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zagr

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Posts posted by zagr


  1. so, i have a class CfgSounds that look like this:
     

    Quote

    class CfgSounds

    {

        class quest_finished
        {
        name = "quest_finished";
        sound[] = {"\Sounds\quest_finished.ogg", db+3, 1};
        titles[]={};
        };
        class quest_failed
        {
        name = "quest_failed";
        sound[] = {"\Sounds\quest_failed.ogg", db+3, 1};
        titles[]={};
        };
        class quest_select
        {
        name = "quest_select";
        sound[] = {"\Sounds\quest_select.ogg", db+3, 1};
        titles[]={};
        };
        class quest_start
        {
        name = "quest_start";
        sound[] = {"\Sounds\quest_start.ogg", db+3, 1};
        titles[]={};
        };
        class mission_start_music
        {
        name = "mission_start_music";
        sound[] = {"\Sounds\mission_start_music.ogg", db+0, 1};
        titles[]={};
        };
        class trade_item
        {
        name = "trade_item";
        sound[] = {"\Sounds\trade_item.ogg", db+3, 1};
        titles[]={};
        };
        class deployable_cycle_inventory
        {
        name = "deployable_cycle_inventory";
        sound[] = {"\Sounds\deployable_cycle_inventory.wav", db+7, 1};
        titles[]={};
        };
        class uni_weapon_draw_01
        {
        name = "uni_weapon_draw_01";
        sound[] = {"\Sounds\uni_weapon_draw_03.wav", db+3, 1};
        titles[]={};
        };
        class uni_weapon_draw_02
        {
        name = "uni_weapon_draw_02";
        sound[] = {"\Sounds\uni_weapon_draw_04.wav", db+3, 1};
        titles[]={};
        };
        class uni_weapon_draw_03
        {
        name = "uni_weapon_draw_03";
        sound[] = {"\Sounds\uni_weapon_draw_05.wav", db+3, 1};
        titles[]={};
        };
        class uni_weapon_holster_01
        {
        name = "uni_weapon_holster_01";
        sound[] = {"\Sounds\uni_weapon_holster_03.wav", db+3, 1};
        titles[]={};
        };
        class uni_weapon_holster_02
        {
        name = "uni_weapon_holster_02";
        sound[] = {"\Sounds\uni_weapon_holster_04.wav", db+3, 1};
        titles[]={};
        };
        class uni_weapon_holster_03
        {
        name = "uni_weapon_holster_03";
        sound[] = {"\Sounds\uni_weapon_holster_05.wav", db+3, 1};
        titles[]={};
        };
        class ironsights_in
        {
            name = "ironsights_in";
            sound[] = {"\Sounds\ironsights_in.wav", db-0, 1};
            titles[] = {0, ""};
        };
        class ironsights_out
        {
            name = "ironsights_out";
            sound[] = {"\Sounds\ironsights_out.wav", db-0, 1};
            titles[] = {0, ""};
        };
        class hitfeedback_kill_1
        {
            name = "hitfeedback_kill_1";
            sound[] = {"\Sounds\hitfeedback_kill_1.wav", db-1, 1};
            titles[] = {0, ""};
        };
        class hitfeedback_kill_2
        {
            name = "hitfeedback_kill_2";
            sound[] = {"\Sounds\hitfeedback_kill_2.wav", db-1, 1};
            titles[] = {0, ""};
        };
        class hitfeedback_kill_3
        {
            name = "hitfeedback_kill_3";
            sound[] = {"\Sounds\hitfeedback_kill_3.wav", db-1, 1};
            titles[] = {0, ""};
        };
        class hitfeedback_kill_4
        {
            name = "hitfeedback_kill_4";
            sound[] = {"\Sounds\hitfeedback_kill_4.wav", db-1, 1};
            titles[] = {0, ""};
        };
        class hitfeedback_kill_5
        {
            name = "hitfeedback_kill_5";
            sound[] = {"\Sounds\hitfeedback_kill_5.wav", db-1, 1};
            titles[] = {0, ""};
        };
        class hit_1
        {
            name = "hit_1";
            sound[] = {"\Sounds\hit_1.wav", db+3, 1};
            titles[] = {0, ""};
        };
        class hit_2
        {
            name = "hit_2";
            sound[] = {"\Sounds\hit_2.wav", db+3, 1};
            titles[] = {0, ""};
        };
        class hit_3
        {
            name = "hit_3";
            sound[] = {"\Sounds\hit_3.wav", db+3, 1};
            titles[] = {0, ""};
        };
        class hit_4
        {
            name = "hit_4";
            sound[] = {"\Sounds\hit_4.wav", db+3, 1};
            titles[] = {0, ""};
        };
        class scav_coverMe_1
        {
        name = "scav_coverMe_1";
        sound[] = {"Sounds\scav\scav_coverMe_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_coverMe_2
        {
        name = "scav_coverMe_2";
        sound[] = {"Sounds\scav\scav_coverMe_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_coverMe_3
        {
