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tourist

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Everything posted by tourist

  1. tourist

    Ravage

    @VD: just a quick shoot from the hip regarding the persistence and the problem of zeds walking thru your carefully crafted walls: When I played around with my usual ALIVE-RAVAGE Combo I noticed that all those fences or boxes or whatever other objects wich had been pre-placed in editor and later been moved by the built-in logistics system of ALIVE would KEEP their zed-stopping capability even if transported to another location on the map. So my quick and hacky idea is to place a few "simple objects/disable simulation treated" fortification parts in warehouses or in a remote location on a platform in the sea and have them teleported to the player if he collected enough of the "raw materials" or "ressources" necessary to build that kind of object. This object can then be used for an actual working fortification. Hope there are better ways to get that done in a performance-friendly way - or you come up with something entirely different, but I just wanted to give my 2 ct. on this. Regards & Keep up your coding magic tourist
  2. tourist

    Ravage

    Thank you, @haleks, for your dedication to this awesome project and all it's sub-projects over the years - I'm happy I could provide what little skill I have to contribute to your work and I want you to know that RAVAGE made me love an already beloved game even more. You have given a great gift to the community with RAVAGE and I for myself have had many many hours of awesome and immersive gameplay thanks to your hard work. And I do hope, my friend, that you can tackle your RL difficulties with the same tenacity and determination you showed over the years during the development of RAVAGE! Best wishes for your future from your fellow RAVAGER tourist!
  3. tourist

    [WIP] No Cure

    THX 4 sharing - a truly stunning level of detail you put in this map - and a truly titanic amount of work, too!!!
  4. tourist

    Ravage

    Defo would like to have that! It should work by introducing several sets ofgeneric spare parts which work with any rifle or any handgun you set as fitting in some kind of dialogue by copying all the rifle classnames into a list which should be fixable by an array of e.g. {"bolt_1", "spring_1", "barrel_1"} and other rifles should be fixable by another array of {"bolt_2", "spring_2", "barrel_2"} and so on. Like, weapon families that the user can set to have interchangeable parts. I really like that customization feature in the jamming mod I linked where you can set your hand-crafted jamming params for any weapon from any mod in order to achieve maximum mod compatibility.
  5. VD, I can only express my deepest gratitude to you as one of those scripters who help to turn survival missions in ARMA into a living, breathing world that gives even the author of a mission a believable, immersive experience with high replayability! BIG THX for all you've achieved so far and BIG THX for all your awesome plans! Also I really really love the spirit of the ARMA community leading to joint efforts between talented scripters to create new levels of awesomeness by combining expertise in certain specialized areas of scripting instaed of letting every man for himself re-invent the wheel - like you working together with George Floros, Johnnyboy and HG to improve upon your script suite!
  6. tourist

    Ravage

    Hi fellow RAVAGERS, I came across a cool weapon jamming mod in SWS which adds to the post-apoc vibe really well and can be customized quite easily for any weapon modset you might run: https://steamcommunity.com/sharedfiles/filedetails/?id=1379304937 Most recent version no longer requires ACE and I really like the ease of use. While you can set individual jam chances for every weapon in your modset, you don't have to if you prefer to have a general jam chance for all guns alike. But hey, who wouldn't like to bring his RL firearms experience/internet armchair knowledge/national pride to bear and make certain "favourites" be more reliable and "jam diss" other guns...
  7. Congrats to the update & 1 quick question: Did you implement these changes to the IFA3 Expansion of RUG DSAI as well? Or don't you maintain that submod?
  8. @GOM: WOW, fast reply, thx for that! Looks like you showed me how I can do exactly what I want: individual units OR certain classes from within the CIV or animal side can be checked - will try that with the classnames first, but also for my mission a protection of individual animal and CIV side humans would do. Like, if you come across a goat or cow that no one takes care of, you may or may not butcher it; it's up to you. But if a fellow human shares his scarce ressources to provide for one or several specific animals so they will provide for him and his family and friends, you become his enemy just the same as if you had killed one of his human loved ones. It's about the concept that in a post-apoc society.... 1) Certain domestic/farm animals are a valuable asset for all of mankind and you shoiuldn't kill them just to live on another day if you could instead round them goats or cows up, pen them in and start breeding program (MOAR food in a couple months better than LITTLE food today)+ "dairy pre-production" aka milking them. 2) Some people have a LOT more useful knowledge than others and are consequently worth A LOT MORE if left alive - even from the perspective of a ruthless raider. Think skilled surgeons or highly skilled mechanics and technicians - you know, the kind of skillset you don't find in everybody and his uncle and need to have received university/vocational training for. So folks generally shouldn't hate you for going into shootouts about loot with someone as long as the opposing party isn't they themselves. But if you kill the ONLY surgeon known around or butcher a cow and a bull who could help feed a whole group of survivors with dairy products and the meat of future calves, you cross a red line and become an enemy of all the people scraping by in a rough world. BIG THX for helping me to achieve that in a mission!!!
  9. THX @ Play3r for the thread and THX @ GOM for the code - works also fine if you (for whatever reason) want to check if players kill animals. One thing jumped to my mind though: is it possible to check just for a certain class of civilians or animals? Like, you can kill rabbits but will get punished for killing goats? Or you can kill civs (and then hush it up "He had an IED, we solemnly swear!"), but NOT the IDAP personnel and get punished for that if you do it?
  10. tourist

