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Everything posted by bl2ck dog
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
bl2ck dog replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
Try to host it as MP game on your own computer.- 47 replies
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triggers Persistent trigger state
bl2ck dog replied to bl2ck dog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Problem is with restart on dedicated server. Yes, rerun all the codes, I guess. That shouldn't be too much - basically it's just hint plus map marker. -
Hello, everyone. I'm making Ravage mission, few players asked for persistent world discovery state and I'm struggling with making that. Basic idea was to store activated trigger names in server's profileNamespace and load this list upon restart and simply activate triggers again. Problem is OR doesn't seems to work in Condition field... or maybe I'm just completely wrong and it can't be done like this. Any advice appreciated.
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
bl2ck dog replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
Version 1.22 is up! Thanks to @tourist advice, made it a bit more friendly for single players. Spyder Addons required! Now you can recruit up to 3 AI-survivors. They are revivable and will attempt to revive player. Also, our server now runs VComAI, which is going to make bandits a lot more fun.- 47 replies
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
bl2ck dog replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
This could happen, there's 15 seconds delay after entering area before actual XP award to everyone inside trigger - this made for groups, so not only first one who enters gains the reward, but whole team. But, yeah, this could 'backfire', if you exit the area before receiving reward. This is current Ravage issue, @haleks is aware and working to fix it, I believe. Currently, I reverted server Ravage version to 1.47 and I suggest to stick to it for now, so at least spawned vehicles get Repair/Scavenge actions. Press U to unlock. It's made if you accidentaly spawn vehicle in wrong place. But, yeah, it's not obvious, I'll add hint message. 7 ranks, Colonel is the latest. No, NVGs can only be found in cargo boxes that sometimes spawn at bandit camps. Hint: more of them boxes spawn in military buildings (ATC tower, barracks, cargo houses/towers, etc) inside The Zone. Also there's super-secret reward inside central lab sphere *wink* Wear a gas mask and beware of robots, those buggers are really deadly... Thanks, that's pretty good idea, I definitely add it to mission. Don't play much SP, overlooked this option. Also returned XP/rank/money HUD in latest version, what do you think? I'm kinda 50/50 here, personally I prefer no HUD at all, but I realize it might be confusing, especially for new players.- 47 replies
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
bl2ck dog replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
@Hans(z), currently there's no way to save mission progress, but I'll try to fix that, can't promise it will happen soon though.- 47 replies
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
bl2ck dog replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
@tourist, mission currently not using extDB (although SWSS does support it), so setup is the same as for any other mission.- 47 replies
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@haleks, v.1.48, correct Toolbox, vehicle/scavenge system doesn't work for me on anything dynamically spawned (either from Garage or with own Ravage Vehicle module). Works on vehicles pre-placed in editor, though. Also posted mission/server announcement on BIS forums Another issue: Safezone with No Radiation thing doesn't seem to work - area still could be highly radioactive.
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
bl2ck dog replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
Yup, thanks, my bad. Added link to mission .pbo right after intro picture.- 47 replies
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@donstar83 If you are looking for Ravage server, check this link http://www.3para-gu.com/forum/index.php/topic,18769.msg75779.html#msg75779 Currently it's PvE only and TK is punished, but planning to add PvP feature in near future. If you are looking real challenge - you could try to scavenge Zone on the north part of island. Must say that Bandit Camps also doesn't cache spawned AIs. Still love this mod though )))
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@haleks Oh, I've forgot another issue. Zombies spawned by Zombie Horde Module does not despawn no matter how far player is. Not sure if that's intended behavior or not, but that makes those modules barely usable in persistent game. And another idea: players reported their bodies disappearing (probably BIS cleaner module's work), first idea was to exclude them from cleaning list. But then there is another one: spawn lootable zombie with all the gear player had. Feels pretty immersive and cool, but I have no idea how to script that. Aaand another thing I've just remembered... if player disconnects while standing on pier, on reconnect he will be glitched inside of it. My guess is setPos used instead of setVehiclePosition.
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@haleks Update looks awesome! Also, I've got a question: is there a way to customize vehicle list? I'd wanted to exclude RHS GAZ-233.. whatever number it is and Humvees and include Fox Surival Vehicles. Is there a way to include vehicle whitelist and/or blacklist into next update?
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@haleks, few problems/ideas to report: 1) gas mask disappearing from player's body in MP 2) most fuel stations on Malden act as vanilla and doesn't allow to refill fuel cans 3) repair/scavenge actions doesn't added to vehicles spawned during the mission with another script (i.e. from Garage) 4) please, add option to execute code for every ambient AI/zombie - needed to add experience system 5) if possible, could you make something like "unique loot area module" - I mean, like area with with very high loot yield and lot more zombies
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@haleks, gents Not sure if it's correct way to share it, but we're running public Ravage server with couple of mods and team-work focused gameplay. Everyone welcome! Details in spoiler
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[Release] Simple Weapon Shop System
bl2ck dog replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@hoverguy, gents Not sure if it's correct way to share it, but we're running Ravage server with Simple Weapon Shop System being one of the main features. Works perfect! Details in spoiler. -
[Release] Simple Weapon Shop System
bl2ck dog replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@hoverguy Thanks, I've got it working. Description is a bit confusing though ) Man, you can't even imagine HOW GOOD is it! )) Shops, experience system, love it! Still struggling to add XP reward for killing dynamically spawned bandits. Any hints how to do that? And a few screenshots of integration into Ravage: .After playing for a while, I'd like to join to request box, that allows you to sell everything inside. Selling loot after massive firefight takes a lot of time. -
@haleks I'm using Dust Storm script in my mission, is there a way to make it radioactive?
