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Everything posted by whiteface73
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The good news is: it is possible. I managed to do something like this (not tested on dedi). The bad news is: That was a few months ago, just before I left A3 (frustrated & angry), so I can‘t tell you exactly what to do. What I remember is, that I added an EH to the Zombie Base Class. Every zombie spawned by Ravage (not manually placed by me) had a small chance of triggering a script: - check position around Zed for nearest building - if building present check for number of positions in buildings - teleport Zed to random position in building - deactivate Wandering Zombie behaviour for this zed I do not have the command for the last point available, but I remember that it wasn‘t too complicated. Maybe @haleks can help here? I am on the move to a new adress, so it may take a week or two before I am able to look into my notes. Whiteface / Oliver edit: ah, that‘s the problem with posting from work. Didn‘t see your new post while typing my message.
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I really miss Arma and especially this mod. Haven‘t played A3 since october when everything stopped working like it should. A3 seemed to have problems with my profile data, a „load order“ and so on. Even things that had been working before stopped working properly. Does Ravage work (random loot/furniture) on Livonia now?
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Errgh, I’ve found the problem. It was sitting in front of the computer. 🤪 I hadn‘t realized these items technically weren‘t items, but magazines, so clearItemCargoGlobal obviously couldn‘t work.
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I just had a small idea 💡🥳, that I really want to test. Can someone please tell me the basic classname of zombies, so I can add an “InitPost“ eventHandler to them (but only to them)? Thanks in advance! Oliver / Whiteface
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Ah, I see. I‘ll try to rearrange my code. Thank you.
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I want to remove all items from a tent. Are they „vehicles“? clearItemCargoGlobal does not seem to work.
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I played a game on monday. We were sneaking around Weferlingen, when we heard some noise... (me) „I think I hear a vehicle.“ (co-player) „Yes, I hear it too.“ (me) „Sounds different. I am not sure if it‘s a wheeled vehicle.“ (me again) „I really think it‘s a tracked vehicle.“ (co-player) „Yeah, it is. It‘s a BMP.“ - - - pause - - - (me) „Oh f***, it‘s coming. Move into cover!“ (me again) „Get down...GET DOWN!!“ - - - another pause - - - (me) „I am prone...the BMP is on the road, about 20 - maybe 30 - metres away from me.“ (me again) „Where are you? Are you still alive?“ (co player) „I am next to the BMP and I am draining it‘s fuel...“ (me) <wtf?!?> OK, long story, short message. It‘s possible to syphon fuel from an enemy vehicle, even if it is used and the engine is running. Whiteface / Oliver
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@haleks I want to manipulate (add action) all cars placed by Ravage, that are in a good or repairable condition (but not total wrecks). Is there a way to identify these cars, so I can use an event handler on them when they‘re spawned?
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Actually I‘d be satisfied if I would find a wooden crate or some luggage in the center of a room sometimes. Its more about the pleasure of searching & finding than about perfectly designed rooms. 😎
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@MuRaZorWitchKING I would really like to use your cold weather script on Weferlingen Winter now. Do you have a link to your file? Thank you Whiteface / Oliver
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@haleks Are there any plans to enable random furniture for the GM maps? I am tired of rummaging through trash cans 😁 Do you still think about adding the option to use custom factions or has this been cancelled? Whiteface / Oliver
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They were wounded anyway...
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Nope, Bolters is now at 5. Actually I wasn‘t even sure what Bolters are, because the existence of runners / walkers / both is decided somewhere else...and...and I thought Bolters aren‘t the same as Runners because they have a different name and... 🙃 Anyway, an error on my side is easier to fix than a bug. Just have to finish a re-installation of A3...
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Cannot try at the moment. Later that evening I had some hardware issues (keyboard malfunction) which made me exit Arma 3 the hard way...which probably resulted in a corrupted A3 Steam installation. Steam wants to update all mods at once...and again...and again...again... Before that, everything worked fine except for the large amount of Runners. Oh, map was Weferlingen Summer.
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@haleks - I had a short game today (dedi mp) and there were lots of running zombies...in bright sunlight... But I had „runners“ deactivated, sun factor activated (about 15% overcast) and didn’t place any horde spawning modules. This didn‘t change when I renewed the ambient zed module and restarted the mission. Did I miss a new function or may there anything be broken? Whiteface / Oliver
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Me too, but I haven‘t used Fraps since Arma 2.
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I know A3 AI driving has a lot of opportunity for improvement, but during my last game - on wednesday - we experienced pure gold of vehicular action in A3+Ravage co-op. That moment seemed to be directly from a 90s action movie and looked like a 100% scripted game sequence. 😎🤩
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@haleks After getting some sleep I think that maybe we (well,...I) make to many requests and suggestions at the same time. Probably more than a one-man mod team can handle. If I had to prioritize my personal wishes I have to say that all that cannibalism / illness stuff would be nice to have, but (IMHO) I think that customization options for ambient blufor / opfor / indep are way more important. It‘s so easy to get carried away with all these ideas if someone else has to do the script work. 🧟♂️🧟♀️🧟♂️😊🧟♂️🧟♀️🧟♂️
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Punishment for cannibalism could be: (I am repeating myself and others here) - possibility of increasing a generic illness rating similar to radiation (just call it „fever“, so it can be caused by other events like cold weather, wounds, or whatever) - at some point your appearace changes and blufor react hostile. - slowly change the color of the screen, as if looking through red sun glasses. At first just a very soft tint, later on a deep red world. - slowly increase the aiming shake edit: facts?! I don‘t need facts when I can have worn out movie tropes 😜
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Prevent vehicles from being a part of the mission start vehicle destruction: this setVariable ["rvg_owned", true, true];
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I totally agree with you! That‘s why I mentioned the dirty-water-effect as a simple method to punish cannibalism. A system of shivering, visual impairment etc. would be very welcome. Just eating everyone you meet would make the Apocalypse too easy. edit: oh, changing the cannibal‘s skin to make them look like those solitaire bandits and blufor reacting hostile would be perfect.
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Oh, you don‘t have to change the custom weapon scripts just for me. I just wanted to understand why I didn‘t find any assault rifles without accessories even though (in my fault logic) I gave them a high priority. Regarding cannibalism I have to admit that this is my weak 🤢 point in movies. I had hard times watching „The Road“ or certain parts of „The Walking Dead“... Anyway, when your Hydration Rating goes down in Ravage you drink dirty water...and when your Nutrition Rating goes down... 😈😆 This could be a cool feature!
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@haleks Question above... ...and a question about the custom weapon lists. I‘ve been using the custom weapon arrays for some time now, but I think I may have done a mistake. Until now I‘ve entered those weapons I wanted to have a higher probability (in my case M4 and M16 without extras) several times into the array. Now I‘ve noticed that most Bandits etc. use weapons which appear only once in the array (weapons with extras, i.e. silencers, scopes). How exactly do the custom weapon arrays work?
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Hmm, would it be possible to add the rabbit&knife functionality and something like the drinking-dirty-water-effect to non-zombie corpses? Disgusting, I know, but...
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Corpses? What corpses? Survive hard, party hard! 🍻🍹🥃🎉