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Recaldy

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Everything posted by Recaldy

  1. Recaldy

    Ravage

    Survive in an East vs West conflict zone in Chernarus Redux featuring: SimpleShops, custom units, anomalies, spooks, respawning hostile AI and more! Out of my scenario collection, I've spent the most time creating Ravage: Just Another Day. I consider it to be in a Beta state atm as I take feedback and tweak things accordingly. https://steamcommunity.com/sharedfiles/filedetails/?id=2649818485 Ravage Question: Will the Ravage item library for consumables ever be added to the entity attributes inventory list for storage?
  2. Recaldy

    Ravage

    HAPPY HALLOWEEN! https://steamcommunity.com/sharedfiles/filedetails/?id=2641971607 Ravage: Storm Zero now has a COOP version for up-to 4 players. Streamlined some loot and incorporated Drongo's Crazies. I also added a black n white color feature to add to the spooky. BIG survival scenario coming out soon too.
  3. Fixed the vehicle problem...had to drag out the units to see who was the actual group leader. I want to use the delay with the cache option...is Gaia mandatory? Would 0 = [this, "CACHE=", 1000, "DELAY=", [30,60]] spawn jebus_fnc_main; work? Love the script btw.
  4. I got it working...except my vehicle leaders in my vehicle groups don't exist. I've tried the pilot init and vehicle init and both times the vehicle disappears leaving the other group vehicles/members idle. I'm using "0 = [this, "DELAY=", [300,600]] spawn jebus_fnc_main;" if that helps. I have many infantry groups using "0 = [this, "DELAY=", [75,140]] spawn jebus_fnc_main;" and they show up and move as normal.
  5. Recaldy

    Ravage

    Introducing: Ravage Mayhem Tour GRNFOR Ravage Mayhem Tour BLUFOR Ravage Mayhem Tour OPFOR My first Ravage scenario(s) were the "Mayhem Tour" scenarios and I wanted to make a new "version" with some great scripts and other things I've learned/found while making Ravage scenarios over the past year+. There isn't too much of a difference between the three but since the originals were divided by Side...I wanted to keep that in-mind when creating the Redux-i. Question: Is the new vehicle interaction with zombies only for exposed AI? Zeds didn't bother doing anything when I was inside a strider play-testing today.
  6. Recaldy