        name = "scav_coverMe_3";
        sound[] = {"Sounds\scav\scav_coverMe_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_coverMe_4
        {
        name = "scav_coverMe_4";
        sound[] = {"Sounds\scav\scav_coverMe_4.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_1
        {
        name = "scav_death_1";
        sound[] = {"Sounds\scav\scav_death_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_2
        {
        name = "scav_death_2";
        sound[] = {"Sounds\scav\scav_death_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_3
        {
        name = "scav_death_3";
        sound[] = {"Sounds\scav\scav_death_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_4
        {
        name = "scav_death_4";
        sound[] = {"Sounds\scav\scav_death_4.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_5
        {
        name = "scav_death_5";
        sound[] = {"Sounds\scav\scav_death_5.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_6
        {
        name = "scav_death_6";
        sound[] = {"Sounds\scav\scav_death_6.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_7
        {
        name = "scav_death_7";
        sound[] = {"Sounds\scav\scav_death_7.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_8
        {
        name = "scav_death_8";
        sound[] = {"Sounds\scav\scav_death_8.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_9
        {
        name = "scav_death_9";
        sound[] = {"Sounds\scav\scav_death_9.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_10
        {
        name = "scav_death_10";
        sound[] = {"Sounds\scav\scav_death_10.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_11
        {
        name = "scav_death_11";
        sound[] = {"Sounds\scav\scav_death_11.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_12
        {
        name = "scav_death_12";
        sound[] = {"Sounds\scav\scav_death_12.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_13
        {
        name = "scav_death_13";
        sound[] = {"Sounds\scav\scav_death_13.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_14
        {
        name = "scav_death_14";
        sound[] = {"Sounds\scav\scav_death_14.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_15
        {
        name = "scav_death_15";
        sound[] = {"Sounds\scav\scav_death_15.ogg", db+10, 1};
        titles[]={};
        }
        class scav_death_16
        {
        name = "scav_death_16";
        sound[] = {"Sounds\scav\scav_death_16.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_1
        {
        name = "scav_enemy_1";
        sound[] = {"Sounds\scav\scav_enemy_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_2
        {
        name = "scav_enemy_2";
        sound[] = {"Sounds\scav\scav_enemy_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_3
        {
        name = "scav_enemy_3";
        sound[] = {"Sounds\scav\scav_enemy_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_4
        {
        name = "scav_enemy_4";
        sound[] = {"Sounds\scav\scav_enemy_4.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_5
        {
        name = "scav_enemy_5";
        sound[] = {"Sounds\scav\scav_enemy_5.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_6
        {
        name = "scav_enemy_6";
        sound[] = {"Sounds\scav\scav_enemy_6.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_7
        {
        name = "scav_enemy_7";
        sound[] = {"Sounds\scav\scav_enemy_7.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_8
        {
        name = "scav_enemy_8";
        sound[] = {"Sounds\scav\scav_enemy_8.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_9
        {
        name = "scav_enemy_9";
        sound[] = {"Sounds\scav\scav_enemy_9.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_10
        {
        name = "scav_enemy_10";
        sound[] = {"Sounds\scav\scav_enemy_10.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_11
        {
        name = "scav_enemy_11";
        sound[] = {"Sounds\scav\scav_enemy_11.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_12
        {
        name = "scav_enemy_12";
        sound[] = {"Sounds\scav\scav_enemy_12.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemy_13
        {
        name = "scav_enemy_13";
        sound[] = {"Sounds\scav\scav_enemy_13.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyGrenade_1
        {
        name = "scav_enemyGrenade_1";
        sound[] = {"Sounds\scav\scav_enemyGrenade_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyGrenade_2
        {
        name = "scav_enemyGrenade_2";
        sound[] = {"Sounds\scav\scav_enemyGrenade_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyKilled_1
        {
