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FireWalker

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Everything posted by FireWalker

  1. Would someone explain why this line deletes all placed AI units once the mission runs? It deletes all AI regardless of side. (east, west, civ, geur) And it cleans up dead units. It can be tested in the debug console. {{deleteVehicle _x} forEach units _x; deleteGroup _x} forEach allGroups select {side _x == EAST and {leader _x distance getMarkerPos "_marker" < 60}}; It doesn't matter if the marker is placed or not. And therefore the radius doesn't matter. Shouldn't this only delete AI units from side EAST that are within 60' of the marker? If someone thinks I should title this topic better please let me know. Fire
  2. I'm trying to delete a group of AI units that are spawned by a script. A marker spawns on their location. I've tried: { deleteVehicle _x; } forEach nearestObjects [getMarkerPos "_marker",["O_recon_medic_F","O_Soldier_lite_F","O_Soldier_GL_F","O_Soldier_A_F","O_Soldier_lite_F"],50]; and: { deleteVehicle _x; } forEach side [getMarkerPos "_marker",[east],50]; and quite a few variations of each. Also tried " nearEntities " and " deleteGroup " I just don't think I'm getting all the parts right. ... I have the radius set at 50 to make sure the area is covered. Thank you for any help, Fire
  3. When I try to do a "quick" host from my own machine to test a mission revision with another friend I get this error message: Include file a3\functions_f\Params\paramDaytimeHour.hpp not found And it just crashes the game. I have checked game files, of course. I have not reinstalled the game. Not sure what this is about and searches haven't come up with anything. Its been going on since before 1.6 Any ideas? Thanks!! Fire
  4. FireWalker

    Ravage

    Pretty sure he wants task persistency through server/hosted restarts.
  5. FireWalker

    Ravage

    @haleks Had an idea for you. (kinda stealing from TWD a little) What would you think about adding the ability to double click on a blood bag in your inventory and it would give you the ability to "walk" among the zeds for a little while. It would help going into large towns at night. Maybe when you use it, it changes you're clothing to the clothing that looks like youre dead (real bloody and dirty). Was thinking it would either last a predetermined amount of time, or count how many zeds you come in contact with. Maybe on that second idea a 500ml bag would allow you to walk within 2 meters of about 25 zeds before its spent. So they would run to you until they get within 2 or 3 meters and "smell" you, then they would just start walking randomly again untiil they get like 20 meters away from you. And of course a heavy rain would also deactivate it. Maybe if you run it deactivates the use also. Make the blood bags really hard to find. Maybe about has hard as it is to find a tent. I know it goes against the theory because you'd be using "fresh blood", but I thought that would be easier than trying to collect blood from ded zeds. <--- you'd have to add an addaction to all of them, I presume. The blood bags would probably be all together easier to implement, if you decided to try it. And a second thing is something I've noticed about zeds. The "standing still" animation tends to kick in even after they've come in contact with you. So, they will run to you and attack, then sometimes all of sudden just stand there frozen. I remember that you're still messing with zed path finding, so maybe you already are aware of this. I do like how you see them just standing idle out in the middle of fields and such sometimes though. Very cool. Fire
  6. FireWalker

    Ravage

    @outlaw2101 Its a mod conflict. No issues when using just @Ravage and @cba_a3 by themselves. Well, at least on dedi server.
  7. FireWalker

    Ravage

    Cool, I was looking at BattleChiefs page this morning and noticed it.
  8. FireWalker

    Ravage

    @haleks Hey man, saw this on WS this morning. Not sure how your permissions work, but: http://steamcommunity.com/sharedfiles/filedetails/?id=1188738690&searchtext= This guy is using your hunger and thirst. Even shows it in his video. Just thought I'd mention it. Fire
  9. FireWalker

    Forums Upgrade

    And I thought it was my connection today. I also had the 502 on android earlier. And the forums are sssslllooowww tttooooo llloooaaaadddd.
  10. I hate even linking shit like this, but since this seems to be a pretty serious addon, it reminded me of this video: Youtube Maybe it will help with the growth of the mod.
  11. FireWalker

    Ravage

    No truer words have ever been spoken...
  12. FireWalker

    Ravage

    Have you tried using that while also using the Rav AI Module? Would they conflict?
  13. FireWalker

    Ravage

    @Evil Organ Make it so #1
  14. FireWalker

    Ravage

    https://www.dropbox.com/s/h3g3un0gzhgmn7d/ifa3_classnames.zip?dl=0
  15. FireWalker

    Ravage

    @lv1234 Not great, but: I have to do at least one more test with it. I run pretty high values on AI "hunters" and I have a suspicion that when they are hunting that they still come into the safezones. I want to reduce those values to zero and see what happens. I should be able to do that tonight.
  16. FireWalker

    Ravage

    Workshop is great for the average player. Freakin headache for server admins.
  17. I wonder how the zombies in Ravage work? I believe they are created as agents. It shows you how many you've killed in the score table when you've died. (Maybe its just because they aren't chickens?)
  18. FireWalker

    Ravage

    I'm adding a couple blacklist and safe zones to my server right now to test. I don't normally use them, but let me see what happens.
  19. FireWalker

    Ravage

    I believe the safe zone only stops spawning, it doesn't keep them from roaming in. But, I seem to remember you've tried some pretty large areas.
  20. FireWalker

    Ravage

    Yes dedi. Hadn't noticed the magazines spawning on AI like that in the last version, and admittedly, I just really started playing this new version as sandbox. (I've been working with Ravage, but in a different style of mission) I don't think its from something on the server, because I haven't changed anything in that mission for several months (except that one script) (I did place down new Rav Modules after the last update). I'll let you know after some more testing. Fire
  21. Thank you for the update Code. I think the vast majority of us REALLY APPRECIATE the work you do. Thank you. Fire
  22. FireWalker

    Ravage

    @haleks I played on the server quite a bit last night and saw a couple "issues" that I originally thought was from a sript that I had running. Other than that one script, this mission has been my goto mission for quite a long time. I removed the script and ended up with the same things. Renegade and Bandit AI were loaded with magazines. Completely full. Originally I thought it was due to all the players yesterday, but it happened ladt night when I was playing alone also. And it seems like the indoor loot spawns have changed dramatically. I normally keep them around 7 to 10%, but that ended up with vitruallt no item spawns. Late last night I bumped it to 20%. I did see an improvement, but not what I expected from a number like that. I'm thinking at 30% would yield what used to be 10%.. Just some thoughts. I think Tourist and I are going to do some vanilla testing this week, so I'll see how it goes in there also. Fire
  23. FireWalker

    Ravage

    Thats where the eventHandler getOutMan would come in handy. You could set it up to call your save function only when a person exits a vehicle, and not every vehicle in the map.
  24. FireWalker

    Ravage

    @UnDeaD. That is pretty much the most difficult part to deal with. I use event handlers to limit what gets saved. Except for players themselves, I'm constantly working with the saves for everything else. If you look at ZKs Lost, you can see how much code he wrote to deal with the same issue. Its a lot.
  25. FireWalker

    Ravage

    LOL !! Awesome !!
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