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bl2ck dog

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Everything posted by bl2ck dog

  1. Greetings, everyone. Here to present my vision of Ravage mission and my server that running it. B2 Ravage Malden Files b2_ravage_malden.Malden.pbo Steam Mods Collection Story Few years have passed since the beginning of The White Plague. World lies in ruins... Remaining shards of humanity sheltered in barricaded fortresses, desperately trying to survive. Everything is hostile outside this walls. You are one of The Pathfinders. Your mission is quite "simple": rediscover the World. Description You playing as a Pathfinder of a Survivor community rather then lone survivor. World outside is extremely deadly - you'll have to team-up if you want to survive long enough. Gameplay is focused on teamwork, combat action and exploration. Mission is balanced for 2-4 player teams, but will also work in SP-mode. Features Dynamically spawned enemies - bandits, renegades and zombies Hardcore survival with effects of hunger, thirst, radiation, injuries, virus and dust sickness Multiple survivor Hubs with NPC characters Realistic modern weapons, gear and vehicles Realistic hardcore firefights including suppression and weapon jamming Recruitable AI companions (can be revived and will revive player) Experience and Level Systems Weapon/Gear Shop and Garage Systems Persistence System S.T.A.L.K.E.R.-like Anomalies Post-Apocalyptic Weather (including dust storms and tornadoes) The Zone - area affected by virus with lots of zombies, anomalies and extremely dangerous drone guardians Rumors says somewhere inside The Zone there's a functioning mobile nuclear reactor, which will fulfill power requirements of what's left from humanity virtually forever Screenshots Credits haleks - amazing Ravage Mod hoverguy - Weapon Shop, Garage and Experience Systems aliascartoons - Dust Storm Script EO - multiple scripts and scripting hints tourist - performance and mod advises GEORGE FLOROS GR - Helicopter Crashsite script and overall support of Ravage community and all the mod-makers
  2. Sorry, guys, I'm currently taking break from Arma, this project is frozen for now. I'll let you know when I get back to it.
  3. bl2ck dog

    Ravage

    @EO I've tested Zed Detector in my mission, works fine, just not sure if it's really necessary to detect zombies at all )))) Found two minor issues: script adds demo charge even if player doesn't have a detector (which is kinda waste of resources - player won't be able to detect them anyway) character reports spotted explosive - which is basic BIS feature, I guess, not sure if anything could be done with it
  4. bl2ck dog

    Ravage

    @haleksCouple of players reporting and I can confirm it myself - radiation safezone module seems to be not working. Sometimes invisible radiation zone cover starting survivor hub and it makes game much more difficult for new players, not familiar with gamemode mechanics.
  5. bl2ck dog

    Ravage

    @haleks maybe I've missed the answer, but is there a fix? Right now I'm using a delay, but it depends on PC quality: 1) on my PC it sometimes still spawn units without uniforms (even after 2 minute delay) 2) on Dedicated Server it seems to be way too long - enemies manage to start attacking the base, while all the defenders still waiting to get their gear. Is there another way to resolve it?
  6. Spent some time optimizing code, FPS should be better now. Cleared bandit camps is now re-activated after server restart and could be cleared again. Actual bandits will spawn only after players gets close to the marker. New players will now start with basic kit (M590 Shotgun). Thanks to @tourist, some new features added: 1) Weapon Jamming (dzn Extended Jamming) - harsh conditions and lack of maintenance made all weapons prone to jamming. Different types of weapons more likely to experience certain kind of problems: AKs are more likely to have feed failures due to old magazine springs and dud rounds due to their age, while M4/M16 are generally more prone to jamming and more likely to have chamber, ejection or extraction failures due to gas-operated mechanism. Generally newer weapons are less likely to jam then the older ones. Default key to open Inspect Weapon Menu is CTRL+R. 2) Headlamps (MrSanchez's Headlamps) - just small two headlamps, very useful to navigate in the darkness, search bodies, etc. Added to drop from enemies, shops, so you could actually buy and sell them. Default headlamp key is SHIFT+N.
  7. bl2ck dog

    Ravage

    Yes, thank you very much, that was exactly what I was looking for. @Vandeanson That's not what I meant, but thank you anyway, this actually might have another application.
  8. bl2ck dog