        name = "scav_enemyKilled_1";
        sound[] = {"Sounds\scav\scav_enemyKilled_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyKilled_2
        {
        name = "scav_enemyKilled_2";
        sound[] = {"Sounds\scav\scav_enemyKilled_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyKilled_3
        {
        name = "scav_enemyKilled_3";
        sound[] = {"Sounds\scav\scav_enemyKilled_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyKilled_4
        {
        name = "scav_enemyKilled_4";
        sound[] = {"Sounds\scav\scav_enemyKilled_4.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyKilled_5
        {
        name = "scav_enemyKilled_5";
        sound[] = {"Sounds\scav\scav_enemyKilled_5.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyKilled_6
        {
        name = "scav_enemyKilled_6";
        sound[] = {"Sounds\scav\scav_enemyKilled_6.ogg", db+10, 1};
        titles[]={};
        }
        class scav_enemyKilled_7
        {
        name = "scav_enemyKilled_7";
        sound[] = {"Sounds\scav\scav_enemyKilled_7.ogg", db+10, 1};
        titles[]={};
        }
        class scav_friendlyKilled_1
        {
        name = "scav_friendlyKilled_1";
        sound[] = {"Sounds\scav\scav_friendlyKilled_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_friendlyKilled_2
        {
        name = "scav_friendlyKilled_2";
        sound[] = {"Sounds\scav\scav_friendlyKilled_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_friendlyKilled_3
        {
        name = "scav_friendlyKilled_3";
        sound[] = {"Sounds\scav\scav_friendlyKilled_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_grenade_1
        {
        name = "scav_grenade_1";
        sound[] = {"Sounds\scav\scav_grenade_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_grenade_2
        {
        name = "scav_grenade_2";
        sound[] = {"Sounds\scav\scav_grenade_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_hit_1
        {
        name = "scav_hit_1";
        sound[] = {"Sounds\scav\scav_hit_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_hit_2
        {
        name = "scav_hit_2";
        sound[] = {"Sounds\scav\scav_hit_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_hit_3
        {
        name = "scav_hit_3";
        sound[] = {"Sounds\scav\scav_hit_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_hit_4
        {
        name = "scav_hit_4";
        sound[] = {"Sounds\scav\scav_hit_4.ogg", db+10, 1};
        titles[]={};
        }
        class scav_hitByFriendly_1
        {
        name = "scav_hitByFriendly_1";
        sound[] = {"Sounds\scav\scav_hitByFriendly_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_hitByFriendly_2
        {
        name = "scav_hitByFriendly_2";
        sound[] = {"Sounds\scav\scav_hitByFriendly_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_hitByFriendly_3
        {
        name = "scav_hitByFriendly_3";
        sound[] = {"Sounds\scav\scav_hitByFriendly_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_hitByFriendly_4
        {
        name = "scav_hitByFriendly_4";
        sound[] = {"Sounds\scav\scav_hitByFriendly_4.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_1
        {
        name = "scav_inFight_1";
        sound[] = {"Sounds\scav\scav_inFight_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_2
        {
        name = "scav_inFight_2";
        sound[] = {"Sounds\scav\scav_inFight_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_3
        {
        name = "scav_inFight_3";
        sound[] = {"Sounds\scav\scav_inFight_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_4
        {
        name = "scav_inFight_4";
        sound[] = {"Sounds\scav\scav_inFight_4.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_5
        {
        name = "scav_inFight_5";
        sound[] = {"Sounds\scav\scav_inFight_5.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_7
        {
        name = "scav_inFight_7";
        sound[] = {"Sounds\scav\scav_inFight_7.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_8
        {
        name = "scav_inFight_8";
        sound[] = {"Sounds\scav\scav_inFight_8.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_9
        {
        name = "scav_inFight_9";
        sound[] = {"Sounds\scav\scav_inFight_9.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_10
        {
        name = "scav_inFight_10";
        sound[] = {"Sounds\scav\scav_inFight_10.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_11
        {
        name = "scav_inFight_11";
        sound[] = {"Sounds\scav\scav_inFight_11.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_12
        {
        name = "scav_inFight_12";
