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tourist

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Everything posted by tourist

  1. 1 idea for future buffalo versions: if possible, make female buffalos as well - it felt kinda... odd when I was testing the buffalos 1st time in a mission with Heros Survive & added to them my script originally made for the Warfare Thai cows to give the Heros Survive "milk" item. Imagine my disgust when i realized ALL buffolos are bulls and therefor give "Leche del Toro" only! 🤢🤮 Other than that, it was a great addition to the mission to have some more "livestock" options than just sheep and goats!
  2. Is it in any DRM way illegal if one who has some time ago uploaded the mod manually to his dedicated server shares it via PM and/or private download links? Just saying; there must be several individuals or groups who, depending on the way their servers handle mod installation, might have a copy of the last original version CF_BAI uploaded manually which then wouldn't have been deleted like a workshop download. Also, one guy has started to make a fork of the mod which is posted here at 2nd page of the thread.
  3. Back again with more questions about the ALiVE Team's CDLC missions. The one I started to customize is Diamond Hands by @tupolov First I got the beloved & much needed Spyder Addons recruitment & loadout manager into it np after opening the mission folders available from ALiVE website in 3DEN. Then I tried to add a script into it and failed so far. Since the design goal for my version is to make the mission more fun to play alone with AI, I made the Team members non-playable and now want to include the INCON Squad Persistence script into the description.ext which allows me to save health, ammo count etc of non-playable AI teammates. This script works fine for me in other ALIVE missions which have the functions called in the "classic" way from an entry directly in the description.ext. I simply add the code for INCON Squad persistence and then it works. As an example I'll show the template from INCON: So I have two classes to consider in order to make this script work. In Diamond Hands, the Functions are however called differently: The content of the file named "CfgFunctions.inc" are these: Now when I simply add the code calling for INCON Squad persistence into this file, the game can't find it. I tried adding the INCON code part 1 like this: "CfgFunctions.inc" : And then I added the INCON code part 2 into description.ext like usually since I assume that a cfgRemoteExec code is a different class of code than a cfgFunctions code and I couldn't find a place within the CfgFunctions.inc where I would paste that code in. The resulting description.ext looked like this: When I tried this, the error message stated that the INCON script called from within the cfgFuntions.inc file could not be found. So I went along an entirely different approach and copied the complete code from the cfgFuntions.inc file into description ext like this with the INCON code part 1 included and added ofc again the INCON code part 2 at the very end: The mission can then be started without an error message about INCON, but now neither the INCON script nor the majority of the scripts work, e.g. the fail on wipe script works, but I can't change any parameters in the lobby and INCON doesn't save my AI teammates. I guess it all comes down to my lack of understanding how a cfgFunctions.inc file works. Hopefully the ALiVE devs or the usual helpful crowd here can lend me a hand here and show me how & where to add the INCON Squad persistence script... 1000x THX for reading thru all the code until now and another 1000x THX in advance for any tips tourist
  4. @spyderblack723 THX for the tip; in a way you helped me twice! ✌️ Once with your tip here and twice because I opened the mission in editor anyway before having even read your reply here to add your modules to it...🤣 I have a dedi server, but I found myself like so often tasked to take on a coop mission on my own with AI, so I quickly realized the default kit the SOG PF and Army guys get was not not up to the mission's demands in firepower and versatility of roles within an eight man team. What did I sorely miss then? - Righty, your loadout module allowing me to slap all kind of kits onto my AI subordinates in record time! Although it would probaly defeat the spirit of the mission, I'm tempted to add the recruitment module as well just because I can and because it would give me some Montagnard CIDG buddies if I'd like to have them! DOUBLE-THX to you, @spyderblack723
  5. Ahh, for the time being we still have the awesome script from our friend @GEORGE FLOROS GR which can be used to make any entity drop e.g. ravage meat or whatever you put in the arrays... AFAIK you could make zombies drop stuff like frith's ruins clothes with it, thus simulating the skinning of the zeds...🤮
  6. @EO, you da man! A veritable Water Buffalo! And I bet you made it drop ravage meat when killed, rite?
  7. Question about the new SOG PF missions: I wanted to use them as templates from which to build my own missions, but after unpacking the mission.pbo from my ALiVE folder, I received folders for the ALiVE SOG PF missions whose files like mission.sqm were showing garbled text in Notepad ++ Is this intended as some kind of security/obfuscation feature? Or is there another reason why I can open & edit the other ALiVE missions from the mission.pbo but not the SOG PF themed ones? THX in advance for any helpful answer tourist
  8. What exactly do you mean by Want to know if a unit which has been set to AIS unconscious state can then be revived by player or AI like a unit which has been set to AIS unconsciousness by normal gunshot, explosive etc. damage? That works fine. Or do you want to know how to reverse via script command? That I don't know for sure but maybe smt along the lines of [this] setVariable ["ais_unconscious", false, true]; would work? Would have to check that out myself though; just a wild guess.
  9. tourist

