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damsous

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About damsous

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  1. Ravage Mod

    There is a server running to test the zombies population ? if not i can set up one dedicated server
  2. GF Missions Script

    That can be used to spawn ravage zombies ? it can be cool if we can set up the purcentage chance to spawn on each building position.
  3. Community Factions Project

    If you want to do a custom loadout for a unit just use a vanilla unit.
  4. Ravage Mod

    I think for coop gameplay escape or defeat a big threat that require to loot military gear and vehicle its the best way. For PvP a kind of TvT sector control with ticket should be great too for smaller map like Malden or Stratis, for exemple the owned sector will generate good loot, good vehicle and few friendly AI, like this only the ravage character persitency is required + add a ticket on each Z killed so if a side got a low amount of ticket few player can go on a Z hunting session to farm ticket. Ravage just need one thing to be perfect, a very dangerous infected like the Demons from ryan mods, very fast with a lot of HP and a scary sound.
  5. Warlords

    There is an exemple on how to do it ?
  6. Ravage Mod

    How did you save the task state between each server restart ? cause i try it on a non ravage mission but the task reset each time the server restart, for exemple killing somebody. i use !alive target, when target is dead the task is completed but not persistent on server restart.
  7. Ravage Mod

    It can be a good idea to try that this week end, a 1h session with 10 ppl should be enough So who want to play ravage ?
  8. Ravage Mod

    I think something like this can be turned into PvP, like 15 player slot for blufor survivor and 5 player slot for opfor the black ops, if the black ops side kill a blufor survivor (player or AI), the survivor drop an item (like a skeleton) that can be exchange to get gear or vehicle. Like this we can get 2 different kind of gameplay on the same scenario, survivor loot and try to build a colony, black ops try to hunt survivor to get better reward.
  9. Ravage Mod

    Thats really nice, ravage mod really need something like this.
  10. Ravage Mod

    Yeah it could be great for dedicated server mission, cause if i set up a cap of 50 by player and 150 for the server if there a group of 3 player at the same place there is to much Zombies, or not enough if there more player in different place of the map. But whats happen if a group of 5 player are not at the same place, only the leader will spawn Z ? The player should be forced to ungroup if they are not close from eachother, or maybe allow different setting, for exemple "amount" for each player, "amount" for each group player, and global amount. I don't know if its possible. But i think the more simple thing to do its to add a spawner similar to Zombies and demon where the mission maker can define how much Z will spawn in an area
  11. Warlords

    Sandbag.... work for sure if you add them in the defense asset list, the biggest static object or structure will kill the player (colision) If you want defensive object its better to use the R3F logistic script and get the object via the creation factory, and you can also load/unload many object in the vehicle like ammo box, sandbag, static weapon....
  12. Warlords

    You can add waypoint to a synced vehicle, static weapon work too if they are not placed on a building.
  13. Warlords

    Yes that work for me just place a vehicle with crew and sync to the sector module, the vehicle will patrol.... I use Tank and APC in specific sector (with a better CP income, helipad or airfield). For the faction the best thing to do its to use the Orbat module from the Alive mod to convert Faction you can create easely an Opfor AAF and an independent CSAT if you want to do an NATO vs AAF.
  14. Hi maybe somebody already respond to this question but i just checked on the forum and on the web but can't find any answer. My question is what's the command line to add logistic credit to 1 side ? I have found this line on the wiki : [ALIVE_globalForcePool,"BLU_F",20] call ALIVE_fnc_hashSet; but i don't understand if its for add 20 to the force pool or set the forcepool to 20.
  15. Warlords

    I agree with you but i think warlord is designed to be able to jump in the fight really fast without too much restriction. I think adding few option for armored vehicle purchase (like the plane or helo) the mission maker can set up predefined sector where the armored vehicle can be purchased with an AI insertion (an AI spawn at 200 m form the sector and drive into it). And also disable reiforcement if the enemy faction is to close from a owned sector. (some action like fast travel are already disable if there an enemy to close). But did you try to add the armored vehicle in the defense asset list ? like this it can be purchased only in owned sector, it work for sure but there a chance to die when its spawning.
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