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maznova

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About maznova

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  1. maznova

    Ravage

    On the editor I tried to change loot settings for military and civil spawn (while spawning in the airport [military] and some houses), it seems everything works, when I put 100% weapons in military, I only find weapons, and when I tried 100% survival items in houses (I mean 100% in civilian spawns), same thing, I find only surviving items, perhaps you just didn't put loot % settings correctly in the module. And don't forget to choose which buildings are included in your mission, in this case you should turn on A1 A2 A2:OA buildings at least and turn off A3 and A3:Apex [that's what I did]. About weapons, on my end it seems it's working correctly (I guess?) since I tried two times; one with RHS all items (weapons + equipment), other mods set only to spawn equipment and A3 limited, while choosing Chernarus preset, I only had new weapons from RHS (at least, not A3 weapons), second time I did the same thing with CUP while changing RHS to spawn only equipment (outfits) then another set of weapons was spawning ! (Since I don't know exactly what weapons are inherent to what mods, I can just say that between the two tests, the weapons set and ammo were different from each other and they weren't A3 default weapons). For the wrecks and crates, I'm pretty sure it's related to civilian spawn % in the loot module settings (not 100% sure). Hope it could help you @HMF P.S: all what I said was tested on Chernarus WINTER.
  2. maznova

    Ravage

    I really love the ease you offered us with this mod :D I've been messing with it for some time now (creating SP missions), since I don't really know much about scripting/modding, I've been trying to modify some scripts (with more or less success) and I thought that perhaps some ideas could be inherent to the mod... So here are some suggestions (my main purpose is to be able to customize a mission in Eden editor or sqf files) : - Would it be possible to have a marker scanning nearby buildings (like the init, where the script scan nearby roads) and having its own loot % values ? this way we could make a city spawn more or less loot than rural buildings... - Some weather tuning would be great, I know dynamic weather 2 don't have such thing, but a module in Eden to specify the % chance of Overcast/fog/rain etc... implemented with ravage would be really great ! (for now i've been modifying "rvg_Weather.sqf" to tune the values (with +/- success x) ) I think those would make ravage even better :) Some other things can be cool, like ; more wild life hunting, more weapon/vehicle packs compatibility, melee system, base creationg with random missions, bloodlust/project-SFX directly implemented (to avoid horde spawn bug) etc... But those aren't inherent to Ravage directly OR are not yet implemented in this version (0.147) but already thought of, here they are if not :D Anyway thx @haleks for this great mod !!
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