    Ravage

    @haleks What is the name of a missile launchers list? I'd like to restrict RPG-7 in my mission.
  9. You're right, it's very heavy on the load, but somehow works pretty fine after init. There are some pretty big delays added to "play it safe" and get everything to load correctly I.e. preplaced survivors init 2 minutes after mission launch. Plus there are 80 "anomaly fields", each spawns 50 anomalies - THB, I'm shocked that mission even works at all ))) Last time I've checked server had more then 10.000 objects, yet was still running at 35-40 fps.
  10. bl2ck dog

    Ravage

    That would be absolutely awesome. This issue @Vandeanson mentioned suddenly became "party crasher" after I've added anomaly and persistence scripts (which increased server load a bit, I guess) I've been trying to set mission on the dedicated server for quite some time, but everyone spawning naked and with BIS weapons. And that's with 0 = [this] spawn {waitUntil {!isNil ""rvg_gearlist""}; UIsleep 30; before calling gear. Increased delay for 120 seconds, going to try that for now.
  11. Big news today. 1) ANOMALY FIELDS From now on, they are not just minor obstacles, but significant "game-changers". This fields spread all around the map, sometimes covering major parts of towns and present extreme threat to any explorers. To map anomaly field for other players you'll need to find it's middle, just remember to keep you gas mask on all the time - otherwise you won't last five minutes. 2) PERSISTENCE Since version 1.41 overall exploration progress is now also persistent. It means that not only your loadout, vehicle and experience saved, but also any explored and cleared bandit camps, exploration locations, harbors, mapped anomaly fields and survivor hubs will keep it's status after mission restart! This works both for local and dedicated server. If you ever need to restart the mission from scratch, change "#define RESET false" to "true" in scripts\LAR_persistentTriggers.sqf, launch the mission and then set it back to "false" to keep progress recorded. Plus there are few minor scripts added: Fuel Script (will greatly increase fuel consumption and makes fuel matter again, driving carefully will reduce the consumption + "ravaged" look to the vehicles ) Dust Sickness Script (player character must wear dust protection mask all the time, otherwise he will be coughing badly) Mag Replacement Script (swaps RHS mags to a single variant, so you won't have 10 incompatible mags all the time) And some bad news: current player progress was wiped from the server to implement new persistence system. Sorry about that, but that was necessary. It might be good opportunity to jump in and start over, while biggest part of the island is yet to be explored.
  12. Yay! Everything works. Thank you.
  13. Hello again, community. I'm trying to make persistent triggers using profileNamespace, so their state would be saved upon mission restart. Here's what I've got to this minute: private ["_debug","_resetTriggers","_persTriggers","_actTriggers","_triggersLoaded"]; _persTriggers = [trigger_01,trigger_02]; _resetTriggers = false; _debug = true; //Define variable if launched for the first time or reset if ((isNil "triggers_var") || (_resetTriggers)) then { _actTriggers = []; profileNamespace setVariable ["triggers_var",[]]; saveProfileNamespace; }; //Loading activated triggers and activates them again _actTriggers = profileNamespace getVariable "triggers_var"; {_x setTriggerActivation ["ANYPLAYER","NOT PRESENT",false]} forEach _actTriggers; if (_debug) then {hint format ["Persistent triggers:\n%1\n\nActivated triggers:\n%2\n\ntriggers_var:\n%3",_persTriggers,_actTriggers,triggers_var];}; //Checking in any of the persitent triggers was activated while {true} do { UIsleep 2; { if (triggerActivated _x && !(_x in _actTriggers)) then { _actTriggers pushBackUnique _x; profileNamespace setVariable ["triggers_var",_actTriggers]; saveProfileNamespace; if (_debug) then {hint format ["Persistent triggers:\n%1\n\nActivated triggers:\n%2\n\ntriggers_var:\n%3\n\nLast activated:\n%4",_persTriggers,_actTriggers,triggers_var,_x];}; }; } forEach _persTriggers; }; No matter what I do It returns undefined expression in "triggers_var". If I change profileNamespace to missionNamespace - it works fine, so my guess is that I somehow cannot write to profileNamespace. filePatching is on, BattleEye disabled - no changes. Any help or ideas appreciated, I'm really stuck here.
  14. Appreciate the help, Larrow. For some reason code that you've posted doesn't work for me. Triggers are activating (there's a audio beep for that), but Activated triggers still shows [] I've added [ thisTrigger ] call TAG_fnc_updateActiveTriggers; to each trigger on Activation statement. Anything else I need for this to work?
  15. bl2ck dog