        sound[] = {"Sounds\scav\scav_inFight_12.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_13
        {
        name = "scav_inFight_13";
        sound[] = {"Sounds\scav\scav_inFight_13.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_14
        {
        name = "scav_inFight_14";
        sound[] = {"Sounds\scav\scav_inFight_14.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_15
        {
        name = "scav_inFight_15";
        sound[] = {"Sounds\scav\scav_inFight_15.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_16
        {
        name = "scav_inFight_16";
        sound[] = {"Sounds\scav\scav_inFight_16.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_17
        {
        name = "scav_inFight_17";
        sound[] = {"Sounds\scav\scav_inFight_17.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_18
        {
        name = "scav_inFight_18";
        sound[] = {"Sounds\scav\scav_inFight_18.ogg", db+10, 1};
        titles[]={};
        }
        class scav_inFight_19
        {
        name = "scav_inFight_19";
        sound[] = {"Sounds\scav\scav_inFight_19.ogg", db+10, 1};
        titles[]={};
        }
        class scav_followMe_1
        {
        name = "scav_followMe_1";
        sound[] = {"Sounds\scav\scav_followMe_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_followMe_2
        {
        name = "scav_followMe_2";
        sound[] = {"Sounds\scav\scav_followMe_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_followMe_3
        {
        name = "scav_followMe_3";
        sound[] = {"Sounds\scav\scav_followMe_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_clear_1
        {
        name = "scav_clear_1";
        sound[] = {"Sounds\scav\scav_clear_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_clear_2
        {
        name = "scav_clear_2";
        sound[] = {"Sounds\scav\scav_clear_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_lostVisual_1
        {
        name = "scav_lostVisual_1";
        sound[] = {"Sounds\scav\scav_lostVisual_1.ogg", db+10, 1};
        titles[]={};
        }
        class scav_lostVisual_2
        {
        name = "scav_lostVisual_2";
        sound[] = {"Sounds\scav\scav_lostVisual_2.ogg", db+10, 1};
        titles[]={};
        }
        class scav_lostVisual_3
        {
        name = "scav_lostVisual_3";
        sound[] = {"Sounds\scav\scav_lostVisual_3.ogg", db+10, 1};
        titles[]={};
        }
        class scav_lostVisual_4
        {
        name = "scav_lostVisual_4";
        sound[] = {"Sounds\scav\scav_lostVisual_4.ogg", db+10, 1};
        titles[]={};
        }
        class headshot_tp_01
        {
        name = "headshot_tp_01";
        sound[] = {"Sounds\player\headshot_tp_01.wav", db+10, 1};
        titles[]={};
        }
        class headshot_tp_02
        {
        name = "headshot_tp_02";
        sound[] = {"Sounds\player\headshot_tp_02.wav", db+10, 1};
        titles[]={};
        }
        class headshot_tp_03
        {
        name = "headshot_tp_03";
        sound[] = {"Sounds\player\headshot_tp_03.wav", db+10, 1};
        titles[]={};
        }
        class headshot_tp_04
        {
        name = "headshot_tp_04";
        sound[] = {"Sounds\player\headshot_tp_04.wav", db+10, 1};
        titles[]={};
        }
        class player_death_1
        {
        name = "player_death_1";
        sound[] = {"Sounds\player\player_death_1.ogg", db+10, 1};
        titles[]={};
        }
        class player_death_2
        {
        name = "player_death_2";
        sound[] = {"Sounds\player\player_death_2.ogg", db+10, 1};
        titles[]={};
        }
        class player_death_3
        {
        name = "player_death_3";
        sound[] = {"Sounds\player\player_death_3.wav", db+10, 1};
        titles[]={};
        }
        class player_death_4
        {
        name = "player_death_4";
        sound[] = {"Sounds\player\player_death_4.wav", db+10, 1};
        titles[]={};
        }
        class player_death_5
        {
        name = "player_death_5";
        sound[] = {"Sounds\player\player_death_5.wav", db+10, 1};
        titles[]={};
        }
        class player_death_6
        {
        name = "player_death_6";
        sound[] = {"Sounds\player\player_death_6.wav", db+10, 1};
        titles[]={};
        }
        class player_death_7
        {
        name = "player_death_7";
        sound[] = {"Sounds\player\player_death_7.wav", db+10, 1};
        titles[]={};
        }
        class player_death_8
        {
        name = "player_death_8";
        sound[] = {"Sounds\player\player_death_8.ogg", db+10, 1};
        titles[]={};
        }
        class shellshock_loop
        {
        name = "shellshock_loop";
        sound[] = {"Sounds\player\player_death_7.wav", db-1, 1};
        titles[]={};
        }
    };

