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About haleks

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  1. haleks


    Ravage v1.0.3 is out ! infected audio tweaks improved melee handling infected BT overhaul This is a hotfix update; I'm not 100% satisfied with the new behavior trees yet, but since the game updates broke their movement I decided to push it as it is. There're still remnant errors to fix (variables that don't exist anymore, mostly), but all should work now.
  2. haleks


    Hello people, Just letting you know that a fix for the infected will be available this week-end - you may have noticed they've become quite reluctant to chase their target since the last update to Reforger. ๐Ÿ‘€ The fix will arrive with the new BT (finally!), which should solve a few minor issues; not sure if the new spawn system will be in though.
  3. That's what one comment said on the WS, but looking at the author's github, I can't see anything related to that. Actually, I can't even see where/how saving is disabled in that scenario, probably a MP thing I'm missing (that's definitely not my area of expertise) ?
  4. iirc, the module doesn't check if it's actually MP, so in theory, yes, it should work... To some extend : the module will save everything player-related, but AI & mission objectives won't save; so that's probably not very helpful for that kind of scenario. ๐Ÿ˜•
  5. Judging by the comments, the mission uses a custom save system, so vanilla saving is most likely completely disabled via script. Depending on how the custom saving works, it may be impossible to make it work for SP, at least not without some extensive re-work of the scripts. SP saving in vanilla is problematic for large scale scenarios - if a save file reaches a certain size, it will simply crash the game. And there isn't any easy solution to this, sadly...
  6. Look for a "BaseTimeAndWeatherManagerEntity" component with the script editor : most of the methods handling weather are located there (including the SetCurrentWetness and SetCurrentWaterAccumulation methods)... But sadly that part of the code isn't exposed to modders, meaning that we can't properly override vanilla behaviour from that component. And I don't see a parameter for this in the WeatherStates config either. ๐Ÿ˜ž Note that one of comments in the BaseTimeAndWeatherManagerEntity code states this : So hopefully, we'll be able to tweak those in the future.
  7. I'm taking a look out of curiosity, and I suspect that a few of the scripts & functions you use need to run where objects are local, with the help of remoteExec. For instance, using 'hideObjectGlobal' from the server on local only objects will only affect them on the server, and they remain visible on clients (the solution here would be to run 'hideObject' locally, on all clients). The problem with remoteExec is that it won't return the data you want to the server, so that would mean restructuring your code in order to have one "remote" function to handle everything client side (hiding, replacing, updating) when necessary. It's late here and I haven't tested any of this - so take it with a grain of salt. ๐Ÿ˜‰
  8. haleks


    Tiny SITREP fellas : I was planning on updating sometime this week, but it appears the spawn system needs more work... While somewhat functional, the first iteration was maybe too ambitious and revealed a couple performance problems that needed solving. Rather than trying to make "one tool for anything", I'm going to focus on "static" spawning first (spawning zombies in a defined location), and later on introduce "dynamic" spawning (zombies spawning around multiple players rather than around a fixed location). Things will be much clearer for mission makers, and also easier to test & develop. I've already eliminated several issues, like micro-freezes when spawning large groups of entities (that was one big pain in the ass in Arma 3, shouldn't be a problem anymore in Reforger), so things are looking a lot better for the dynamic method. I've also finalized the new BT structure; neatly organized, and much easier to monitor and debug. Overall, framerate seems to be more stable : redundancy and excessive parallelism in the BT nodes were causing framerate drops (maybe more noticeable on older computers). Those drops are pretty much gone in basic testing environments, including when all infected are entering the more demanding "rage mode" (when they are chasing and attacking). I've also added a safe-check for melee : it is very demanding, and zombies were using it too liberally, eventually tanking the framerate. I suspect most of the down-voting stems from that very issue, but since users can't comment on workshop items, I'm just guessing, really. ๐Ÿ˜• So right now, the plan is to finish static spawning, and update the demo mission to offer some modicum or replayability. After that, dynamic spawning should be a good occasion to showcase the mod with a new scenario. ๐Ÿ™‚
  9. haleks


    Well, it's been a busy - and productive - weekend... \o/ The spawn system is almost ready; it's difficult to compare with Arma 3 since the games are completely different in their design, but I think it's safe to say that mission makers will have unprecedented control on infected spawning with Reforger/Arma 4. There's just one thing that may need reflection... Right now each trigger spawns its zombies in one single group : if you have 2 triggers set to spawn 50 zeds each, you end up with 2 groups of 50 zeds. Nice if you don't want to clutter the GM UI with hundreds of individual groups, but I'm thinking mission makers may want that to be optional, since it has consequences on their wandering behaviour (zombies do follow their "leader"). Not sure what the best solution is, but that's one final thing to solve before calling it release-ready I reckon. I'm also redoing the BTs completely. While negligible on modern rigs, the infected AI has an impact on framerate - one I want to alleviate before experimenting further. Infected probably won't feel different ingame, but the overhaul should give us enough leeway to spawn more of them without tanking FPS. BTs will be more segmented to avoid redundant tasks and be easier to tweak in the future - incidentally, the overall structure will be more similar to what BI does for the vanilla AI. The AI we have right now was made with a "just make it work" state of mind, the next version should be closer to a solid and sane base to expand upon. ๐Ÿ˜‰
  10. haleks


    Spawn Settings Bonanza ! Each trigger has its own manager, any number of them can be used to control infected population with their own parameters. Should be fun to toy with. ๐Ÿ™‚
  11. haleks


    Indeed, and right next to yet another great pic by you buddy. ๐Ÿ˜‰
  12. haleks


    Hello guys, Just letting you know that I've set up a small discord server for Ravage. If you want discuss the mod, offer suggestions or are willing to contribute, hop in : https://discord.gg/TA2gzNPx9X Although it has channels for both Reforger and Arma3, this server is really meant to discuss future iterations of Ravage. The set-up is minimal for now, but expect more channels to come up, especially in the dev area : right now I'm looking for talents in texturing and/or 3d modelling. ๐Ÿ˜‰ If you're interested, lemme know on Discord so I can add you to the dev discussion channel. Regarding the next patch, it should come with optimisations for the climbing feature, plus a dynamic spawn system : it can be used as a static spawn system (infected spawning at a fixed location), or as an ambient spawner, with infected spawning around players present in the trigger area. One simple tool to fit any kind of scenario, hopefully. ๐Ÿ™‚
  13. haleks


    Just to be clear, I haven't written anything about door opening (yet) - I was merely suggesting a solution (not knowing the devs had thought about it already). ๐Ÿ˜‰ Right now the zed AI doesn't use much modifications outside of BTs - they use a couple utilities for climbing as well as a dummy danger reaction to have them react to gunshots (can't remember why exactly, but I had trouble with the vanilla component).
  14. BI updated the wiki with this recently : https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial