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kodabar

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Everything posted by kodabar

  1. kodabar

    Ravage

    Note: There's a large ArmA update today. The 1.86 update adds the ADR-97 weapons pack, makes changes to multiplayer security and adds the Warlords multiplayer mode. There might be some mission-breaking changes. Release notes here: https://dev.arma3.com/post/spotrep-00082
  2. kodabar

    Ravage

    Ah, bother. Plus I didn't realise they only introduced the current form of altering the main menu in the Apex release, so it's doubly ineffectual.
  3. kodabar

    Ravage

    Great question. I've always wanted to do this, but never had a reason to. Yes, you can code this - and it's not complicated. You basically make an intro in the editor, save it with the right name and then create initIntro.sqf, which is just a simple file with the world name and some co-ordinates Have a look at this wiki page for details: https://community.bistudio.com/wiki/Arma_3_Main_Menu
  4. kodabar

    Ravage

    这对Ravage来说不是问题。 这是ArmA的一个问题。 如果您出现在物体顶部,您将被移动到水面(地图上的0,0,0)或飞向空中。 尝试移动你的重生点。 For those of you reading in English who simply must know I said, it's basically Donnie's reply, but in (simple) Chinese. CHINA NUMBA-WON!!!
  5. kodabar

    Ravage

    Zayn1D (did no one spot that name?) is saying that they've been having problems with spawning in the sky or water and asking if there's a fix. I've never encountered this problem (though I know others have). I suspect this is due to an out-of-date (possibly pirate) version of ArmA. But if anyone has a better idea, please reply and I'll translate it into Chinese for Zayn1D.
  6. kodabar

    Ravage

    Done. Hopefully that'll work.
  7. kodabar

    Ravage

    The Max Alien mod was finished at the behest of Phantom who has just released an Alien mission where you can see it in action. Although this one doesn't use Ravage, Phantom has used it extensively in the past, so he's one to watch. It'd be rather interesting to see a Ravage mission set on earth after an alien infestation (as see in some of the comics). https://steamcommunity.com/sharedfiles/filedetails/?id=1517530157
  8. kodabar

    Ravage

    I make some short 'promotional videos', edited gameplay videos and long (almost) unedited gameplay videos. I get the most views for the first two, but the people who watch the long videos really like them. It seems there's a group of people out there who really like having long gameplay videos to watch in the background or just relax in front of. It's a lot easier to do the unedited videos as I just do them on the headset as I play. The edited ones I add the commentary track afterwards using proper microphones. No one seems to mind the difference. So I would encourage you to just get them up there!
  9. kodabar

    Ravage

    Ambient zombies keep spawning forever. The maximum is indeed the maximum number on the map at any one time. Zombies despawn when the player moves out of range. The horde is a one-shot. They don't respawn over time. When the player moves away, the horde does not despawn. Zombies spawn in the vicinity of buildings or constructions.
  10. kodabar

    Ravage

    The loot is respawned (and thus re-randomised) every 24 (in-game) hours
  11. kodabar

    Ravage

    Base building can be a bit painful as different people want different things and there are only a few base-building mods out there - none of them satisfy everyone. Probably the simplest, yet most comprehensive is DP Build Everything. It's actually a suite of tools that will allow you to place, well, pretty much everything in ArmA. I haven't tested it out properly with Ravage, so I'd suggest you have a tinker with it to check if it works in the manner that you would like before committing to doing anything fancy. There are limitations to base-building (regardless of what mod you use). For instance, zombies follow a pathing matrix that doesn't know about obstacles you place in their way. So don't be too surprised if you stick up a wall of sandbags and zombies wander straight through them. This is the core module of DP Build Everything. Check the other parts by MusTanG to see if you need them. https://steamcommunity.com/workshop/filedetails/?id=892365572
  12. kodabar

    Ravage

    Backpacks - yes. Weapons - I don't know.
  13. kodabar

    Ravage

    The Humble Bundle for the next couple of weeks is a selection of ArmA stuff. If you're lacking some bits it might be worth checking out. For $1 you can get ArmA: Cold War Assault, ArmA: Gold Edition and ArmA Tactics. Meh. For $15 you also get ArmA 3, Karts, Helicopters and Marksmen. Nice! For 'beat the average' (about $17 currently) you also get ArmA 2, Operation Arrowhead, British Armed Forces, Private Military Company and Czech Republic And for $20 you also get Apex. https://www.humblebundle.com/games/arma-2018-bundle
  14. kodabar

    Ravage

    That's definitely your problem. There have been big changes between 1.70 and 1.82. Ravage always requires the latest version of ArmA 3. You need to update if you want to run Ravage. Sorry.
  15. kodabar

    Ravage

    Okay, this is all a bit odd. So first things first - do you have the latest version of ArmA 3? Do you have the Apex DLC? Are you running any other mods? Which mission are you playing (the included ones or something else)?
  16. kodabar

    Ravage

    You should also realise that the Ravage loot system was changed quite recently. Instead of boxes and containers, the loot is contained in furniture. The buildings have furniture inside them (they're normally empty) and the loot is contained in that. When you approach one, you should see a circle and a message to hold space.
  17. kodabar

    Ravage

    Certainly. I'm happy for anyone to use it.
  18. kodabar

    Ravage

    I don't normally post my videos here, but I made an updated trailer for Ravage now that it's on the Steam Workshop and I'm quite pleased with it.
  19. kodabar

    Ravage

    Do zombies have a faction? Back in the olden days, they were civilians, but ever since Haleks made the Factions mods, I'm not so sure any more. Do they have a faction these days or are they an exception?
  20. kodabar

    Ravage

    That's my fault. I write quite a bit of the wiki, but I'm not a mission maker. So yeah, some parts of the wiki are definitely out of date. The safe zone information is a good example. It was accurate when it was put up there in November and it still works now, but it's been superseded by updates to Ravage. If you find something that's wrong, feel free to change it (you don't need to register to edit things) or leave a comment to let me know and I'll get it done.
  21. kodabar

    Ravage

    Someone asked a question on the wiki and it's a good one. Whilst one can add custom uniforms to zombies using the override in the ambient zombies module, they would like to be able to make the specific to a locale. Thus zombies in a lab would be wearing lab coats, zombies in a military base would be wearing military uniforms, etc. I'm struggling to think of a simple way of doing this. Does anyone have a suggestion?
  22. kodabar

    Ravage

    DayZ relied on an external database for that function. Haleks' save system is clever in that it doesn't depend on anything external, but at the expense of vehicles, tents, etc. iniDBI2 is a server mod that stores everything in ini files rather than use a database. It's quite an interesting way around the hassles of running a database, but you'd have to do a fair bit of work to make it play nice with Ravage. http://www.armaholic.com/page.php?id=29823
  23. kodabar

    Tales From Nowhere

    Well I had a good play of this and found...
  24. kodabar

    Tales From Nowhere

    Laputa, castle in the sky, huh? Ha ha ha...
  25. kodabar

    Ravage

    Yes. So when they enter an area, they get a dose of radiation directly. I presume it's a case of just adding a number to the radiation variable, but I don't know what the variable is called.
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