    Ravage

    @ApacheKoizuma I did a quick test with ACE+RAVAGE+VD APOC enabled in the SP version of RAVAGE on Altis which AFAIK comes as a showcase together with the @Ravage download. I used rather unforgiving ACE medical values intended for a MILSIM style mission I work on currently where I use RAVAGE as survival mod. Results: The zeds can damage player and AI and in my player ACE medical menu a zed attack resulted in various types of damage like bruises or avulsions which seems logical enough in my book. I forgot to enable VD's infection feature though, so no idea if that would go together with ACE medical. I suggest you fiddle around with your ACE medical values a bit and find your personal sweet spot. IMHO the ACE medical system is better suited for MILSIM mission sporting all the logistics (and maybe some human comrades in MP) to cope with battlefield casualties. If you play alone in a RAVAGE mission, ACE medical might become a bit tedious depending on your settings. An additional observation I made within that MILSIM mission using ACE Medical together with RAVAGE is that total/general player health does indeed get damaged by RAVAGE's dehydration and starvation regardless of the missing representation of said damage in the ACE medical menu. I have no radiation, but hunger & thirst active in the RAVAGE module of this mission. So no idea what happens with rad damage. Hope that helps you a bit along your way towards "The Perfect Immersive RAVAGE Game" Regards tourist
  10. Hi folks, I came across an issue with the cba settings for the Mk6 Mortar while playing SP or dedicated server. I want to use the artillery computer and no ammo handling for the mortar - but while all other cba settings are perfectly well applied in SP and dedi server play, the Mk 6 mortar settings seemingly get ignored/I am forced to use ammo handling. The MK6 ALWAYS uses ammo handling despite that being deactivated. Also only the first round fired hits anywhere near the target set in the arty computer. All subsequent rounds fly randomly around the mortar firing position - sometimes even like 200 m to the back of the mortar! As if at the same time the Arty computer and arty simulation w rabgetables and all were active, but all that is deactivated in my settings. I post my cba_settings.sqf in spoiler tags here:
  11. As the title says I can save custom compostions in the sense that I get to see the saving interface. But in my profiles folder where all my missions are saved, the folder named "compositions" (without the "" ofc) stays empty. The path is I have tried if this folder is accessible by the engine by putting custom compos from mods in there and THAT works fine - I can place these in the editor. If I try that with any of my own compos, they appear on the mouse cursor @ 1st click, but the 2nd click can't place them - they stay on the cursor & can't get down on the 3DEN map. Either nothing happens or I get the reaction of a doubleclick: game engine wants to place soldier or vehicle units and offers me a list window for that. Does anyone have experienced similar problems? Or does anyone know where to look for (user) errors? THX in advance for any helpful tips/solutions tourist
  12. tourist