    AI Spawn Script Pack

    class OPF_F { side = 2; cars[] = {"O_OPFORArmy_Chemical_Response_Team_Car_01"}; tanks[] = {"O_OOPFORArmy_Chemical_Response_Team_Tank_01"}; helicopters[] = {"O_OOPFORArmy_Chemical_Response_Team_Attack_Helicopter_01","O_OPFORArmy_Chemical_Response_Team_Helo_01"}; planes[] = {}; ships[] = {}; men[] = {"O_OPFORArmy_Chemical_Response_Team_Team_Leader_01","O_OPFORArmy_Chemical_Response_Team_Rifleman_01","O_OPFORArmy_Chemical_Response_Team_Combat_Life_Saver_01","O_OPFORArmy_Chemical_Response_Team_Mechanic_01","O_OOPFORArmy_Chemical_Response_Team_Automatic_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Pilot_01","O_OOPFORArmy_Chemical_Response_Team_Genedier_01","O_OOPFORArmy_Chemical_Response_Team_AA_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_AT_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Marksman_01","O_OOPFORArmy_Chemical_Response_Team_Rifleman_2_01"}; men2[] = {"O_OPFORArmy_Chemical_Response_Team_Team_Leader_01","O_OPFORArmy_Chemical_Response_Team_Rifleman_01","O_OPFORArmy_Chemical_Response_Team_Combat_Life_Saver_01","O_OPFORArmy_Chemical_Response_Team_Mechanic_01","O_OOPFORArmy_Chemical_Response_Team_Automatic_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Pilot_01","O_OOPFORArmy_Chemical_Response_Team_Genedier_01","O_OOPFORArmy_Chemical_Response_Team_AA_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_AT_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Marksman_01","O_OOPFORArmy_Chemical_Response_Team_Rifleman_2_01"}; menSF[] = {"O_OPFORArmy_Chemical_Response_Team_Team_Leader_01","O_OPFORArmy_Chemical_Response_Team_Rifleman_01","O_OPFORArmy_Chemical_Response_Team_Combat_Life_Saver_01","O_OPFORArmy_Chemical_Response_Team_Mechanic_01","O_OOPFORArmy_Chemical_Response_Team_Automatic_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Pilot_01","O_OOPFORArmy_Chemical_Response_Team_Genedier_01","O_OOPFORArmy_Chemical_Response_Team_AA_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_AT_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Marksman_01","O_OOPFORArmy_Chemical_Response_Team_Rifleman_2_01"}; men3[] = {"O_OPFORArmy_Chemical_Response_Team_Team_Leader_01","O_OPFORArmy_Chemical_Response_Team_Rifleman_01","O_OPFORArmy_Chemical_Response_Team_Combat_Life_Saver_01","O_OPFORArmy_Chemical_Response_Team_Mechanic_01","O_OOPFORArmy_Chemical_Response_Team_Automatic_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Pilot_01","O_OOPFORArmy_Chemical_Response_Team_Genedier_01","O_OOPFORArmy_Chemical_Response_Team_AA_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_AT_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Marksman_01","O_OOPFORArmy_Chemical_Response_Team_Rifleman_2_01"}; divers[] = {}; }; class OPF_G_F { side = 2; cars[] = {"O_OPFORArmy_Chemical_Response_Team_Car_01"}; ships[] = {}; men[] = {"O_OPFORArmy_Chemical_Response_Team_Team_Leader_01","O_OPFORArmy_Chemical_Response_Team_Rifleman_01","O_OPFORArmy_Chemical_Response_Team_Combat_Life_Saver_01","O_OPFORArmy_Chemical_Response_Team_Mechanic_01","O_OOPFORArmy_Chemical_Response_Team_Automatic_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Pilot_01","O_OOPFORArmy_Chemical_Response_Team_Genedier_01","O_OOPFORArmy_Chemical_Response_Team_AA_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_AT_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Marksman_01","O_OOPFORArmy_Chemical_Response_Team_Rifleman_2_01"}; }; class OPF_T_F { side = 2; cars[] = {"O_OPFORArmy_Chemical_Response_Team_Car_01"}; tanks[] = {"O_OOPFORArmy_Chemical_Response_Team_Tank_01"}; planes[] = {}; ships[] = {}; men[] = {"O_OPFORArmy_Chemical_Response_Team_Team_Leader_01","O_OPFORArmy_Chemical_Response_Team_Rifleman_01","O_OPFORArmy_Chemical_Response_Team_Combat_Life_Saver_01","O_OPFORArmy_Chemical_Response_Team_Mechanic_01","O_OOPFORArmy_Chemical_Response_Team_Automatic_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Pilot_01","O_OOPFORArmy_Chemical_Response_Team_Genedier_01","O_OOPFORArmy_Chemical_Response_Team_AA_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_AT_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Marksman_01","O_OOPFORArmy_Chemical_Response_Team_Rifleman_2_01"}; menSF[] = {"O_OPFORArmy_Chemical_Response_Team_Team_Leader_01","O_OPFORArmy_Chemical_Response_Team_Rifleman_01","O_OPFORArmy_Chemical_Response_Team_Combat_Life_Saver_01","O_OPFORArmy_Chemical_Response_Team_Mechanic_01","O_OOPFORArmy_Chemical_Response_Team_Automatic_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Pilot_01","O_OOPFORArmy_Chemical_Response_Team_Genedier_01","O_OOPFORArmy_Chemical_Response_Team_AA_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_AT_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Marksman_01","O_OOPFORArmy_Chemical_Response_Team_Rifleman_2_01"}; men2[] = {"O_OPFORArmy_Chemical_Response_Team_Team_Leader_01","O_OPFORArmy_Chemical_Response_Team_Rifleman_01","O_OPFORArmy_Chemical_Response_Team_Combat_Life_Saver_01","O_OPFORArmy_Chemical_Response_Team_Mechanic_01","O_OOPFORArmy_Chemical_Response_Team_Automatic_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Pilot_01","O_OOPFORArmy_Chemical_Response_Team_Genedier_01","O_OOPFORArmy_Chemical_Response_Team_AA_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_AT_Rifleman_01","O_OOPFORArmy_Chemical_Response_Team_Marksman_01","O_OOPFORArmy_Chemical_Response_Team_Rifleman_2_01"}; divers[] = {}; }; }; }; This is my config_aissp.hpp and all pre placed units don't exist with class CfgFunctions { #include "HG\Functions\HG_Functions.h" }; loaded in the description.ext. Help?
  7. Recaldy

