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tourist

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About tourist

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    Gunnery Sergeant

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  • Gender
    Male
  • Location
    Germany
  • Interests
    Gaming, History, Martial Arts (Asian+Historical European Martial Arts)

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  1. tourist

    Scripting General & Library

    13. Check if player kills members of his own side, CIVS or certain animals and make him a renegade for that: This is based off a solution that Grumpy Old Man posted here in BIS forums. I altered it for my purposes which are to punish the player for killing each of the three entity groups and regarding the animals I tested it with the warefarethai mod cows. The code goes into init.sqf: Farm animals, especially dairy animals, IMHO would be held in high regard after an apocalypse, therefor the high punishment. But change as you see fit, maybe CIVS hightest punishment, then armed, but friendly survivors a little less and lowest punishment for the barnyard animals.
  2. Excellent idea, George! You might want to head over to the AIS/A3 Wounding system thread where a lot of the features you are planning have been discussed based on that revive system. Maybe you can speed up things by looking there & make us happy with a fast release?
  3. tourist

    Ravage Mod

    The only way I have found so far to circumvent this problem is to place the actual fence/wall objects somewhere on the map during mission building and then access them by a logstics system like the one you have or the ALIVE system I have tested. Every placed object HAS the navmesh blocking trait - and will transfer that to it's new location. Won't help much with the freshly created objects, I admit. But maybe one could code this trait into the newly created items somehow?
  4. tourist

    Ravage Mod

    @Vandeanson: Your work with basebuildng is amazing - and your effort to deliver the feature complete with a savegame mechanic deserves the highest praise! Regarding GRAD: have you already tested your base saving system together with the various different ways of the regular GRAD saving? I mean, does your GRAD setup save only the players and the bases plus any editor placed object or do you also save boxes, cars and so on which have been accessed by the players once? I'm asking because exactly that happens if I use my ALIVE+RAVAGE combo with ALIVE logistics active. This means that over long sessions, LOTS of the cars and boxes spawned by e.g. RAVAGE ambient AI and ambient cars or by your bandit camps will populate the map and get saved/loaded every time after having been accessed just once while looting them. Just my 2 cts. ; I must admit that I never took the time to delve deeper into GRAD after failing to save editor placed units reliably with it over multiple sessions, but you seem to have taken this savegame system a step further together with it's dev team!
  5. WOW! Once that is in, scores of RAVAGERS will rejoice!
  6. Awesome additions to tank commanding! IMHO this should've been part of the official Tanks DLC and I'm glad it is available now at least in this great mod!
  7. tourist

    Ravage Mod

    Sounds good, mate!
  8. tourist

    Ravage Mod

    Point of Honor I became a Patreon OFC - all the hours of gaming joy you, haleks, have gifted to me, demand this without question!
  9. Best practice would be to list the mods you play with, @barrcy. I'm a long time user of this IMHO best revive script EVER and I play it with a number of weapon and equipment mods, mostly CUP+RHS+Warfarethai+TRYK and then some modded maps, add RAVAGE on top, sprinkle with the full Laxemann sound suite... I'd say it's really difficult to find out which mod(s) exactly cause the problem. try enabling them one by one until your AIS stops working.
  10. tourist

    Server List

    Hi folks! Anyone up for a game tonite? I suggest meeting on the server of @bl2ck dog
  11. tourist

    Server List

    Also I have a dedicated server myself and are willing to host smaller events with RAVAGE or ALIVE MILSIM missions for up to 10 players . NOTE: One drawback is I use this server for testing/mission concepts and therefor switch modsets & missions quite often, so it's best suited for scheduled events. Another drawback is my timezone: I live in Germany which has CET (GMT+1). Also I don't have a TS server! GameServer: tba prior to event IP: tba prior to event Port: tba prior to event Password: tba prior to event But I'm open for mission suggestions & would like to host at the weekends for the RAVAGE community!
  12. tourist

    Server List

    Played once on this one & highly recommend it; great mission design & cool bunch of players who deserve some support: B2 RAVAGE MALDEN BL2CKDOG Server Details: GameServer: B2 Server IP: 217.182.197.232 Port: 2400 TeamSpeak : 185.121.174.14
  13. tourist

    Mods Discussion

    Found this one only recently; it's a great immersion enhancement to RAVAGE ever since the awesome rusty weapons have been added to the main RAVAGE mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1379304937 Basically it allows you to set jamming probabilities overall or different values for each weapon individually when running the mod clientside in any mission - quick & easy way to bring it into a mission you want to play without editing the jamming script from Halek's "DUST" mission into it.
  14. tourist

    Ravage Mod

    I can only recommend the mission made by @bl2ck dog to every RAVAGER out there - we had a great time last weekend on @bl2ck dog 's server! After we finally had found, repaired & safely RTB'ed a second vehicle, I for myself felt a sense of achievement. I do like the balancing of the mission very much! And of course the tasks and the persistence! Spot on, mate! And for implemeting my suggestions for the modline!
  15. I can only recommend the mission to every RAVAGER out there - we had a great time last weekend on @bl2ck dog 's server! After we finally had found, repaired & safely RTB'ed a second vehicle, I for myself felt a sense of achievement. I do like the balancing of the mission very much! And of course the tasks and the persistence! Spot on, mate! And for implemeting my suggestions for the modline!
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