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damsous

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Everything posted by damsous

  1. damsous

    Ravage

    Just place rad1 attachto [ r1, [0,0,0]]; in the init box of the hidden AI that work too. I also recommend to not use the BIS_fnc_taskPatrol cause on a map with a lot of mountain, rock or fence the hidden AI will be stuck somewhere, its better to set cycle waypoint (full speed, careless) and avoid any obstacle (rock, fence, high mountain, town...). I say that cause i encounter issue on Malden and Napf by using the BIS_fnc_taskPatrol function.
  2. damsous

    Warlords

    Just avoid BI server play on private server with active admin.
  3. damsous

    Ravage

    Use the ravage player persistency
  4. I got a question about the caching system its look like something similar to ZBE cache, i would like to know if the cached Z are counted in the cap or not ?
  5. Hey so i give a try with the script, i was afraid the first minute cause it keep spawning Z far from the player and got performance issue until the max amount of Z spawned cause that delete/spawn on the farest location (+3500m), and the nearest location was empty (farest than the safe distance). But after few minute i reach the cap and got no more perf drop. So i notice the Z from big location come to my direction, and start to populate the map over the time. The good with this script its for the big location its nice to find a town with a huge amount of Z, (not only near the first house like the ravage module), that give more challenge for loot the big town and force the player with few ammo to loot the small location first. Great script, that take few minute to be fully initialize but that work good. I will try on dedicated server with more Z and give an other feedback.
  6. damsous

    Warlords

    Every sector should be locked if they are not targeted by a faction, or add a new setting in the warlord module to add more than 1 sector that can be targeted by a faction useful for a whole map like Altis, additional unlockable sector should cost an expensive amount of CP.
  7. damsous

    Ravage

    @haleks The infection on killed AI is bugged on dedicated server, so after death the the newly infected start moving but there no animation its just a corpse moving around.
  8. damsous

    The Scavenger (survival coop 10)

    UPDATE : Sync with the last Ravage update
  9. damsous

    Ravage

    If you want to delete the dead body only just use the vanilla corpse manager. You can set the corpse manager in the editor under MP/performance or add the value in the description.ext
  10. damsous

    GF Auto Loot Script - Mod

    Ok thanks
  11. damsous

    Ravage

    The problem its the vehicle will be not saved so the player will lost his repaired vehicle and the stuff in the cargo. Maybe add a cap for the vehicle spawning by ravage, that should prevent too much vehicle on the map without breack the persitence on the player vehicle. Like this if the cap is 100, if there already 100 vehicle on the map ravage will not spawn new vehicle. I add this line in the "fn_loadVehicles.sqf" _thisVehicle enableDynamicSimulation true; I enable and set the dynamic simulation distance for the empty vehicle to the minimum in the editor, so after few server restart all the vehicle loaded by grad are simulated only if the player is near (50m), so i didn't got performance issue if there 30 damaged vehicle in a big town.
  12. damsous

    Ravage

    Be carefull with that script it transfert only the unit on the HC, unit are not offloaded after dead (so after a moment the HC will be overloaded and the AI stop responding), and this script breack some scripted behavior. This script is good to make a mission on editor with a predefined amount of AI that will be calculated on the HC (for all the AI with a simple task like patroling or defending), and keep the AI who must do a complex task on the server (Task update, air insertion....). For a sandbox or survival scenario its better to write yourself the line of code for the HC management cause with that script you will be forced to reboot the server every hour.
  13. damsous

    GF Auto Loot Script - Mod

    Hey i got few a question about this script, how its work exactly that spawn loot in building near the player or at mission start ? the loot are deleted if there no player near a building where loot was spawned ? its work with the ravage item ?
  14. I didn't try the script, i just jump again in arma after a short breack, i will give you feed back after trying it.
  15. Ho a nice script again here... George Floros he's unstopable
  16. damsous

    Ravage

    With GRAD you can save the whole map or every object in a marker area, its recommended to keep the character persistence from ravage and use GRAD to save vehicle static object ant cargo box only. If you want to use the ravage module to spawn vehicle, use an area where the object are saved (a predefined safe player base) cause there will be too much vehicle on the map after few restart, if you want to do something with more freedom use a custom script to spawn/delete vehicle. For the save editor placed object i think this feature is broken, for me it save but duplicate the object on each server restart, its better to use it only on spawned object.
  17. damsous

    AI Suggestion

    I don't know if i am in the right section but i have one suggestion about the AI ability, and it should be included in the game without using usermade script, mod or configure this in editor. So the AI in any mortar or artillery vehicle should be able to use it to support friendly unit, without any configuration like the GL4 mod from Arma2 or Vcom from Arma3, so if the AI artillery unit is placed in the editor or spawned in game they must be able to use it, and not just stand and wait to be destroyed. I think this feature its a huge miss in the game, cause artillery its a big weight on the battlefield an its a key factor that can change the outcome of a battle, add a more tactical approach, highlight the mecanised strategy (mobile unit and protected from the blast) For exemple a motorised or armored artillery will give more job to the pilot, they will force the opposing faction to do air recon and raid the artillery vehicle. That will force recon or paratrooper group to secure the airway by disabling enemy AA position. That will force the infantry to use armored transport vehicle (mecanised combat). There will be more air combat. AA vehicle will be more important. In my opinion this little change can really result to more dynamic and intense combat and completly change how an objective must be secured or captured, and how the mecanised bataillon are important in the modern warfare.
  18. Yeah thats happen often on my side. i will look into the demo mission.
  19. Hello i just trying the 1.16 script version (did not the older version), the arty work but just one time. I try it with the debug, the debug show the marker with the ETA but the arty not fire, for exemple a mortar will shoot 2 times and never shoot again, same with the MLRS or other arty piece, they just stop firing, but the debug working.
  20. damsous

    AI Suggestion

    I m talking for the AI that can handle the artillery without scripting or work on editor, i know a lot of people use Vcom just for that, cause that change a lot the gameplay for many gamemod like Liberation or other coop sandbox or coop in group. It can be cool to get this without mod or user script : Ultimately an AI that not able to use the artillery asset its a big miss for a military simulator.
  21. damsous

    AI Suggestion

    You mean the player combat support module ?
  22. I got a question about this line : (group this) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup. The AI will stop calling artilery too ?
  23. damsous

    Warlords

    Hey i spend few hour with Vcom and Warlord, and i find how to make it work, its simple and i don't know why I didn't think about this solution, so the playable AI will conquer sector. First its important to edit the "VcomAI_DefaultSettings.sqf" and disable advanced movement : line 34 = VCM_ADVANCEDMOVEMENT = false; if not the AI defender will leave the sector. Vcom must be disabled on the playable AI by adding this line in the init field of each unit : (group this) setVariable ["Vcm_Disable",true]; On my mission i just leave one playable unit (for each side) with Vcom enabled, like this they are able to use mortar or MLRS...
  24. damsous

    Ravage

    There is a server running to test the zombies population ? if not i can set up one dedicated server
  25. damsous

    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.
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