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FireWalker

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Everything posted by FireWalker

  1. People keep telling me they see this mod on the workshop. Only thing I see is what looks like an old version, or coop missions that require it. Does anybody know for sure? Thanks, Fire
  2. FireWalker

    Ravage

    Haleks, did you see this? http://www.armaholic.com/page.php?id=31864 looks like it has a lot of known issues though.
  3. FireWalker

    Ravage

    Update on Invisible brain deads: Just spoke with one of the players last night. He was running a version on Ravage like 1.35 or something from last May... So lets just say there was a version issue for now. We've got 4 players on right now and I think everything is fine. Occasionally its difficult to get some items off dead renegades, but that's all I can think of.
  4. FireWalker

    Ravage

    Sorry.. Addons: Ravage, CBA, Arma Enhanced Movement Have never had it happen with less than 4 people in the server (that I can remember) Everyone in the server should have been current.. CBA and AEM both stay updated on the workshop. I'll double check to make sure everyone installed the latest Ravage correctly and diidn't forget to do it. I guess you should be noted that it seems to start over time. (not right from the outstart, I don't think) I believe it was noticed after the entire squad got wiped out and we all had to respawn. I'll try to pull more details together. I just wanted to see if anyone else has experienced it. btw, this isn't new I've had it happen occasionally over the past year or so. Could be a version issue with someone.
  5. FireWalker

    Ravage

    Has anyone had issues where if you have say 4 or more people in a multi player environment on a dedicated server some "zombies" only draw on certain clients machines? The zombies are still there, completely invisible and beating the crap out of you, but a player nearby can still see them and shoot them for you. Its strange and its happened to my squad from time to time over the last several versions. If you have witnessed this, what are your ideas on the cause? Thanks, Fire
  6. FireWalker

    Ravage

    The only time I've had bad frame drops in MP is when I've tried to use a horde module. Its to the point that I won't use it in a MP mission at all.
  7. FireWalker

    Ravage

    Caluu, I believe this stuff has always been in game to create a little more 'real life' feel.. Just a little 'glitter' lol
  8. FireWalker

    Ravage

    Haleks, Do I understand correctly that the vehicle caching system works for ALL vehicles - Spawned AND Editor Placed ? And if so, does this also include boats and aircraft? Thanks, I know this has been gone over before, but I just want confirmation. Fire
  9. FireWalker

    Ravage

    I can through a comment in on this as well, I would say that the vast majority of AI that I kill only have the magazine in the gun on them. I hardly ever see additional mags on the AI. (if ever) I'll try to pay more attention to this also.
  10. FireWalker

    Ravage

    Haleks, That loot question reminded me of something... Is the search function for items in trash piles and furniture supposed to be supported in a MP environment on a dedicated server? Reason I ask is it works correctly when I'm on the editor, and testing the mission as MP within the editor, but after I upload to server and play mission I never get any search actions. Only tested this on Tanoa at this time. Thanks
  11. FireWalker

    Ravage

    @Tourist Thats exactly what I'm doing later tonight. So, I created a completely fresh mission with Ravage and CBA. Added one playable unit. Tested after every Ravage module as I added them. Had NO problems. So now I'm going through my missions(s) and removing sections of scripts to try and narrow down the culprit. I don't think its Ravage or CBA, its definitely in a script. I'll get it soon, only a matter of time. It is strange that other people are having the same issues tho.. This should be interesting when I nail it..
  12. FireWalker

    Ravage

    Ok, update after a good deal of testing. Bad Benson - You're off the hook. AEM isn't the culprit here. So, I get get it to happen with only Ravage and CBA running. The first time I drink anything there is usually just a small amount or short duration of the character moving off center. If I drink back to back, you better look out, cause he's pointing the gun at the floor... sometimes forever. And yes if I reload the mission from the save - voila! its fixed and back to normal until I drink something again. I can cut a video of this if you like. Seems like its definitely centered around the drinking. - but I haven't tried eating yet either. That's next.
  13. FireWalker

    Ravage

    Haleks and others.. I was "finally" able to reproduce the sight alignment issue today. Not sure if someone else has figured it out or not, but I can reliably reproduce it on Altis and Tanoa, whether in the editor or on the server. It happens everytime I drink something. Water or Franta. Once my sight alignment came back to normal after about 10 minutes, but that's only happened once so far. It also affects binoculars. For me the character just starts shifting his sight alignment off to the right, and towards the ground. (so if I'm looking straight ahead- the rifle moves to the right and down). It happens rather quickly, you can watch it move across the screen, especially more so if you are moving. Haven't got it to happen unless I drink something (the character, not me ). Starts a couple seconds after that. Fully updated game and addons. CBA Ravage Arma Enhanced Movement I'm going back into game now and leave AEM off and make sure it still happens.
  14. FireWalker

    Ravage

    Long standing arma 3 issue. A player has to take "possession" of the vehicle at least once. Let your friends jump in the drivers seat once and start the engine. Inventory should work for every that does it
  15. FireWalker

    Ravage

    Lol, I guess that would depend on how hungry you are. I believe that any survival video game needs a little role playing by the player to keep it as real as they want it. Perhaps in a world with a mass infection, any animal, human or otherwise, would carry a chance of you becoming infected.
  16. FireWalker

    Ravage

    Might be simpler to just put a delay on how long after an animal is killed that you can harvest the meat. Say maybe a few minutes. (Same time for players or zombies). Just a thought.
  17. FireWalker

    Ravage

    I'm reasonably certain that I can confirm this. Its always happened in the missions I've created for multiplayer. I just always thought it was because I wasn't adding a line to my respawn scripts to reset the thirst and hunger. But yes, whatever the thirst and hunger is when the player dies, then that is what he respawns with.
  18. I believe the blizzards, etc. can be killed with a brush, but I haven't tried it in awhile.
  19. FireWalker

    Ravage

    @Haleks. (Maybe others), You may want to check this out: https://forums.bistudio.com/topic/193263-code-snippet-dazzle-the-darkness/?p=3074478 I haven't yet, but looks usefull.
  20. FireWalker

    Ravage

    @Evil, What map is that? I don't recognize it.
  21. FireWalker

    Ravage

    Cool I'll keep my eye out. I run on a dedi server.
  22. FireWalker

    Ravage

    Has anyone had any success getting inidb or a mysql database going on their server for Ravage? Ive been messing with it but just cant get it to work. Thanks, Fire
  23. Shay, I need a little direction. I've been using this mod for a couple years, almost exclusively using it to create random missions, with everyone on the same team. So recently we have been creating really short random missions that involve going into a target area and achieving 1 or 2 objectives with most of the enemy AI removed. Its been a lot of fun performing the "quick in, quick out" style missions, and using the mission generator has kept it random on the fly. But now, we've expanded a little more on this and have added a PvP theme to the same short mission style. Normally playing 2v2 or 3v3. Everything has been working well and its been really fun with a lot of laughing and "ribbing" each other. But... one problem: When we build the mission through the generator the only team that sees the objectives come up on their map is the team that the MCC mission builder is on. So we have to put extra markers on the map for the other team to see where the objectives are. Is there any way to make it so that all players in the game can see the objectives on the map? We play with BluFor and OpFor. We use the Indep/Guer as the common enemy. (perhaps we should use BluFor and Indep/Guer, and have OpFor as the enemy?) Thank you, Fire
  24. Yes, you need at least one other person on your side to test. It will not function when you are alone.
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