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icarium

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Everything posted by icarium

  1. icarium

    Server List

    Funkuchenhaus is still up and going for a No AI weekend - come one come all 😉 193.135.10.106:2263 mods required: @cba, @ravage, @enhanced_movement, @MagRepack mods supported: @jsrssoundmod
  2. Ah, I over-read the AI part, my bad. Thanks!
  3. Thanks! Nice work with AFAR. Using it on our Ravage server (Funkuchenhaus) in combination with dynamicGroups. Also looking forward to the return of distance effects. Another question comes to mind: If "r_alertOn=true" does that influence whether or not talking on the radio will also simultaneously mean talking in direct channel? Talking on the group radio channel does broadcast your voice via direct channel into the game by default, right? Cheers
  4. Hi! Please make "Volume for AI & UI" a toggable option in the CFG.sqf next update. Cheers!
  5. icarium

    Ravage

    Alright, so in your mission folder you create a file called blackout.sqf, this is where all that code goes into.Then in your mission init.sqf (might need to create that as well) you put: execVM "blackout.sqf"; At the bottom of the script is a number "8000" this is the radius around the marker which you may need to adjust to fit your terrain. Also, unless you are enjoying the tinkering process a lot, I'd advise you to not go and reinvent the wheel but rather spend your time playing on one of the servers here 😉
  6. icarium

    Ravage

    Hello! we have been using our own lightsout script instead of the built-in one. Shared it here: (just add a marker "lightsout" on the map, possibly adjust the radius in the script and you are good to go. Currently lighthouses are excluded because they look sick at night. Said script is being showcased on our very nice server by the by (bump!): Funkuchenhaus - Ravage 193.135.10.106:2263 mods required: @cba; @ravage mods supported: @enhanced_movement; @jsrssoundmod map is malden there is lots to discover, come join us We got dynamic groups and AFAR radio script serverside. The mission is solid and has been quite heavily modified to extend the vanilla Ravage experience.
  7. icarium

    Ravage

    Hi! Is it possible to have that nifty days survived counter in MP with the current no DB save system? Cheers.
  8. icarium

    Ravage

    Solved! 🙂
  9. icarium

    Ravage

    Server up! Funkuchenhaus 3.0 -CBA/Ravage/Enhanced Movement -AntiLag/40 Slots/Veteran -COOP/PvP/PvE
  10. icarium

    Ravage

    In my shame, I am unable to make either the remotexec nor the initplayerlocal loop approach work for me, while I do understand the underlying principles somewhat, my sqf is simply insufficient.
  11. icarium

    Ravage

    Once again I besiege thee, wizards of the web. I am but a simple man, with simple desires and so I wish to slap this: 0 = ["ChromAberration", 200, [0.05, 0.05, true]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; }; ...into the activation field of a trigger, define a zone, define a countdown and be delighted by seemingly random visual effects, stalker-esque if you wish. Now the issue here is that the effect is global (talking MP here), and I tried to make it local for only the player who enters the trigger zone – yet again I failed. Please help.
  12. icarium

    Ravage

    Oi! The Ravage clean up system also cleans up my minefields! Cheers
  13. icarium

    Ravage

    I've had the same issue when dead rising first came out, so I turned it off. I'm only running enhanced movement though so maybe that's it.
  14. icarium

    Ravage

    Sweet baby Jesus that's it! Thanks a lot Cosmic! Never thought to double-double define stuff.Aahhh, finally...random mines in buildings...
  15. icarium

    Ravage

    Honestly I would likely be most pleased by the exact lines of code to put into any object or unit's init, that will then move that thing into the nearest house, find out the available positions of said house, and then randomly pick one of those positions. I then also would love to know hows that works. Cheers 🙂 Hellas Goerge! I tried to make either of those two examples you so kindly provided work for me and....failed, quite miserably. I do see how one uses the "buildingPos -1" approach to find the positions while the other goes the old route via "bis_fnc_buildingPositions", but that's pretty much it. In my defense, the last time I dabbled in SQF was during the Zargabad Life era, in the long, long ago. Thank you for the attempt to enlighten me however 🙂
  16. icarium

    Ravage

    Seriously? None knows this? "buildingpos -1" is supposed to spit out an array with all the available spots and "selectRandom" is supposed to pick random shit from an array. Following this logic, I initially just went: this setPosATL ((nearestBuilding this) selectRandom buildingPos -1); So one of you crafty wizards please just tell me where my stupid ass forgot the extra brackets or some shit so I can go about my merry way? Pretty please with sugar on top?
  17. icarium

    Ravage

    So I would like to randomly place things in buildings, not unlike the ambient furniture system in Ravage. I am trying to get all available positions within a building and then pick a random position from that array. _randomElement = selectRandom [buildingpos -1]; this setPosATL ((nearestBuilding this) buildingPos _randomElement); The above doesn't work. I am not a script wizzard, obviously. Please help.
  18. icarium