    Ravage

    sleep 10; _txt = "DAY " + str ceil (startTime call rvg_fnc_returnDays); [_txt, safezoneX + safezoneW - 0.65, safeZoneY + safezoneH - 0.2, 10, 0, 0, 888] spawn bis_fnc_dynamicText; while {alive player} do { _d = ceil (startTime call rvg_fnc_returnDays); waitUntil {if (!alive player) exitWith {true}; sleep 1.5; ceil (startTime call rvg_fnc_returnDays) > _d || visibleMap}; if (!alive player) exitWith {true}; _txt = "DAY " + str ceil (startTime call rvg_fnc_returnDays); [_txt, safezoneX + safezoneW - 0.65, safeZoneY + safezoneH - 0.2, 10, 0, 0, 888] spawn bis_fnc_dynamicText; }; cutText ["", "BLACK OUT", 20]; sleep 3; _n = format ["<t size = '1'>%1</t>", ceil (startTime call rvg_fnc_returnDays) - 1]; _d = "<t size = '1'> DAYS.</t>"; if ((ceil (startTime call rvg_fnc_returnDays) - 1) < 2) then {_d = "<t size = '1'> DAY.</t>"}; _txt = "<t size = '1'>YOU SURVIVED </t>" + _n + _d; [ _txt, safezoneX+((safeZoneH-(safeZoneW/8*(4/3)))/2), safeZoneY+((safeZoneH-(safeZoneW/100*(4/3)))/2), 60, 5, 0, 890 ] spawn bis_fnc_dynamicText; Is this entire thing what I need to add the survived X days text to pop up? Current scenario doesn't have the feature...and I'd like to have it. This is from the base Ravage scenario description if that helps.
  8. Do I have to edit any of the jebus sqfs? I have ARMA3Alpha AMBIENT COMBAT SCRIPT v3.2 functions called and vcom script version installed also. Could those be a hindrance?
  9. Put a small nato group with "0 = [this] spawn jebus_fnc_main;" in the leaders init and I get this? Descript file has the functions called as it should. I tried the other examples and still nothing works. Tried a player repetable trigger linked to leader and nothing with/without examples in triggers init.
  10. I'm making a Ravage scenario using Simple Weapon Shop System but I'm experiencing a few problems. 1) I'm getting a very obvious stutter when I kill anything that updates the custom UI on the bottom right corner of the screen. I've tried both UI version and it still happens. Is there a way to call the information as a hint at will and disable the UI function entirely? 2) ARMA3Alpha AMBIENT COMBAT SCRIPT v3.2 spawned units, Ravage AI units, scripted in units that hunt the player, all of these don't give me any money with enableKillReward enabled. 3) Same as above but wasn't awarded XP until I used "["Man", "init", {[_unit] call HG_fnc_aiUnitSetup;}, true, [], true] call CBA_fnc_addClassEventHandler;" in the init to give XP from killed spanwed in AI. I tried the George Floros script pasted on page 10 to get XP to work and it does give me exp. "[1,0] call HG_fnc_addOrSubXP;" works for zombie kills. 4) Is there a way to adjust/move the camera for gear shop? Depending where it's placed I'm stuck looking at a wall etc. Requests: Could you add in an enterable number field for quantity selling/buying similar to HALs? Is it possible to add a punishment for dieing like in older MMORPGs? Say docking 50 XP when the profile dies?
  11. Recaldy

