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Everything posted by RZNUNKWN
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If you haven't already found out, it's in the code/survival/survival_init.sqf. Uniforms, vests, helmets, etc etc, just add your classnames and you're set. @TK-7919 Aster - you can try Chemical Warfare mod, it has some nice outfits that you might like.
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I chased a bandit and by the time I got to him, he got killed by a zombie wandered off somewhere as a zombie himself, all that was left was a Mosin lying nearby, lmao I'm loving this update! I was thinking about since the mod spawns furniture & laptops are included in it, lying on the desk, is there a way to create some of them to reveal a part of a map that's under the radiation? Or maybe special laptops/intel/whatever that spawns in military buildings that reveal such locations? Now, this doesn't mean every intel is useful since there are many laptops across the map, but as you progress you eventually gather (all) the radioactive locations so you can avoid them next time.
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Man, I'm having troubles leading zombies to trigger them....
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GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It works now, and it was so simple. I'm really bad at this. 🤦♂️ Thanks, GF! -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When I shoot someone it says "HIT scalar NaNm" should I add the code you gave me below the original one or replace the old one? -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is what I was looking for. Thank you so much! -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will check the scripts, thank you. -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Only me, since it's in single player -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, I actually really like it, but, is there any solution that it shows only for the player? -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I haven't tested this one yet, because the current script is working good so far! I even managed to find a canister (but not on the zombie body!) But, this added script is good if I create an array of custom weapons (I'm using NIArms weapons and CUP weapons because of the compatibility of magazines), and when I use the custom array, vanilla weapons appear in the game with or without 'limited' settings on or off, it doesn't matter, so maybe I can blacklist all the vanilla guns and just have the custom array weapons! (Didn't Ravage had a weapon blacklist or just building blacklist?) Also what I noticed, when anyone in my area, (Where AI spawns) shoots a zombie, I get noticed about the HIT distance, any solution to this? So the hit indicator is only for the player? -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, so far I've whacked a bandit who had a Geiger counter in his inventory + he had some more empty cans, so my conclusion is that both of the scripts (ravage + yours) are working good so far! Ravage created the Geiger, and yours spawned more cans (of course, in my scenario, your script is intended for zombies, hence the removal of Geiger/Canisters/Toolboxes). I'm still testing, but I think it's actually working pretty good. If something comes up, I will keep you updated! -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
But I do want AI items to remain in his inventory + additional items spawned from your script So should: _2_Clear_Unit_Items = false; // Clear Unit's items - remain unchanged? Everything else is working perfectly! -
GF Drop Loot Script
RZNUNKWN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @GEORGE FLOROS GR, I'm loving the droop loot script! I've modified it a little bit; I've disabled all the vanilla items, only Ravage stuff + I've added a couple of times empty cans so the rarity of the useful item is less frequent! Also, I've excluded toolkits, Geiger counters, and canisters from the drop loot. However I have a question, if I kill a bandit who potentially carries a toolbox/geiger/canister, these items remain his inventory because of _1_Remove_Everything_from_Unit = false; Right? Only extra items are added from the list? -
Ahhh nevermind, I got it working. Well a simple script that spawns helicopter that's flying around the map, patrolling (move & cycle).
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Can someone recommend me a good helicopter patrol script? I have one, but apparently, it's not working. Also, I'm pretty sure many of you guys here use Diwako's STALKER-like anomalies. I want to use it, I tested it out, it's awesome, but I have a problem: since I'm a little bit of a control freak (I use Zeus to keep checking if everything is in order, no stuck units/vehicles etc, etc, (can't help myself)), and when I open the Zeus, the map is flooded with locations of anomalies, not only is clogging my computer but it's also a *little* bit game breaking... is there any workaround so I can access the Zeus without seeing the anomalies at all?
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Of course EO, that's why I created them! Use 'em however you want!
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Hey guys, I've created a couple of tracks for the Ravage. Tracks are available for everyone to use however they want; for the mission/scenario making or just for the listening. These tracks are somewhat my 'feelings and experience' of Ravage... in a nutshell. I wanted to create tracks especially for the moments when you're roaming around and moments when the fight is on (hence the last track and Haleks's newest mission with ghost anomalies ). When I have some extra time, I will focus on creating more 'roaming' tracks as I do really, really love creating those ambient, creepy songs. Tracks are available on SoundCloud, the download option is turned on: https://soundcloud.com/razlognepoznat/sets/ravage-prevail-the-apocalypse/s-QbZXp or If something isn't working properly, backup link (zip file): https://www.dropbox.com/s/dkuf6h8wr5c2qx5/Ravage - Prevail The Apocalypse.rar?dl=0 So, I hope you find them interesting, and I will do my best to create better ones in the future. Cheers!
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Since day one...... since day one. I'm supposed to study for my upcoming exams, and oh boy they are coming really fast! And all I have inside my head right now is how can I make my pew-pew mrap vehicle go like: + add MORE weapons I'll never use just stuff them inside my vehicle, lmao. Then tweak this, tweak that, etc, etc. I should really go back to my studies now.
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Ohhh, it's that Left 4 Dead feeling when you're hanging in one place for too much, you automatically spawn a horde that homes in directly on you, good work VD!
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Speaking of music for games, I thought about creating some ambiental/experimental tracks and contribute them to/for Ravage. I'm no scripter, but I love creating music.
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Man, I'm getting my ass whooped in "Ghost Hunters" mission. I love it! It is so amazing to see how much people (in this case, Haleks, and his Ravage mod) can create something totally different from what this game was intended for. Of course, I'm not saying the basic Arma elements aren't there, but going from war operations, tanks, planes, bombs, etc, to avoiding radiation, checking hydration, killing zombies, looting, surviving, totally new story... and now we have nearly invisible, dangerous creatures, chasing you, again, implemented into Arma 3! A whole new story, again! Ravage is pretty much why I started playing Arma 3, and that's what I'm actually only playing in Arma, and in general. Thank you! Cheers people!
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Oh hell yeahhhhhhhhhh @haleks, is there going to be an option to make them not go through the walls? Just like regular zombies but invisible... Or barely visible.
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Hmmm, how can I add Ravage modules into the Zeus?
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Great idea @Vandeanson , I like it! Especially the fast running, I wouldn't mind if my character could run faster at all, on any terrain though... I like the IED part, and roadblocks, but if an enemy AI is driving a squishy vehicle, they don't see the wrecks/obstacles on the road and just slam themselves into it (I once saw BMP2 humping the wreck of the BMP2 on the road 🤣 and it was just pressing forward, stuck)
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ACE perhaps? But this occurred before, and before I was using VCOM AI but not anymore. I will check if this happens again.