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Posts posted by grimwald

  1. On 11/13/2019 at 10:04 PM, RZNUNKWN said:

    I can't really recall if I ever found rvgFill_weap.sqf somewhere in the Ravage, but I did find it in one mission, long time ago so I saved it. It uses some RHS weapons, so update it with classnames you want.


      Hide contents

    if (isServer) then {
     _vitalbox1 = _this select 0;
    //civilian or common firearms
    _uniqueW1 = ["rhsusf_weap_m1911a1", "rhsusf_weap_m9", "rhs_weap_makarov_pm", "rhs_weap_M590_5RD", "rhs_weap_kar98k", "rhs_weap_m38", "rhs_weap_aks74u", "rhs_weap_aks74un"] call bis_fnc_selectrandom;
    //military grade
    _uniqueW2 = ["rhs_weap_m21a", "rhs_weap_m21a_pr", "rhs_weap_m76", "rhs_weap_akm", "rhs_weap_akms", "rhs_weap_ak74m_dtk", "rhs_weap_ak74m_npz_dtk", "rhs_weap_ak74m_2mag_dtk","rhs_weap_ak74m_2mag_npz_dtk", "rhs_weap_ak74m_2mag_camo_dtk", "rhs_weap_ak74m_desert_dtk"] call bis_fnc_selectrandom;
    // more military grade
    _uniqueW3 =    ["rhs_weap_m16a4_carryhandle", "rhs_weap_m16a4_carryhandle_M203", "rhs_weap_m4", "rhs_weap_m4a1_d", "rhs_weap_m4_mstock"] call bis_fnc_selectrandom;
    //mg & snipers
    _uniqueW4 = ["rhs_weap_svdp", "rhs_weap_svdp_npz", "rhs_weap_svdp_wd_npz", "rhs_weap_svdp_wd", "rhs_weap_pkm", "rhs_weap_m14ebrri"] call bis_fnc_selectrandom;
    clearWeaponCargo _vitalbox1;
    clearMagazineCargo _vitalbox1;
    clearItemCargo _vitalbox1;
    _vitalbox1 additemCargoglobal [_uniqueW1, 1];
    _vitalbox1 additemCargoglobal [_uniqueW2, 1];
    _vitalbox1 additemCargoglobal [_uniqueW3, 1];
    _vitalbox1 additemCargoglobal [_uniqueW4, 1];

    Paste it in your mission folder then in Editor add to crate init nul = [this] execVM "rvgFill_weap.sqf";
    Hope I helped a bit, it's been a while since I used this so I could be just talking out of my ass

    That's good; thank you.

    Is there a way to pull random items from the Ravage loot pool?

    • Like 1

  2. You could try these from the Ravage Wikia.

    Fill boxes Edit

    -add this to the init field of a crate you have placed in the editor

    nul = [this] execVM "scripts\system\rvgFill_weap.sqf";
    nul = [this] execVM "scripts\system\rvgfill.sqf";

    However, I've used the second one and couldn't get it to work.

    • Like 2

  3. HI @Vandeanson,

    A bit of constructive feedback for you after I was using your latest revision.
    Crashsites will keep running if it cannot make the number of sites in configuration. It ought to stop after a number of failed tries.🙂

    Not sure how many; perhaps 8 tries?

    Also wondering if the sites feature could optionally use markers for each type of site like Trader Camps. A user could enable markers for sites, then put a marker for each crashsite, shipwreck, stronghold, bandit camp, etc. This could make startup less intensive; I assume.


    The enable/disable radio button for infection and bleeding don't work if any sliders are positive values. When disabled all sliders ought to be disabled and/or go to zero.



    • Thanks 1

  4. Ladder animations that only touch the ladder. No starting in mid air.
    Ability to climb obstacles like Enhanced Movement mod.
    Raise/lower weapon command so can get through doors sideways or closer to walls.
    AI that cannot see through dense grass.
    Much better grass drawing distance.
    Inventory has a "take all" option. Maybe if you click on the quantity and drag it takes all items.
    Quick drop backpack command.
    Better, longer lasting, grasscutting to see bodies.
    ACE Advanced grenade throwing as standard (why can't I drop a grenade out the window)
    Civilian traffic/AI module that is very light on CPU and has very limited AI actions; just to create crowds.

    Number one, though, is: use more CPU threads if they're available, and use more of each thread. I often see CPU sitting at <70% on three threads and think, "I wouldn't be desiring faster hardware if ARMA used what I've got more effectively."

    • Like 2
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  5. @damsous - it is but if I fix all the glass in a vehicle the tyre-iron disappears (and every other tool you might think is in a toolbox). I was thinking that having a separate tyre-iron that does not disappear would not be game-breaking since all you can do is take/fit tyres with it.


    @EO - I suppose a wrench would be close enough to a tyre-iron. 🙂

    • Like 2

  6. @Haleks - Would a wheel-brace/tyre-iron be out of scope? A tool that lets you take wheels off and on, only, would be great. They ought to be quite common in most wrecks (IMO). Just one of the things I keep thinking when I search wrecks and abandoned vehicles, "There ought to be a tyre iron in here, somewhere."