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[Release] Simple Weapon Shop System
bl2ck dog replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@hoverguy I've double checked everything and found "while {true} do" loop, that was preventing rest of initPlayerLocal.sqf to actually initialize. FIxed it, works fine now. Thank you very much! I'm using Shops Framework with Ravage mission, doing amazing job there. Few issues I've noticed: 1) Vehicles often come with preloaded stuff (rifles, ammo, medpacks, etc), when parking / unloading it pops up along with what you've placed in there before. I guess, needed iteration of clearing everything before populating it with saved gear? 2) Doesn't save vehicle state (fuel, damage, etc) - and that's VERY important in survival game mode, basically, you can park 99%-wreck and get yourself fancy new ride. 3) As idea: add price for using specific garages? I'm using it is as a ferry, load vehicle on one island, unload on another. Players have to pay for ticked, be nice if there was an option to assign price for vehicles too. -
[Release] Simple Weapon Shop System
bl2ck dog replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hoverguy, awesome scripts, thank you very much, keep up good work! Bit of a problem here: none of configured keys working (ATM, keys, etc), thus unable to unlock vehicles. No errors or anything, just nothing happens. -
Ok, here's what I've got for the replacement part. Works fine for spawned AI, one placed on the map need some delay before receiving gear. Doesn't work for stuff spawned in the containers for some reason. waitUntil {!isNil "rvg_gearlist"}; sleep 1; //Survivalist Weapons///////////////////////////////////////////////////////////////////////////////// rvg_weapons = []; _rvg_weapons = rvg_weapons; {if (isClass(configFile >> "CfgWeapons" >> _x)) then {0 = rvg_weapons pushBack _x;};} forEach [ "rhsusf_weap_glock17g4" ]; rvg_weapons = [_rvg_weapons,[],{[_x] call rvg_fnc_getWeaponCost},"ASCEND"] call BIS_fnc_sortBy; rvg_weaponsA3 = rvg_weapons; //Military Weapons///////////////////////////////////////////////////////////////////////////////// rvg_LMG = []; _rvg_LMG = rvg_LMG; {if (isClass(configFile >> "CfgWeapons" >> _x)) then {0 = rvg_LMG pushBack _x;};} forEach [ "rhs_weap_ak74m_zenitco01" ]; rvg_LMG = [_rvg_LMG,[],{[_x] call rvg_fnc_getWeaponCost},"ASCEND"] call BIS_fnc_sortBy; rvg_LMGA3 = rvg_LMG; //Weapon Accessories/////////////////////////////////////////////////////////////////////////////// rvg_WeaponItems = []; _rvg_WeaponItems = rvg_WeaponItems; {if (isClass(configFile >> "CfgWeapons" >> _x)) then {0 = rvg_WeaponItems pushBack _x;};} forEach [ "optic_NVS" ]; rvg_WeaponItems = [_rvg_WeaponItems,[],{[_x] call rvg_fnc_getWeaponCost},"ASCEND"] call BIS_fnc_sortBy; //Weapon Lights//////////////////////////////////////////////////////////////////////////////////// rvg_WeaponLights = []; _rvg_WeaponLights = rvg_WeaponLights; {if (isClass(configFile >> "CfgWeapons" >> _x)) then {0 = rvg_WeaponLights pushBack _x;};} forEach [ "acc_flashlight" ]; rvg_WeaponLights = [_rvg_WeaponLights,[],{[_x] call rvg_fnc_getWeaponCost},"ASCEND"] call BIS_fnc_sortBy;
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Haleks, first, thanks for amazing mod. Really like how easy it is to set up and how awesome it works! Got a bit of a problem though. I'm trying to use custom gearlist (replacing rvg_weapons, rvg_weaponsA3, rvg_LMG, rvg_LMGA3, rvg_items, rvg_uniqueItems, etc) Works fine for bandits and survivors, but lootable objects still contain only vanilla ammo and weapons. Am I doing something wrong or it's just the way it works for now? UPD Also noticed, that some survivors packing pistols and RPG-7s, which are not on the list. UPD2 There's also few problems with traders: 1) backpack is accessible and you can snatch 1 item before they turn hostlie 2) when you sell weapon from backpack - they give you money, but the weapon remains (infinite money $$$).
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Can't disable vehicle safety. Tried to remap key, assign it to mouse key - no luck. Tested on Jackals and Coyotes with ACE3.
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Simple Object Checkbox Gone?
bl2ck dog replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Couldn't agree more. -
Found some niсe hi-res L129A1 photos. Check out NSN plate with QR code on the front side of the lower.
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SIMRADs was widely used in Iraq, but I believe it's replaced with more compact systems now. Qioptiq won 82mil UK MoD contract in 2014, I think that was about getting DRAGON-S thermals and some kind of night vision devices (KITE?) to combat units. Couldn't find any solid proof though, so I might be wrong. Though, here's picture from #UKSniperPair instagram, you clearly could see additional front rail mount for preobjective night vision/thermal device on L115.