    Ravage

    @MuRaZorWitchKING Check out ALIVE or this https://github.com/gruppe-adler/grad-persistence/wiki for persistence. I personally use ALIVE, but this is because it offers additional features I want in my missions and I'm used to mission building with ALIVE. But I did a quick test setup with GRAD Persistence and I suggest it for ease of use. One caveat though: like ALIVE savegames, the GRAD persistence offers you the possibility to save EVERY unit on the map. The RAVAGE ambient AI and/or the RAVAGE random equipment script doesn't take this treatment well; the ambient AI appear in underwear if you load the savegame. So don't set GRAD (or ALIVE) to save every unit on the map - it will lead to armed bandits becoming unarmed molesters suddenly...
  11. BIG THX for creating & sharing & the thread to grab them all, buddy!
  12. tourist

    Ravage

    With the help of HEROS as the author of his mod, I made certain RAVAGE items useable by HEROS - and disabled the primary needs system of RAVAGE for that mission. So basically there is no double-click conflict because I use ONLY the HEROS survival mechanics, but with some of the RAVAGE items which might appear in loot made compatible. There are some RAVAGE features like the whole fuel syphoning and the repair system which don't utilize the double click in inventory and thus can work alongside HEROS without issues. ATTOW only food & drink items from RAVAGE work in HEROS survive in my mission; I couldn't get matches or antirad pills to work.
  13. tourist

    Ravage

    The HUD is from HEROS Survive Mod which I use in combination with RAVAGE in this mission. Together, these mods make for an awesome experience!
  14. tourist

    Ravage

    Here comes one of the most intense night time firefights I've had in ARMA; a breathtaking experience due to the low-tech setting of my Morgenthau mission:
  15. tourist

    Ravage

    THX, VD! Will try that bit tomorrow - how do you call it? Init.sqf? initPlayerlocal.sqf?
  16. tourist

    Ravage

    Aaand... Next One! We just wanted some fresh water from the welll in Schlagte and then had to fight teeth & claws for our very lives!
  17. tourist

    Ravage

    Sounds good! I have so far only found a hacky solution by making every friendly on the map recruitable by the RAVAGE survivor recruiting action - and then accidently realized it works on the horses, too... Also I do spawn them as ambient animals via Spyder addons; thus they appear in grazing herds. MAybe I manage to combine it with your script? PLZ send me your script so I can try my hand on it!
  18. tourist

    Ravage

    Uploaded a new vid from my playthrough of the Morgenthau Plan Mission:
  19. tourist

    Ravage

    We've been talking about this some time ago in RAVAGE Dev & Testers Group and I'm really really happy that after all those years with RAVAGE dev, you keep going and going and going to provide new content. Generated cities, eventually in an easy-to-use addon with the familiar drop down menus... You'll further empower the average ARMA user to build challenging and interesting missions with an excellent editing to playtime ratio with that kind of random city/structure generating - BIG THX for the idea and for sharing the progress!
  20. Hello again, GF! unfortunately, I DO have the RAVAGE ambient AI module on - mission has both zombies and bandits spawned by RAVAGE modules. What else might cause the problem?
  21. PLZ do it, VD! We NEED beehives & honey & herbalists who send us on hunter-gatherer missions! And if you do proper scripts that would be really really cool! I'm sooo hyped since I managed to slap together a few scripts which were intended for s.t. else originally but now serve as a way to allow me milking goats and harvesting apples and do some fishing. But it's just something I can do while roaming around on the map, no quests like you might get done. Go for it!
  22. Hi GF, after the release of my Morgenthau mission I have started my next project on the awesome map of Chernarus 2035. This time I want to use your Static RAVAGE Traders script and have encountered a problem. The markers appear, the traders and their camps spawn, but all the traders don't have backpacks, which may be the reason why I can't trade with them - AFAIK they need one for RAVAGE trading to work. Sometimes their backpacks lie in front of them at their feet, sometimes not even that. So I tried to add a line in their spawn config: Unfortunately this doesn't work; they still don't have a backpack. Do you have an idea how we could fix this? Best Regards tourist
  23. tourist

    Rosche, Germany

    Glückwunsch! This map takes all the terrain design features I like about Schwemlitz to a size which allows for more gameplay styles than that nice but small map. Also you added urban and industrial areas - looking forward to play some "What If Cold War Gone Hot" on it! Thank you for your dedication and tenacity to bring such a big, real world map to release!
  24. tourist

    Ravage

    Yep, worked fine & No. 31 now!
  25. tourist

    Ravage

    Hey Gill93, can't find the group on steam if I type in "Ravage". Also for some reason I can't copy-paste the link into steam browser. Would you add me as friend & then invite into the group? Kind regards tourist
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