    the problem is, how can i add  #include "scripts\tts_emission\cfgSounds.hpp":

    Quote

    class CfgSounds {
        sounds[] = {};
        #include "scripts\tts_emission\cfgSounds.hpp"
    };

    i'm just making a stalker mission and i want emission script but i'm not sure how to add cfgSounds.hpp into my line because i already have other sounds in my description.ext, what should i do? how to add #include into the line. 😞


  2. hello, can someone help me with a roll system like in RPG.

     

    Quote

    _numberArray = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
    _number = _numberArray call BIS_fnc_selectRandom;
    hint str _number;

    i want to make sure that all people will have the same result, the question is how can i make it so all people will see the result of a player, because each time i run my script globally i only see my results and my friend see only his results of a roll.


  3. First of all, my English is not that good, so... bear with me! 🙂

    WELCOME TO ESCAPE FROM CHERTARKOV, HARDCORE EDITION.
    DmwBiUnUjHY.jpg
    Well i know that you are going to say... "ah, another Escape mission... another tarkov... and etc" but wait a second, maybe you'll like this mission because so far we have:
    - Random loot spawn (yeah i know, that's something people already seen, but wait a second, there is some more stuff to see)
    - The whole chernarus is divided into 3 territory controlled by:
    1) Scums (ex ChDKZ, bandits and etc)
    2) Nationalists (more professional guys)
    3) Russian spec ops (really dangerous guys)
    and two secret groups:
    1) other PMC that will hunt players in location
    2) Cultist faction (be careful, they will do bad things to you) WIP still need to change and make them more like a cultist (from now they are using livonia units)
    - We have a database (Credits goes to gruppe-adler! thanks my dude!)
    - Money system (again, credits goes to gruppe-adler!)
    - Shop (gruppe-adler! 🙂 thanks for all scripts you made for us 🙂 ) right now you can only buy stuff.
    - Random AI spawn (two raids will never be the same, so be careful)
    - Enhanced AI (ai will dodge, they will act more clever)
    - AI will talk when they see you, just like in Tarkov, so if you kill them they also make sounds >:D
    - Random Crashsite script with loot (thanks to GEORGE FLOROS GR! you are the best)
    - you were killed? no problem! you can watch your friend fight in the raid by using the computer
    - ACE integration (for shop, money and etc) sorry guys but this mission only works with ace 😞
    - ACE campfire (credits to gruppe-adler!) you can make campfire during the night near trees.
    - Some friendly PMC that will help you, they also spawn randomly around the map during the raid.
    - Exits back to base, but they are semi random, each time you restart the server the exits will be different.
    - At the base you can heal for free, just find a mysterius man in bunker.
    - Hunger and thrist system.
    - Ambient and combat music (a little bit buggy sometimes but it's work still)
    - Almost done translating to English (65%) i just made this mission private for my friends but decided to share it with you guys.
    - Tested on dedicated server
    - and maybe something else that i forget.