    Ravage

    Posting this I now think I will reactivate the lighthouses, those bad boys have some sort of nuclear backup power IRL no doubt - besides all that though I bet it'll look sweeeeeeeeeet.
  19. icarium

    Ravage

    I thought why stop at playing a niche game 😉 Anyway here is the script I use, maybe some interesting entries in there. Pretty much only the runway lights remain on - which I find kinda cool actually. if (isServer) then { _types = [ "Lamps_Base_F", "Land_PortableLight_single_F", "Land_PortableLight_double_F", "Land_FloodLight_F", "Land_LightHouse_F", "Land_LampStadium_F", "Land_PowerLine_01_pole_lamp_F", "Land_NavigLight_3_F", "Land_LampAirport_F", "Land_LampSolar_F", "Land_LampStreet_F", "Land_LampStreet_small_F", "PowerLines_base_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampHarbour_F", "Land_LampShabby_F", "Land_PowerPoleWooden_L_F", "Land_NavigLight", "Land_runway_edgelight", "Land_runway_edgelight_blue_F", "Land_Flush_Light_green_F", "Land_Flush_Light_red_F", "Land_Flush_Light_yellow_F", "Land_Runway_PAPI", "Land_Runway_PAPI_2", "Land_Runway_PAPI_3", "Land_Runway_PAPI_4", "Land_fs_roof_F", "Land_fs_sign_F" ]; for [{_i=0},{_i < (count _types)},{_i=_i+1}] do { _lamps = (getMarkerPos "lightsout") nearObjects [_types select _i, 8000]; sleep 0.1; {_x setDamage 0.95} forEach _lamps; }; }; Cheers
  20. icarium

    Ravage

    -1 is the default, yes. Imagine my disappointment when all the lights in Tanoa and Malden remained on. Maybe I should mention that my setup is MP on a linux dedicated.
  21. icarium

    Ravage

    The light switch in the atmosphere module doesn't do jack for me on Tanoa (or Malden, for that matter). Most of the fuel stations on Tanoa (or Malden) do not work period, with or without the Ravage APEX mod. So I never loaded it with my Tanoa mission. Haleks mentioned there are some other "config tweaks" that come with it. Not sure what those are though. So I used my own lights-out script that works like a charm on Tanoa, and thankfully now on Malden, too. edited to add: just remembered how I always hated the AC sounds on Tanoa, be sweet to be able to kill those, too
  22. icarium

    Ravage

    We finally found out that for the toolbox and fuel canister to work the vehicle module must be present, duh. Also, increasing AI spawn min/max helps with the perceived AI overkill, sometimes.
  23. icarium

    Ravage

    @haleks Oi! So you might be all that when it comes to scripting and things but it appears you SUCK at math like the rest of us... AI module -> unit multiplication factor: The default is '1' which makes Ravage behave like a Duke Nukem deathmatch. Now when you start scaling it down in steps of '0.1' it doesn't seem to do a whole lot until you go below '0.5'. THEN you are lucky if you see an AI group once a week. Could you please hire a math geek for the next update? Thanks mate. Also you might wanna have a look at whether or not the multiplicator affects car patrols as well. ALSO (in random order): - Going Zeus in the MP mission unhooks the save system, until you log out -> disconnect -> reconnect - The Ravage Toolbox does not work on AI car patrol vehicles. Or editor placed vehicles. Or helicopters. Or.... (those AI patrol vehicles also always have 4 medkits in them, bit much?) - Please add "structures/tanoa/military" to the loot module, my current workaround is to place altis military barracks for military loot Keep up the good work mate, it is very much appreciated. Cheers edited to add: Since the last update the server rpt log gets hyperspammed by "Object 2:2540 not found (message Type_92)" BS. Which, apparently, is due to https://feedback.bistudio.com/T82940 It is so bad I have to turn logging off entirely. I have no idea what the hell that is, so....
  24. icarium

    Server List

    Oi! There is no ravage server up? A sad state of affairs: Name: Funkuchenhaus 2.0 IP: 84.200.7.250 Port: 2503 Password: test Required mods: -CBA_A3 -Ravage -Enhanced Movement Recommended mods: -JSRS Sound mod So for the love of flat-earth Santa stop tinkering and forum-lurking and drop in and play already. Go solo or team up with friends, PvP or PvE, whatever floats your boat. Yes, there may or may not be speedboats...
  25. icarium

    Ravage

    Look at you, young whippersnapper. I'm an aspiring senior citizen so 21 is "late teened" to my rheumy eyes. But screw it, if you're 14 and can swing a shovel, you're in.
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