, Heros survive really adds to the immersion for Ravage! Anyone looking to check it out feel free to join, server is up 24/7! Just don't freeze to death! 😉 If any of you do join let me know what you think, give me feedback / constructive criticism, always looking for stuff to improve on. Cheers! 🍻 https://discord.gg/r2aT3vp
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So how would I go about tuning my loot to only the items I've put inside my Gearpool module? I am using this in my init.sqf to "blacklist" items but they're still showing themselves after afew searches in the dynamic loot init.sqf: waitUntil {!isNil "rvg_Items"}; sleep 1;//just to be safe, the gearpool script needs to be done first _blacklisted_items = ["rvg_money", "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_canOpener", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_rustyCan", "rvg_hose", "rvg_guttingKnife", "rvg_purificationTablets", "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty", "rvg_rustyCanEmpty", "rvg_beansEmpty", "rvg_baconEmpty", "rvg_spiritEmpty", "rvg_frantaEmpty", "rvg_matches", "rvg_canisterFuel_Empty", "rvg_canisterFuel", "rvg_Geiger", "rvg_docFolder", "rvg_antiRad", "rvg_sleepingBag_Blue", "rvg_foldedTent", "rvg_notepad", "rvg_docFolder", "rvg_rustyCanEmpty"]; _rvg_items = rvg_Items; rvg_Items = _rvg_items - _blacklisted_items; publicVariable "rvg_Items"; As well as this list for loot I WANT to spawn: rvg_Items = [ "rvg_tire", "rvg_flare", "rvg_toolkit", "G_her_GasMaskA", "herl_eat_apple", "herl_eat_bmr", "herl_eat_smr", "herl_eat_TABA", "herl_eat_GB", "herl_eat_Rice", "herl_eat_CC", "herl_eat_grilledM", "herl_eat_Fish", "herl_dri_milk", "herl_dri_RedGul", "herl_dri_Spirit", "herl_dri_Franta", "herl_dri_watera", "herl_dri_Canteen", "herl_u_bloodbag25", "herl_u_bloodbag50", "herl_u_bloodbag75", "herl_u_bloodbag", "herl_u_Knife", "herl_o_saw", "herl_u_hpack", "herl_u_vitamins", "herl_u_CFire", "herl_u_bandage", "herl_u_dsray", "herl_u_petrol", "herl_u_petrole", "herl_u_diesel", "herl_u_diesele", "herl_u_cawater", "herl_u_cawatere", "herl_u_Canteen", "herl_u_RawM", "herl_u_antibiotic", "herl_u_fm_radio", "herl_o_CamoNet", "herl_o_FoldingChair", "herl_lighter", "herl_matches", "herl_copener", "herl_ma_Canteen", "herl_ma_dspray", "herl_ma_fm_radio", "herl_mb_pm", "herl_mb_waterpur", "herl_mb_battery", "herl_mb_bandage", "Her_Flashlight_01_F", "herl_u_FirstAidKit" ]; Is the gearpool module conflicting this you think? The settings are identical. This is for my dedicated server too, and I'm testing via hosted LAN, once all is done I'll do a test run via my private dedi just to make sure. Maybe plop all this into the initserver.sqf? Thanks again! 🙂 EDIT: Please disregard, I got a different setup running! 😄
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Very easy depending upon the system you utilize. If you use GRAD they actually have a blacklisting system inside of the description.ext file so you simply just plop the object within the []; Also, a cool thing about GRAD persistency is you can make it save spawned in objects “scripted stuff” or you can make it save all objects already placed within the editor. I prefer the ladder due to less of a hassle. I’d definitely dip into GRAD if you’re curious on how they have their system setup mate 🙂 also all of the persistent items are loaded up on mission start much like playernamespace saves as well. https://github.com/gruppe-adler/grad-persistence/wiki/saving-objects EDIT: I should also note to other MP mission makers as well, I have been running my dedicated server for almost 4 months or so now and I still have vehicles saved from 2 months ago in the SAME exact position where they were left, with the same amount of fuel, same inventories, etc… etc… This is after VERY many server restarts and even reboots, as well as mission updates. GRAD automatically loads everything even after you’ve just got done with updating objects on the map, scripts, or even loot configurations. This is why my go-to for persistency is now GRAD, it’s an absolute dream to work with and is also easily mix-able with the Ravage MP save system as well. Both systems together don’t skip a beat with saving, and there’s no “file size limitations” or corruption issues either. So if you’re looking for a save system to use even after your computer has been turned off and on again use GRAD.