  7. Absolutely awesome.
    I like that sometimes the radio chatter says where they are. Unfortunately I sometimes am injured by the "Prepare a box" as it bounces off the floor of a building or sometimes just the ground. Worst time it inflicted the condition with the "arm in a sling" icon. Thankfully I could fast travel to Hideout and rest up. Gotta watch those freaky physics objects. 🤣

    • Like 2
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  8. @neofit Have you tried adjusting your contrast and/or gamma settings? Also you can apply a postprocess of your choice through debug console, MCC or some other "admin" mod. I have read other people have a lot of problems with the dark Namalsk ground textures. Some postprocess filters make this worse than others so I kind of get it. I run IPS monitors so if you are on a TN it might be worse than what I can experience.

    • Like 1

  9. @JakeHekesFists Hey mate. I'm guessing you looked at it already but is this something you could do?

    SHIFT + Right-click = take 10
    CTRL + Right-click = take all

    EDIT: decided to have a go at this because intercepting mouse-clicks during inventory seemed too arcane for me to even figure out the right question I started working on a GUI. The dialog's working. Now I have to figure out how to capture target containers and player container when the Inventory dialog is open. 🙂

  10. G'day all,

    Years ago I attempted this idea on ARMA 2:OA and was not able to get a fully working scenario. It was playable to completion but not enjoyable because the premise was let down in execution. Original forum topic, here:

    With some great mods available I was able to get very close to this original conception in ARMA3 and release to Steam!



    And to try and help my Russian speaking Stalkers-in-arms I string-tabled the whole lot (but only machine translation, so any volunteers to turn it into native Russian would be awesome; eg. alter cultural slang, transliterations and such).


    Namalsk Stalker Mini Sand Box - survival version


    After the explosion the military are coming for you. Find the captain and what is going on as you try to survive in a Stalker-inspired Namalsk. Ravage AI raiders and survival system. 20+ tasks and save your game with ARMA-3 vanilla save system. Earn a cache discovery system with over 70 caches to be found. There are no artifacts, per se, in the game to avoid downloading 3Gb+ of ARMStalker for just a small component. ACE medical has been limited to basic so it is not as intrusive but we still get the nice ACE menus.


    Намальск Сталкер Мини Песочница - версия выживания
    После взрыва за вами идут военные. Найдите капитана и узнайте, что происходит, когда вы пытаетесь выжить в вдохновленном Сталкером Намальске. Ravage AI рейдеры и система выживания. 20+ заданий и сохраните свою игру с помощью ванильной системы ARMA-3. Заработайте систему обнаружения кеша с более чем 70 кешами. По сути, в игре нет артефактов, которые позволили бы не загружать 3Gb + ARMStalker только для небольшого компонента. Медицинское обслуживание ACE было ограничено базовым, поэтому оно не столь навязчиво, но мы все еще получаем отличные меню ACE.

    К сожалению, русскоязычная часть этой игры переведена автоматически. Если кто-то хочет сделать это лучше, свяжитесь со мной.


    Style of Game

    Single Player

    RPG (E&E + tasks + sandbox)


    Mods list:

    Most of the mods' settings are set to NOT overwrite the client. You can tweak it to whatever you enjoy.

    ace (I like the menus, but dialed down the medical a lot for SP)

    ASR AI3
    Multi-Play Uniforms
    MCC Sandbox (only there for the cold filter)

    Friths Ruin
    Enhanced Movement (I think this is the culprit of the ACE interact warnings)
    CUP Weapons
    CUP ACE3 compatibility for CUP Weapons
    CUP Units
    CUP Vehicles
    CUP Terrains - Core
    CUP Terrains - Maps
    Namalsk CUP Replace (Rail Patch)
    CBRN Defense Units (LEGACY REUP)


    Tips at the start (spoilers):
    Get out of the start area fast. There is a useful cache west of the base under a tree. Search Norinsk building that is under construction. After the first two tasks you could easily ignore the rest and just explore.



    • Like 4
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  11. As these conditions worsen their effects ought to accumulate. Something like:


    • Freezing: rapid small shakes affecting aim; then increase reload time; then increase chance of jam (think you've fitted mag but create fail-to-feed, or something).
    • Hunger: reduced stamina recovery; then reduced stamina cap (max, ceiling, whatever you want to call it). Most games make this happen far too quickly. Dehydration should be your primary enemy.
    • Overheating: slow swaying affecting aim; then blurred peripheral vision; then falling over.
      • Perhaps also consider wrong clothing, rapid dehydration (comorbid with overheating), and glare (sunglasses).
    • Long term cold leads to freezing effects & increase calorie requirements (+10-20% perhaps).
    • Wet leads to long term cold; then freezing (same sequence). Can also lead to fungal (infection) problems, particularly the feet (trench foot).
    • Wind: Long Dark might have some cues for you in this regard. Wind shelter is calculated and shows on screen. Prevents getting frozen as quickly. Clothes have wind-chill mitigation (mountaineering parka).

    That said some benefits might come out in longer term play:

    • If you can maintain health your stamina cap might increase,
    • as would your carrying capacity and top speed running.

    You seem well on to a good track with that post.


    Will you make it a module that can be dropped on any map?

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