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RZNUNKWN

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Everything posted by RZNUNKWN

  1. RZNUNKWN

    Weather Effects Ravage

    Does the script disable the stamina bar?
  2. RZNUNKWN

    Weather Effects Ravage

    Yeah, they are in the 'scripts' folder. Will do that now, and I will drag out the 'resting' script too. Trying now.
  3. RZNUNKWN

    Weather Effects Ravage

    I did that first, I checked the script, read the description saw that 'false' changed it to 'true' but still no sings of script being 'alive'..... :( My init.sqf goes like this:
  4. RZNUNKWN

    Weather Effects Ravage

    This script (without frigid water) is in my init.sqf, but It won't activate for some reason. There's no message (You are feeling healthy/You are feeling cold) as if the script simply won't activate. Is there a specific place in the init.sqf where I need to place it? Since my init contains the Haleks's original intro scene, the truck, and the burning car. I did place time cycle script in it, and it works, but not the weather script.
  5. RZNUNKWN

    Ravage

    I once found Ikarus, just like you found one; in good shape. And I took a nice steady slow uphill road. This was on Cherno. I met with bandit group that was patroling and to my unfortunate luck, the first dude was carrying a rpg7, so it met face to face with my bus, so pretty much nothing has left of me... or my bus. Second good run was on Namalsk, there were 5 of us, we got surrounded by 15 bandits or more and a bmp1, and we hid in a church near the main town of Namalsk. To make things worse, mi24 appeared but it was hostile to everyone, bandits and BMP sprayed it but it launched a couple of rockets before landing due to damage (dont know if they hit anyone). Then the bmp rushed at us but I had an rpg ready, hit & dismount but it cooked off killing its nearby dismounted crew, then the rest of the bandits approached us and it was pretty much throwing grenades across the wall and peeking around the corner. Lost one man, killed all the bandits, found a tool box and repaired the mi24, main rotor damage only. Quite a Hollywood action story, but it was insane af!
  6. RZNUNKWN

    Ravage

    Ughhhhhh, yeah, I've been finding Ikaurs bus to be always in a good shape, a l w a y s. Also, I've added a T-90 parked in an enemy base. T90 has a modified, increased storage capacity so I'm carrying like 30 guns, 10 rpgs, millions of magazines and items... and traders follow my vehicle hypnotically with constant "waiting" & "ready" talk...
  7. RZNUNKWN

    Ravage

    What @damsous said. If you put some armor on they hit less, I think this is because they actually "fire special ammunition" like Haleks said. And I assume it's not really accurate fire. I put on once an exoskeleton and a helmet with a really high armor value from a mod, and I took a quite a beating before going down. But yeah, I didn't notice first few hits take you to 92 or something health.
  8. RZNUNKWN

    Ravage

    I will eventually add NIarms magazines and Mr. Sanchez headlamps (as nvgs). Also, your money reward script, can it be modified so zombies sometimes drop ammo or health kits?
  9. RZNUNKWN

    Ravage

    @MuRaZorWitchKING I know for the vanilla assets lists. I'm just too lazy at the moment to pick stuff out of the other mods Maybe not for the weapons as I already have the custom array list in the Ravage equipment module. But as for the ammo, since one rifle uses at least two or three types for ammo (and yes I want them all included hahaha) and I got like ....10 rifles at least I think so. Lots of copy/paste stuff :D
  10. RZNUNKWN

    Ravage

    @MuRaZorWitchKING, yeah, I tried once @GEORGE FLOROS GR's loot script. It clogged my game pretty good, hahaha. Good script though, GF! If I find the patience to add all the stuff from weapons, magazines, items etc., etc., it will be a real DayZ experience. I'm just having a little 'burn out' moment due to constant tweaking and restarting scenarios, so I'm playing it the way it is now. ^^ edit: I wish there's an easy and fast way to extract the classnames of everything and just add them to the custom loot list in the GF script.
  11. RZNUNKWN

    Ravage

    I am a little bit confused, I found in a loot_scan.sqf list where items are considered loot. Some stuff has extension .p3d but, I also found a "Sack_F" to be without extension and I know what type of object is. So, the bottom line is, I added more stuff right below the "Sack_F" line don't want to make it long so it's hidden, but at some point, the loot option simply stops, not a single object is lootable, even those that have been lootable arent anymore. It's like some of the stuff in the list breaks the entire loot_scan script, I managed to add some IDAP cardboard boxes as lootable objects, it worked fine but after some point it just stops. Any thoughts?
  12. RZNUNKWN

    Ravage

    As far as I know, there's no workaround about this problem. I was playing Chernarus and I had the problem when I loot one type of the building, all buildings of the same type on the map are looted. No fix on that. Had to wait 24h for loot to reset I did changed some buildings to military type and just to have some more military loot and increased the spawn of the general loot and that's about it.
  13. RZNUNKWN

    Ravage

    Does anyone know how I can add my custom array weapons to the trader list? Also some other stuff like more chemlights and headlamps? I found some trader list, and there's a description of how and what to add, but that's about items (food, tents, water, Geiger counter etc), as for weapons I couldn't find any. Any help?
  14. RZNUNKWN

