tourist
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Everything posted by tourist
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Sounds good, mate!
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Point of Honor I became a Patreon OFC - all the hours of gaming joy you, haleks, have gifted to me, demand this without question!
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revive A3 Wounding System (AIS by Psycho)
tourist replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.- 914 replies
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Hi folks! Anyone up for a game tonite? I suggest meeting on the server of @bl2ck dog
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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!
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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
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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.
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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!
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
tourist replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
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!- 47 replies
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
tourist replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
Hope u all are still on; I come into TS as well now!- 47 replies
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GF Missions Script
tourist replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Posted again in RAVAGE main thread; was an accident I hijacked your thread. Your missions will ofc see some good use in my own future mission projects; I think it might be a good idea to wait for your next version if LSValmont's ideas really help performance wise. Haven't yet tried the current version of your missions framework extensively though so I can't say if it really impacts performance. -
@all: ready, willing and able for some MP action at the weekends; one thing to check out for sure is @bl2ck dog 's persistent mission - sounds like an awesome lot of fun & I had a good time with an earlier version of it when trying it some time ago. Or I host a mission on my dedi server, can be one of my "story" missions from SWS or anoth mission of your choice. Only major drawback for most of you is probably my timezone. I'm German and that means CET.
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GF Missions Script
tourist replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@all: ready, willing and able for some MP action at the weekends; one thing to check out for sure is @bl2ck dog 's persistent mission - sounds like an awesome lot of fun & I had a good time with an earlier version of it when trying it some time ago. Or I host a mission on my dedi server, can be one of my "story" missions from SWS or anoth mission of your choice. Only major drawback for most of you is probably my timezone. I'm German and that means CET. -
@kodabar +1 to the story; I have tried to build some kind of end goal into my RAVAGE missions for exactly that purpose. @damsous I made use of some very basic savegame mechanics of the ALIVE mod. At the very least, even on a map NOT indexed for ALIVE and therefor NOT allowing to save AI position/health/inventory state it saves very reliably the position/health/inventory state of players and named containers (boxes & vehicles) or containers that were accessed by the player at least once and thus became part of the "player logistics" array within the ALIVE savegame (again, boxes & vehicles). Sometimes "loose" weapons put into cars don't get saved, but if you put these into a box or a backpack and load these into the car via ALIVE logistics, even that works. This lead me to a hacky, cheap and simple way to save task states: Once tasks are completed, either players or named boxes receive a "token" item into their inventory via a trigger that checks conditions like !alive this_guy_who_must_die or token_1 in items player or token_2 in itemCargo box 1. These token items get saved when I make an ALIVE server save and thus are still in the respective inventories when I load this save. The tasks then briefly appear as "assigned" after loading the mission and then get set to "succeeded" again once the triggers checking the player or box inventories have kicked in. Where do I get different and discernible token items from? Mostly HEROS Survive mod; it has a ton of cool inventory items that make sense as a token, e.g. a human skull. Now if THAT isn't the right token to check for a killed HVT, i dunno...
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CYTECH INDUSTRIES - [WIP] Underground Terrain
tourist replied to Dan Tronic's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
And don't forget the daunting blast and flash of an unsuppressed high calibre weapon in these confined spaces if you have the compleate laxemann suite running! BA-BOOOM!!! BOUUM!!! (and then echoing back...) -
Compilation List of my GF Scripts - Mods
tourist replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
THX 4 sharing - do you intend to expand the script with (detrimental) effects of extreme hot or extreme cold weather on the players?- 449 replies
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@Vandeanson I had indeed a problem with posting to the forums from my mobile and got cut off. What I wanted to type is that I wait for your solution to basebuilding to be incorporated into the next version of your spawning scripts. Once that is out, I intend to try if I can save the units & objects generated by your scripts with either ALIVE or GRAD persistency systems "as they are" - I'm faaar out from being a scripter and try to use existing mods, scripts or code to make my mission ideas come true. If you, per chance, were to create an alternative persistency anyway for your basebuilding, that would be awesome! I can - and gladly so - help you with testing in SP and dedicated server environment, but not with code writing due to lack of expertise. The only feather I can stick to my hat is a rather creative, "McGyver/Duct Tape" style of (ab-)using the ALIVE persistency for my missions to create tasks that are persistent over a server restart by checking for certain items in player or box or vehicle inventories. ALIVE saves quite reliably the inventories of all players and all the vehicles & boxes accessed by them. So I can add items to those inventories upon quest completion which get checked by triggers at mission start - and then set task states as complete if I load the persistent save. Also ALIVE allows to move around editor pre-placed fortification parts like sandbag walls, razorwire pieces and the like. If I build some base with that stuff after moving it to another part of the map, it is persistent and also non-passable for AI. Hope to hear from you & exchange thoughts tourist
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@Vandeanson Spawning scripts is out, I'm going to try if I can save these units.
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@CrazyCorky If you use either ALIVE or GRAD persistence, you can make persistent RAVAGE missions that you can run on dedicated servers; the server can be an external rented server or another thread on your PC. I made a few RAVAGE missions which use ALIVE for persistence within the limits of using a system originally intended for different mission types than RAVAGE Sandboxes. Long story short, my missions save player's position, inventory, health, all vehicles and boxes and the task state of my "Story" tasks. Currently, it's not possible to save the AI groups spawned by RAVAGE modules without errors. But once the next iteration of @Vandeanson
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@GEORGE FLOROS GR gg: +1/ to the idea of a more structured way to collect info about RAVAGE missions, mission editing and servers. Both the steam group and tbe WIKI do a good job already, but the steam group lacks a search function and in the WIKI the comment/posting GUI isIMHO not as suitable for discussing code or complex editing subjects with others. My big role model for presenting info is Gunther Severloh - we should strive for a Thread like the ones he created for e.g. AI subjects or addons available. @CrazyCorky
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THX 4 sharing; I just love the way you keep up the top-notch quality and go one vehicle at a time - I look forward to use the Boxer in recreations of the last years of the Afghanistan Mission where for a short time the BW actually had some heavier assets at their disposal. Since I play these misions alone vs. AI in an ALIVE-Mission, I'd like to know if the MG of the Boxer will be "human player only" like with the Fuchs or useable by an AI crew. Best Regards & keep posting the pics!
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GF Auto Loot Script - Mod
tourist replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Link @Armaholic DL Site worked fine ATTOW this! -
GF Auto Loot Script - Mod
tourist replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
THX 4 sharing - but unfortunately the DL link seems broken... -
revive A3 Wounding System (AIS by Psycho)
tourist replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Recently I tried the above and had no success. Problem might be I tried to combine it with your older tip for adding a global variable which could be used in tasks. But even if I do the above change alone, I don't see a change in the score. Also it would mean a mission building dream came true if I could combine both, so if you could have a look at this here code from my AIS/System/fn_Revive.sqf and give some advice I would be super-happy:- 914 replies
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GF Missions Script
tourist replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
BIG THX again, my friend, for giving the mission makers a hand in creating immersion and replayability! I'm really looking forward to try the mission scripts!