    MGI ADVANCED MODULES

    THX 4 the lightning-fast response; checked the charge sticking with the BIS military charges and it worked right away! Now gonna check demining cord as well, but I gotta good feeling about this; instructions are clear now
  13. tourist

    MGI ADVANCED MODULES

    Hi pierremgi, I'm currently trying out your modules and so far everything but the explosives module works without issues. I can't stick a BIS IED to a car (meaning I don't see a new action menu entry) AND I can't put it to the ground as per standard BIS system via the action menu. Any key combo necessary like with the demining cord? Or does it work only with the BIS military charges? Best regards & THX in Advance for your help tourist
  14. @avibird 1 I have been using original AIS for a looong time in exactly the kind of mission you describe: I play RAVAGE-based missions alone or every now & then with one buddy on my dedicated server and rely on AI teammates to get the survival done (let alone tasks) since ASR_AI or VCOMAI make it rather hard to play Rambo. Currently I'm consideríng to try out MGI Modules which also has a medical system affecting teammate AI, but a souped up version of AIS would make me even more.... avi(bir)d to stick to this old, but reliable script. Way I play! +1 Way I play; my current mission has the playable slots named after family & friends - so I HATE to be "Die Lika Dog Inna Ditch" (Cuz Post-Apoc Life's Justa Bitch!) towards them!
  15. tourist

    Ravage

    This is the real deal; anyone doing gardening knows what happens if you're lazy with the weeding near fences and shacks - looks like this ^^^ after just about 1 year! 😮 Maybe make it an option like the wrecks; this way mission makers could decide if they want it or shy away from the performance hit. Or make it part of "derelict" mod maybe.
  16. tourist

    Ravage

    And I love that Hangman's Block with the axe sticking in it - after the Apocalypse, anyone anywhere is judge, jury and executioner all-in-one all day everyday!
  17. @PSYKO_nz hope that helps; found it while browsing the other mods of this author & I guess it's not against the rules of ACE creators to fork an older version: https://steamcommunity.com/sharedfiles/filedetails/?id=1963810039 "Make Combat Medics great again!" XDXDXD
  18. @All: this year I gave the saving of custom variables a try (again!) but once more with no luck. I tried to execute the code from debug console running my mission on dediated server. All the other ALIVE saving & loading operations work as desired. My intention is to save the variables/player stats from RAVAGE and Vandeason's Apocalypse and I used the code from the ALIVE WIKI for saving in local environment (saving set to local database). While each variant of the saving commands I executed returned "true" in the console window, none of the loading code variants had any effect. Hopefully someone here can give me directions on how to improve my code:
  19. tourist

    ASR AI 3

    Hi Robalo, currently I use your Mod in SP and MP dedicated server. I noticed that the Incognito feature only works in SP. To be more precise: once I as the logged in admin open the config menu ingame in a mission on dedi server, only the regular ASR AI options are visible and can be changed. Ofc I double checked ASR AI versions & userconfig folder being the same files on server & client. Is it in general a SP-only feature? Hope you have some answers/idea for that question & kind regards from Tourist
  20. tourist

    Ravage

    @JakeHekesFists NP, will check it out this weekend on my "true" dedi server!
  21. tourist

    Rosche, Germany

    @nomisum nope; I DO run it & before the last update of ARMA I had missions on Rosche working on the dedi.
  22. tourist

