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miasdad

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Posts posted by miasdad


  1. 9 hours ago, heyvern69 said:

     

    I used the last few versions, along with the current version now, and I haven't seen this problem occur.  Do you have another mod that might add the "locked doors" feature??  Are there any mods you updated and/or changed from when the TPW park vehicles were not "locked"??

    Working on that now.Yet after disabling all mods except for CBA & TPW vanilla vehicles won't even move.


  2. On 10/12/2018 at 10:24 AM, Hertoghjan said:

     

    As far as I understand this mod should work but after setup and using it a couple of times it simply stops working and get the usual 'one leg over the fence then the other leg' animation.

    Could someone please give me some advice on how to correct this as I really would like to be able to use the mod

    Another cause for it to stop working can also be attributed to too many moving parts.If you have alot of AI/vehicles,additional objects that will slow it down.But one in particular that has prevented EM to not even work is that one mod you mentioned-Bloodlust.


  3. 1 hour ago, tpw said:

    TPW MODS 20180930: https://www.dropbox.com/s/5ee2ieqc6qghvhl/TPW_MODS_20180930.zip

     

    Changes:

    • [BOATS 1.40, CARS 1.62] Persian drivers/passengers in civilian clothing on mideast and central asian maps , if not using CUP civs or equivalent.
    • [CORE 1.63, FOG 1.68, RAINFX 1.19, SOAP 1.39] Added Vis, Trava, Pianosa, Winter 2035 Altis and Winter 2035 Stratis.
    • [PARK 1.25] Reduced incidence of unenterable (!alive) parked cars. Removed IDAP UGVs from parked vehicles list.
    • [ZOMBIES 1.04] Fixed parked car despawning to work with TPW PARK 1.24+.

     


    Enjoy (or not)!

    Thanks,friend.Much obliged

    • Like 1

  4. 3 hours ago, EO said:

    @miasdad, maybe you have a little bug/mod conflict going on somewhere, I've just tested a mission of mine on Winter 2035 using CBA, Ravage, TPW Animals (mod version) and my own A3 Animals Module Extended.

    All animals spawn and move as intended in both the Editor and exported Scenarios....I'm sorry It's not be a solution/fix to your problem, I'm just pointing out it's not a reproducible bug on my end.  

     

    I appreciate that ,EO.Conflict had occurred to me but for the life of me can't imagine which one causing it.Regardless,I'm just glad it wasn't the terrain.Thanks,bro.You've been a great help!

    • Like 1

  5. I have a question about your animal spawns(Goats,Sheep,poultry).I've been working on a Ravage mission for Crazy Mike's Winter 2035 terrain & the problem is not seeing any animal spawns outside of the rabbit.I can manually place them with Zeus,yet they don't move.Also they WILL spawn in Eden with the preview mission and move about but once mission is exported and get in game...no spawns?This probably isn't related to your mod as animals spawn on all the other winter maps,just not this one.Is there something I can do to fix it,maybe force the spawn?Or is it the terrain itself and I need to just move on with my life?


  6. 2 hours ago, haleks said:

     

    Holy smoke it looks cool. Anyone tried it on Altis? I wonder how performances are seen as there is no caching.

     

    Tried it this morning..no degradation on my end(6300 simple objects spawned).And able to spawn loot items as well..which I was looking for anyway.I have Ambient AI dialed up to 15 with no zeds.

    • Like 7

  7. Thanks for the scripts.What I would like to see though are bandit patrols outside of villages,not just on foot but vehicles as well..like a heli perhaps?I use VcomAI at the moment and they will steal vehicles but they just sit in them & won't budge unless shot at in which case they'll disembark and engage but the driver will take off to another corner and just idle.I can recall in the beginning Ravage had foot/vehicle patrols everywhere.Now except for the random renegades/traders I see'em only around villages/installations

    • Like 1

  8. I recall awhile back you had mentioned adding hunter heli's to the AI module,is that still in the works?Been having fun with the Sarifs lately(cat-n-mouse sorta thing)but pretty sure with helos it would be entirely different if not suicidal.


  9. 39 minutes ago, ataribaby said:

    Hi Haleks,

    Tried v1.55 after some longer time not playing ravage and I think zombie module type setting is broken. Set to walkers only and still getting fast running Zeds. Am I missing something? 

    Still awesome and ubeatable SP experience like your A2 Dayz SP stuff.

     

    BTW possible to disable breath fog when player wear any gas mask?

    It's possible what you are experiencing are not runners but bolters,who spawn with walkers but you can change the default ratio to 0.And the breath fog can also be disabled via  module


  10. 2 hours ago, MisterOth said:

    Hi welcom to the forum

     

    I will recommand you to play without mods and then see. I can tell you that ACE (ACEX?) is not 100% compatible with Ravage (info can be found in this forum). Try playing whitout it.

    Also why do you use Zombies and Demons ? You have zombies already in Ravage. The two mods zombies attack each other I think.

    Actually,although not 100%,ACE will work w/o problems(has for me) as long as Medical module is disabled.You should try & use a "modded" version like ACE 3 balance or cpl others I found on Workshop.Just my 2 cents.

    • Like 1
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