    To-do list:
    - Random mini missions?
    - Some kind of random events?
    - more "Alive" functions to AI like looting, walking from the town to town.
    - lonely renegades?
    - Playing as a random scav with random loot?
    - PVP mod?
    - more map support?
    - Scav junkbox? (scavs will bring sometimes random loot to base if you give them money)
    - Bunker upgrade system?
    WARNING WHEN YOU ARE DONE PLAYING FOR TODAY SERVER ADMIN SHOULD USE THIS IN DEBUG CONSOLE 1)to save your loot containers simply execute globally this:  [true,2] call grad_persistence_fnc_saveMission;!!!!! i still not sure how to make it work via addaction so i need some advice how to do that.
    Tips:
    - To make a campfire use ACE self action menu (ctrl+window) and go to equipment.
    - To take money from dead AI use ACE action menu (window)
    - If you are in the safe zone (base) you can put your money into bank account, go to terminal and use ACE action me (window) you'll see deposit money and etc
    - To trade with Prapor again... use ACE action menu on him (window)
    - as an admin you can use debug console here is useful commands for now:
    1)to save your loot containers simply execute globally this:  [true,2] call grad_persistence_fnc_saveMission;
    2)to change the weather just simply execute globally this:  [] execVM "StartMission.sqf"; it will generate random weather.

    Requirements:
    CBA
    Cup terrain - core
    Cup weapons
    Cup units
    Cup vehicles
    Kurt's survival system (KSS)
    ACE
    Chernarus REDUX
    LAMBS DANGER (High recommended)
    Tarkov's vests
    Escape From Tarkov Backpack's
    Community Faction Project

    Recommended:
    jsrs soundmod + cup support jsrs
    Enhanced movement

    HERE IS SOME PICS:

    Spoiler

    or9YhYkHhwQ.jpg
    tzUw88w9St8.jpg
    jNlGl0yeaOw.jpg
    ZeculzXjFwM.jpg
    i'll not spoil this for you, go and check my mission out 🙂

    Still want to play it? here is the link!
    https://steamcommunity.com/sharedfiles/filedetails/?id=2115330361 have fun!
    Credits also goes Twiznak for his kind help, his mission was the main "skeleton" so... this all happened because of his mission 🙂

    • Like 2
    • Thanks 3

  4. 1 hour ago, GEORGE FLOROS GR said:

    Hello there @zagr !

     

    I thought that this script was broken!

    I haven't include this kind of option but there is a time out included.

    hah, well it is working, almost) that's why i need something like change mission, but it seems that time out works  script dosen't really work (because the script old) that's why i need alternative way to change mission if it's broken 🙂

    • Like 1

  5. 23 minutes ago, haleks said:

     Hi Zagr (and thank you for your support!),

    I haven't tested them on dedi yet; they don't move at all? Including when they've spotted a target?

     

    @icarium: I'm not good at maths, but in this case it is a design problem - the AI module needs several improvements, I will work on it soon.

    yeah, even when they spotted a target 🙂 but when i stand right in front of them they can damage me but still doesn't move, i just trough to test it on dedi to see if everything is working fine) and yeah you are welcome, keep up a good work!

    • Like 3

  6. On 7/1/2019 at 3:23 PM, haleks said:

    Hi everyone!

     

    MyST Demo 2 has been uploaded on Patreon : https://www.patreon.com/posts/28043582

     

    The module is a huge improvement compared to what I've done for Ravage, I think mission makers will be very happy with it. 😉

    A 3rd demo should follow on Patreon - no ETA for now as it concerns the most ambitious part of the project, but the module and the Phantoms as implemented in Demo 2 are pretty much in their final state, so mission makers can already work in advance with them. Resources used so far are 100% vanilla except for a couple sound effects; the addon weights less than 300 kbs at the moment.

     

    The first demo required Ravage and CBA, but I'm aiming for a standalone project in the end : Demo 2 doesn't require any 3rd party addon.

    I'll open a dedicated thread soon(ish) in the Discussion section.

     

    Have fun guys! And be warned, hiding in vehicles is not such a good idea anymore...

    oh i just tested your Demo 2 in my dedi server only with MyST and got a problem, phantoms dosen't move for some reason, only on SP everything working fine for me, checked my RPT and found only this problem:
    or it's just not supported on dedi right now?

    Spoiler

    2019/07/03,  1:29:34 Error in expression <ht} do {
    _pitch = (random 2) max 0.25;
    [_pes, ["pht_song", 100, _pitch]] remoteE>
    2019/07/03,  1:29:34   Error position: <_pes, ["pht_song", 100, _pitch]] remoteE>
    2019/07/03,  1:29:34   Error Undefined variable in expression: _pes
    2019/07/03,  1:29:34 File \myst\functions\pht\fn_init.sqf [myst_pht_fnc_init], line 50
    2019/07/03,  1:29:34 Error in expression <ht} do {
    _pitch = (random 2) max 0.25;

     


  7. 3 hours ago, B3OP said:

    I checked, without RHS, the problems with the downloads of the saves disappeared.