    Ravage

    [SP] Ravage: Snatch & Burn is now available on the ARMA 3 Workshop! Running powerful infected, warring AI factions and tasks will send you around REDACTED. Will you survive long enough to see the sun rise? https://steamcommunity.com/sharedfiles/filedetails/?id=2590544746
  12. Recaldy

    Ravage

    Introducing my latest scenario "Ravage: Zargabad at Noon"! Not quite as long as "Takistan Tour" and as Survival-y but its Ravage none the less. https://steamcommunity.com/sharedfiles/filedetails/?id=2584310870
  13. Recaldy

    Ravage

    I went by this list^ and I got the screenshot error mentioning Apex...but the reply list works...so hey whatever. https://steamcommunity.com/sharedfiles/filedetails/?id=2582666556
  14. Recaldy

    Ravage

    Workshop's RVG_Apex pbo isnt w/e the server is asking for. I can't join it. Got 3 scenarios at maybe 80% completion...which flavor do we want first? Zargabad, Fellujah or Chernarus? Also gonna push a White Out update sometime soon too me thinks.
  15. Recaldy

    Ravage

    Celebrating over 1000 total subscriptions on my Ravage scenarios I have uploaded "[SP/COOP 5] Ravage: Collecting Feathers" to the steam workshop. Big thanks to everyone playing my scenarios! I appreciate people playing them before and after needed changes to systems and balancing. https://steamcommunity.com/sharedfiles/filedetails/?id=2556346391
  16. Recaldy

    Ravage

    Updated "Ravage Chernarus Mayhem Tour" and "Ravage: Collecting Feathers". Seems night missions just don't get the subscriptions that day time scenarios seem to get. ☹️
  17. Recaldy

    Ravage

    Uploaded a sizeable update to my "One Job Too Far" scenario tonight and last week I uploaded a "final" update to "Island Paradise". See signature for links.
  18. Recaldy

    Ravage

    So...my destinations for teleports have Indi Renegades spawning in them even though I have Ravage_safeZone put down? The radius is 750 which should encompass the entirety of the island I'm using. Ravage_zedBlackList's I have seem to do just fine however. Would a repeatable trigger activated by Indi presence work for a deletion method? "{deleteVehicle _x} forEach thisList;" with an Indi activation work? It's what google gave me.
  19. Recaldy

    Ravage

    Find a helicopter, repair it, fuel it then fly to a marker.
  20. Recaldy

    Ravage

    Ravage: Island Paradise is now visible on the workshop! My goal is for death to be feared and not cheesed with multiple game saves using the intended difficulty of veteran. https://steamcommunity.com/sharedfiles/filedetails/?id=2442276345
  21. Recaldy

    Ravage

    Thanks! It's a shame that the snow won't load when booting a game save...least for me. I'm about to release a scenario similar to the stock "Dust" scenario included with Ravage. It's weird how White Out blew up in subs but other missions have very few subs. Thinking the file size of Borholm is the problem...or people really don't like night time missions. I wish Arma 3 as a whole was more game save friendly with things. Question for Haleks: Custom Playlist [], There an example for this? Uniform etc provides one in the tool tip. My most recent mission used a yt tutorial as its base and I -think- I outright avoided using the module function for music.
  22. Recaldy

    Ravage

    Welp my Ravage/CBA only mission wont load now because of the update and it's binirized w/e so I can't(?) remove the addons. Are the Livionia buildings still supposed to be empty?
  23. Recaldy

    Ravage

    Is there a way to have seperate equipment arays per Indi, opfor and blufor AI? I want to have something similar to Dust's CSAT but one for INDI using AAFs equipment.
  24. Recaldy

    Ravage

    Updated One Job Too Far for the redux update. I seem to have a much more enjoyable time playing when radiation is turned off.
  25. Recaldy

    Ravage

    Chernarus Redux got a big update on the 16th. I gotta edit my missions now. @_@;
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