    Ravage

    @JakeHekesFists I checked the mission out briefly yesterday in both hosted LAN and true dedicated server environment as in "upload the mission on my rented dedi server and then join as client". In addition to the required mods I had ASR AI running on server & client, and inidbi2 running at both server (-servermod=@inidbi2) and client (-mod=@inidbi2) during the dedi server test run; also added to that modline a few QOL addons clientside-only like Enhanced Movement or JSRS Sounds. In hosted LAN, everything worked "as advertised"; on runningn the mission on the dedi server I noted the following issues so far: 1) When I started the mission for the first time and died the first time, I got the respawn window, but was denied the respawn button; it stayed greyed out and no timer was shown. Game time was running in real time/timescale 1:1. Only after quitting as client (keeping the server running) and re-joining anew, I briefly spawned into my charcter's dead body, then got offered the respawn. For subsequent respawns it worked without any problem. 2) Prior to the first respawn, the RAVAGE options like search vehicles and objects or repair vehicles were unavailable, but your mission's own actions like the vehicle claiming showed up. Also your actions like the logistics stuff and the vehicle claiming were unavailable. From the first respawn onwards, both RAVAGE and your actions appeared & stayed available & functional. Also now the time was running a a larger timescale like x4 or x8 by the looks of it. 3) The persistence on my dedi server worked only in the situation where I disconnected as player, but kept the server running. After doing a server restart, the persistent data was wiped. Today I will try once more with @inidbi2 loaded ONLY on the server for that setup; maybe that was the mistake. That's it so far; had a lot of fun & will edit this post once I have checked the persistence over server restarts if @inidbi2 is loading only on the server. EDIT: Checked it; even though the data "survives" in the db folder of @inidbi2 mod over the server restart, it is wiped upon player joining. ADDITION: The performance might be a problem once more players join. This might be due to the already high map object count of Chernarus Redux itself. I recall that back in the day when both maps were still actively maintained one argument to prefer South Zagoria/Chernarus 2035 over Chernarus Redux was the waaay better performance of the first compared to the latter. Upon spawning in your mission at the beach near Balota Airfield I had 70-80 FPS, but once in the town of Balota with a few objects & zeds & badits, it went down to 30. That's it so far; I hope you keep this up as I am always eager to play a truly persistent APOC/ZAPOC mission which offers more "goals" or "purpose" than the basic sandbox gameplay. Best Regards & THX for sharing the mission tourist
  23. tourist

    Ravage

    @EO THX 4 sharing that; I'm all pro-music in my missions as you know...
  24. tourist

    Rosche, Germany

    Same here; I've built my very own perfect "What if tomorrow the Apocalypse happens in Germany" Mission! I noted however a problem with running the map on a dedicated server since the last update which exists even when playing a super simple mission with just 1 vanilla unit placed and NO scripts or anything. Basically I can run everything on Rosche just fine in SP, even my above mentioned heavily scripted & addon-packed mission - but on my dedicated server (rented from a company, not running on the same PC like my client XD) I always get an error message that throws me out of the mission loading bar and back to the first selection interface where you pick the map and thus I can't start any mission on Rosche on a dedicated server. This is the message: No entry 'bin\config.bin/CfgWorlds.WL_Rosche'. RPT's follow here as a dropbox file: https://www.dropbox.com/s/jxfichifpn957l9/rosche crash on dedi server.7z?dl=0 I checked the same mission with and without the -autoinit parameter which usually helps a bit if something is wrong with the scripting in a mission - but remember this mission has no scripts running whatsoever. Hope you find anything useful in the logs; lemme know if you need additional info/testing.
  25. @Vandeanson Since a few guys did already post some suggestions for your future temperature system which include my thoughts about the matter in the RAVAGE thread, I don't want to clog your "audience's wishlist" with repetition. I do however, have an question and/or feature request for the healing system. To me, it is not yet clear if it affects all players, all playable units even if mission slot is occupied by AI or if it affects ALL non-zombie units. If it doesn't affect ALL units, I suggest to create an option in the VD settings to choose who is affected by the healing system: players only - players and playable units - all units BLUFOR - all units OPFOR - all units IND - all units CIV - all units And in addition to that I'd like to see AI helping their comrades, be it in mixed players/AI squads or AI-only squads - THAT is one of the most immersive features of the A3Wounding script by Psychobastard which I currently use in my missions. It even comes with a button you can press while incapacitated to call for help - and more than once my AI buddies rushed to my aid and saved my sorry ass... Just a few thoughts, lemme know if that is within the scope of your work schedule...
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