    Ravage

    Totally agreed with that. In my mission there's actually endgame goal - recover The Device for the Junktown - to accomplish that players will need to cooperate heavily and for quite period of time. Just saying, me and my team (4-6 guys, all end-level gear and experienced Arma players) - was wiped out 4 times and only once we made it to the Device. Gathering gear and vehicles for the expedition took us a week.
  16. bl2ck dog

    Ravage

    I use custom gear list and this error appears sometimes, but not always. I think this happens due to gear list not able to initialize properly before being parsed to the final list. Adding delay before specific unit spawn - won't help.
  17. Good day, community, I do need some help. I'm using RHS for my survival scenario. After quite a break, I returned to Arma and found out that they've added integrated large number of different ammunition types to the weapon configs - great job, actually, love the depth of it. But since you couldn't merge different types of ammo in one magazine (using Outlaw MagRepack), constantly scavenging and swapping weapons, after just an hour of gameplay, I ended up with like 20 different full and half-empty AK mags, which also clogged scroll menu. Basically, I would like to revert it back to single type of magazine (say "rhs_30Rnd_545x39_AK") while keeping whole range of weapons . So, first idea was to make a script that constantly roams through player's inventory and replaces "wrong" types of mags with the one I need. waitUntil {!isNull player}; private ["_magazinesAmmo","_needReplace","_ammoCount"]; while {true} do { sleep 1; _magazinesAmmo = magazinesAmmo player; { sleep 1; _needReplace = "rhs_30Rnd_545x39_7N10_AK" in _x; _ammoCount = _x select 1; if (_needReplace) then { player removeMagazine "rhs_30Rnd_545x39_7N10_AK"; player addMagazine ["rhs_30Rnd_545x39_AK",_ammoCount]; }; hint format ["%1\n%2\n%3",_x,_needReplace,_ammoCount]; } forEach _magazinesAmmo; }; With that I managed to replace one type of mag with another. But then I kinda get lost in arrays and their nesting. Also I couldn't find the way to remove specific mag (with selected number of ammo), so problem might be with removing/adding magazine with wrong number of ammo. What I need is to get it working with arrays of pairs like: [ [["wrong_mag_calA_01","wrong_mag_calA_02"],"right_mag_calA"], [["wrong_mag_calB_01","wrong_mag_calB_02"],"right_mag_calB"] ]; Maybe, there's another way, like changing CfgMagazines somehow, so all the RHS weapons simply spawn with one type of magazine each, but I've currently have no idea how to make that. Any help or advice appreciated. Thank you.
  18. Thanks Grumpy Old Man, works like a charm. Two minor issues so far: 1) if weapon has no mag and you pick "wrong" one from the ground - it goes directly in the weapon (I guess, another EH is used) 2) always gives you full mag, no matter how many rounds was in one on the ground Still, works perfect and solves initial problem.
  19. bl2ck dog

    Ravage

    Hey, guys. I'm back to work on my Ravage scenario and I've got server hosting it running. Feel free to join in and explore anytime. Plus, I've added couple new scripts to it. One of them is simple Dust Sickness script, which might be useful on it's own. It's doesn't damage health or anything, just makes character cough in a very annoying manner, if not protected from dust.
  20. There are two other Survivor Hubs (you just need to find them) as well as multiple Fast Travel locations. Man, I'm on it, PM me or just drop in Teamspeak. I'll take a look.
  21. Guys, I'm back in action. Got the Steam mod collection and Ravage Server up and running with new, updated, ultra-hardcore mission. )) Details in the first post.
  22. Hey, guys. It's so cool to see that you managing to keep this project alive! Keep up the good work! Btw, do you still see screenshots in first post in this thread? Hosting been acting weird lately.
  23. @LSValmont, thanks for good reply, means a lot to me! ) For now this mission development is put on hold, real-life comes first. But if I ever return to developing it, I'll see if I could add it. Sell loot from raiders and bandits. Rare weapons (MGs, sniper rifles, etc) and body armor cost more then common one. You sure it's disappeared and not spawned in wrong place? You had to select correct place when spawn one. We had couple times, when people spawned vehicles in other locations and couldn't find them.
  24. Also, I had to say, that development of this mission is currently put on hold due to work and training as Rescue operator. Hopefully this will not be the end and I'll get back to it later.
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