    Ravage

    Happy holidays and New Year everyone! May you forever roam the apocalyptic Ravaged lands, be healthy, be lucky, always have enough food, water and anti-rads! And may you never stumble across a renegade T-72... like I did. Cheers survivors!
  15. RZNUNKWN

    Ravage

    All good @haleks , no rush mate. I added scopes right next to the acc_flashlight everywhere I could find it in the lists and now I got scope for daaaaaaays. :D I'll play around NVGs a bit later on today if I get the chance. Oh and btw, I don't know what I did, and I can't remember my settings right now (not at the computer) but it looks like no A3 weaps/ammo dropping for now, and I have CUP weapons and custom NIarms weapons arrays placed in the module.
  16. RZNUNKWN

    Ravage

    I made a mistake @haleks , even with RHS/CUP on or off, Arma 3 weapons still appear (with the custom weapon array list located right below the CUP/RHS/Thai/Iron Front etc options), but I decided to let it go for now as traders accept only A3 ammo/weaps so I sell them for money. As for the NVGs, I looked into the lootLists.sqf and I found the weapon lists where it says "if (_includeA3) then". Does this mean I have to put A3 content on "allowed" and add nvgs to this list in order to see them spawning in the loot? I also added the optics wherever the flashlight is since I never came across any optic scope during my Ravage play.
  17. RZNUNKWN

    Ravage

    Hey guys, I need some help. First: I want to include some items like headlamps, nvgs and some more random stuff into the loot. I managed to add the headlamps, yellow/green chemlights but for some reason, NVGs are still missing. The NVGs are from a different mod (but so are the headlamps), not vanilla. Should I use vanilla? And where should I put the classnames of the items in the lootLists.sqf exactly. I've basically added chemlights and headlamps to every civil/military/industrial part in the sqf file where I could find red/blue chemlights. And second: I'm using custom weapon list from the module (I've added NIarms weapons), and put Arma 3 vanilla weapons to limited, but ammo/weapons still keep appearing. If I include weapons from CUP/RHS, vanilla guns disappear, since there is no NIarms in the Equipment Pool I have to use the custom list, but like I sad A3 weapons then appears even if they are on 'limited'. Any tips and suggestions?
  18. Thanks @bad benson. I will dig into it.
  19. Hello everyone, I need some help with basic scripting since I really have no experience in it. So, I want to have setAccTime in my scroll menu, under some basic name of course, 'Slow-mo', or whatever. What should I do and how? Do I need to create a sqf file and call it in playerinit file?
  20. RZNUNKWN

    Ravage

    Spent some time tweaking your clean up script @GEORGE FLOROS GR and now it works fine! Also, EO's suggestion for minefield activation by triggers did the trick. Kudos to EO. Also, I wanted to ask. What is the use of Event Handlers in the Zombie Module? I saw a couple of EHs and I want to know what is their purpose, maybe some fun can be made out of them.
  21. RZNUNKWN

    Ravage

    Okay I understand. I will fiddle with this a bit, thanks EO!
  22. RZNUNKWN

    Ravage

    Yes you did, hahahah, I tried it, but for some reason, it kills my FPS, but I might give it a try again. I know I can disable the Clean Up in the modules, but wouldn't that eventually clog up my scenario with dead bodies, weapons, and items? Or the Editors clean up system will take over if the Ravage clean up is disabled? I'm about to dive into the pbos to find the clean up script, maybe there is a list where are the mines. EDIT: I have found the cleanup.sqf and I could notice this which I think explains everything (but I could be very wrong since I don't know how to script) //({isPlayer _x && _x distance _pos < 750} count entities "All") isEqualTo 0 ({_x distance _o < 750} count (allPlayers - entities "HeadlessClient_F")) isEqualTo 0 ) then { if (isNil {_x getVariable "rvg_owned"}) then { deleteVehicle _x "entities "All" - I guess that's where the mines go too.
  23. RZNUNKWN

    Ravage

    I'm currently playing on Altis, and I have placed a couple of crates with some 'super gear', but in order to get that super gear, you'd have to go through a minefield. My problem is next (or at least I think that's how it goes): Ravage puts mines under the 'clean up' section. I just placed like 50 of them in Zeus and saw them completely wiped out on their own. Minefields I've placed are not present, I've made to the nearest base that was supposed to have mines, but there's nothing there. Only once the base had mines but it was because I was near it. I'm thinking of looking in the clean up sqf or something like that. I used both Eden module 'Minefields' and 'Achilles' in-game to create a minefield. No success. Does anyone have any idea how to solve this issue?
  24. RZNUNKWN

    Ravage

    I know I need the restart after every change. I added the Enhanced Inventory Mod, @Gill93 and it works awesome. Also, I have no problem with water tablets/anti-rad pills/matches showing repack option, it pops up but the actual items are working nevertheless. Also, I've added MrSanchez' Headlamps into the game, kinda weird running around through the apocalypse without having a headlamp or some sort of it (besides on firearm). Thanks, everyone!
  25. RZNUNKWN

    Ravage

    Yeah, I remember now, the Outlaw repack mag is the one that stops working after the first load. Going to try this second one, thanks @Gill93 !
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