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Everything posted by RZNUNKWN
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Ummm, I saw somewhere the post about distant 'repair/scavenge vehicle'. I get it now too, and it has to be from the CUP, because I updated it. Honestly, I don't pay attention to it, CUP now whoops ass with Ravage, goes so good together, had to add a lil extra weapons to the cup list, to spice things up.
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They do indeed have backpacks, most of the time Alice packs and Carryalls..... oh yeah, and AI population is set to 0.3 xD So yeah, I do carry all my gear in my hands 😄
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My spawns: Civ [30,5,15,8,0] Mili [25,10,40,0,0] Inds [20,5,15,8,0] Desperate times upon me
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You see Ivan, when shoot big peestol like me, you shall never be silent beceause of not putting the silencer on your big peestol I don't know why quote got so wonky, forums been quite crazy for me last few days.
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Yes, this is true. I've found it, it was 1.75 value, I lowered it. I have no problems with rummage sounds going on and on behind me, I might change them one day. Thanks, EO!
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Player search action time, while holding down the spacebar, where can I find it? I want to make it just a tiny bit shorter. Any ideas? loot_action.sqf > 1.75 value ?
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You'll have to open ravage.pbo > code > rvgLoot > lootLists.sqf There you will find all the loot items mod spawns during the gameplay, divided into Civil, Military, and Industrial. Add classnames of scopes/suppressors into one of these and restart your scenario and you'll find them when you're looting next time.
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@MuRaZorWitchKING - you're right, it would probably take a ton of coding just to get water boil or chop wood, I'm just being nostalgic.... good times. 😒 Which reminds me, if you played Left 4 Dead, when one of the zombies goes nuts and starts attacking other, and they start beating each other untill one of them dies 😂 imagine that in Ravage...
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@haleks - there are no vehicles spawning in my scenario, no custom list. Just to let you know. What about an option where you can boil your canteen over the campfire to purify it? And maybe add an axe, in inventory, so you can gather logs for campfire. Just like with the documents and paper now. A bit more DayZ-ish, just my thoughts.... EDIT: Man, disregard what I said about vehicles, I just found a bus, but it took me a really long time. Looks like you tweaked the amounts of vehicles really good.
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I had the same error, line 178, but it doesn't appear always, last run there were no mistakes and vehicles spawned normally (custom list too). It's almost like a random error, sometimes it pops up, sometimes it doesn't. I'll see how this instance goes as I'm running it as a normal gameplay.
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Hm, is anyone else had this weird issue before: I'm using a custom empty vehicle list: And when I start the game, I get to the first empty vehicle, but then every other one is deleted, and as I move through the map, no new empty vehicles are spawned. Returning the empty vehicle list to its original state ie. no custom vehicles, seems to solve the problem. I am playing on Chernarus 2035. Any ideas?
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GF Auto Loot Crashsites Script - Mod
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Added the extra plugins, and corrected the missing quotes (found another one). But still no crash sites! I don't know what I'm doing wrong. No errors in the Editor when I start the scenario!- 47 replies
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GF Auto Loot Crashsites Script - Mod
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, I haven't I will do that too, I thought those were some other plugins not for the Notepad++ I will get them too! Thank you so much!- 47 replies
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GF Auto Loot Crashsites Script - Mod
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm using the Notepad++ of course! However, yes I added MV22 wreck, but when I tested in the editor no errors were reported. Going to check now.- 47 replies
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GF Auto Loot Crashsites Script - Mod
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm using, or at least I'm trying to use your crash loot script. But somehow the script won't start at all, it shows that is 'initializing' but when I go into Zeus, I see no crash sites. I was wondering, can you take a look? Maybe I did something wrong, I'm using custom loot, and I deleted some arrays I don't need. Here:- 47 replies
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Weapons and items, like aid kits, binocs, mags, weapons get deleted upon starting the scenario. Is there a way to prevent this? Should I add something in the items init, some rvg function to prevent it from being deleted at the beginning of the scenario? (Note: items are not near me, it's an abandoned base) Also, was there some kind of EH we could use to paste into the zombie module to make them a little bit more squishy? Like, killed from 2 shots from a handgun?
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Is there something I can add to the items unit so it's prevented from being deleted at the beginning of the scenario? (Juat not the item, not container)
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If it's moving, can it enter the 'no radiation zone'? I have a couple of these placed (because of static traders).
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@MuRaZorWitchKING - I know that one, but I'm not looking to completely disable the radiation zones, just to lower the number of it. And placing the rad zones myself would be no fun because... I would know where they are. 😁 I want just a little less zones, cuz I'm soaking in radiation right now in my scenario xD
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Hey, does anyone know where the radiation script is located? Where can I edit the size and number of radiation areas? I ended up having an entire east coast of Chernarus flooded with radiation. And I really don't want to chug down anti-rads all the way.
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Can someone give me an idea of how can I fill CUP army tents with random items? I have a lot of tents across the map, and I want them filled with items (most likely crates, containing stuff, since stuff lying on the ground will be deleted instantly) Please share some ideas.
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If I may add, I know backpacks are included but how about a parameter for vests (and backpacks) where you can input what kind of vests you can encounter and their probability? Just like for the survival items, weapons, magazines, clothes, and backpacks. Like, getting that chest rig with good protection to be quite rare and rewarding when you find it, same for carryall backpacks, is that a possibility?
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Hmmmmmmmm... maybe quite possible? If I'm not mistaken, they're wearing T-shirts and shorts on Tanoa, but then again, they had some RHS (though I'm not quite sure) uniforms. Also, I'm using ACE3, and I'm going to check it soon again. But I'm damn near sure they're dropping dead from 2 hits from 5.56 in the torso instead of 3, or 1 hit from 7.62 instead of 2. Have to double check it!
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Hey guys, I need some help. Recently, I tried Halkes's Tanoa Mission, what I noticed is that Zs are dropping down from one round from SVD (RHS model), but if I play Altis, that's not the case. Also, in Tanoa, they drop from 2 shots from AK74, or M4 (NIarms), or one shot from AKM (CUP or NIarms). So, is there a way to make them drop like this, but on a different map? I'm thinking about Chernarus. A bit more squishy? Maybe it's just my aim messing up with my, but it shot Z at point blank with SVD in Chernarus, he didn't drop, but in Tanoa, he dropped dead from one bullet. Any thoughts? Thanks
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(If they have the same mod, then it should work fine. I have several pieces of uniforms, helmets, masks from other mods added and they work fine (thou this is for SP, I don't know for MP, but I'm pretty sure it will work IF everyone has the same mod)) EDIT: Ah, just saw your second post, sorry for replying the same, haven't really woke up yet