     

    Read about the problem here https://github.com/Vdauphin/HeartsAndMinds/issues/638

    I do not quite understand it through Google translator, but they wrote that it was somehow connected with the factions, i.e. RHS mod does not necessarily delete, you can get rid of the problem if you change something.

     

     

     

    Thank you, I did not know about this mod.
    Is it for the player?
    And I wanted my companions around the fire themselves to play the guitar 🙂

    yeah it is for player i'll send you the link https://steamcommunity.com/sharedfiles/filedetails/?id=1378775292&amp;searchtext=guitar+mod+

     

    • Thanks 1

  8. 10 minutes ago, B3OP said:

    I ask you to forgive me for the endless ideas that get out of me, I understand the complexity, but I am such a dreamer 🙂

    By the way at the expense of ideas:
    It would be nice if the squad members were sitting around my campfire, and someone took out a guitar ...
    Oh, okay, there’s probably a problem with a guitar, but at least a tape recorder near the fire 🙂
    And in general, it would be cool if you could add custom recordings for audio cassettes.
    My companions would rest near the fire! ))

     

    Okay, I will try to limit my fantasies and not flood.

    making a mission right now with VA mod, there is guitar mod that you can use it's working good for me 😄
     

    Spoiler

    aLbrSntn2Oc.jpg

     

    • Like 1
    • Thanks 1
    • Haha 1

  9. 9 hours ago, Donnie_Plays said:

    Hello everyone! I have added a custom in game UI for Ravage gamers to use! I often get bored using the default inventory UI. It just looks so plain. This is included in the RAVAGE UI and CUSTOM MENUS mod that I just put on workshop. The mod is a collection of open sourced assets from Breaking Point and Desolation that I thought would fit right in with Ravage!


    63C027DF11C99F45F4391F6D7FD728D2D939FE70

    There are info tabs that give you tips on how to do things in Ravage. I would like to expand upon this later. If anyone has ideas feel free to shoot me a message.
    F85E4D0A0FA79E47103E534BEB582AA2C7016759


    i have problem for some reason here is the screen in the spoiler, the menu work wonky, i'm not using rhs on my server, only using some compatible mods, does someone knows how to fix it?

    Spoiler

    yGu9eUD.jpg

     

    • Like 1

  10. okay, here is the problem, i have my own RP mission that was made for ravage with some mods in it:
     

    Spoiler

    -CBA
    -ACE
    -CUP TERRAIN CORE
    -CUP TERRAIN MAPS
    -VANDEANSON APOCALYPSE
    -RAVAGE
    -ARMA 3 TAVIANA


    also running everything on dedicated server, here is my server:
     

    Spoiler

    -INTEL CORE i3 -8100 CPU 3.60GHz
    -16 gb memory
    -SSD 200gb and HDD 4 terabyte


    so the problem: after 1 hour and 6 minutes the zeus become almost broken, i can still place units and objects on map but modules dosen't work (like smoke and other) when i place them nothing happens, the icon stays on the map and that's it, only restart is helping... no RPT errors, only this one when i trying to place module
    22:50:09 Cannot create object 10:313 with type[AIUnit], param[unit], NMT code[113] (not even sure if it zeus problem or note) server fps is staying on 46-50, client fps is 60+
    i also tried to test the problem on vanilla map, still the same... can someone help or tell me how can i fix it? because i can't play without modules, maybe i can restart the zeus somehow? via script maybe? because i also have infistart on my server so i can run scripts via console.

    Maybe it's because ravage zombie module spawning a lot of zombies, i have some people who are playing on my server 6 right now and the zombie module is set to 20 zombies per player and the max amount of them is 10000 but they are despawning anyway when the player is away from the cites and other places so... not really sure.

    or maybe VANDEANSON APOCALYPSE is causing the problem because it's spawns a lot of assets... but i can't play without that mod because its bound with my mission, so the question is it possible to reset zeus without restarting the mission?

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