Jump to content

Recommended Posts

37 minutes ago, cosmic10r said:

 

just create a new text document and rename it init.sqf :)

Really?!

 

Would the layout of the document matter or i can just paste in the code that executes my script into that document and it should work?

  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, cosmic10r said:

 

the backpack addition happens post init so its likely that your remove is executing before the addition of the backpack

 

I have tried to isolate and remove the inventory addaction or workaround it but because the trader inventory is tied to the overall inventory i cant lock it out without locking the buy and sell

 

We will need Haleks on this one :(

Well darn, I guess I can skip that for now and keep rolling along with other features...I do have to ask that you try this scenario, when I'm done of course. I love my little additions that make references to people :D 

Spoiler

Check out the Cave system of Gromada when you get the chance :P

 

Share this post


Link to post
Share on other sites
2 hours ago, lv1234 said:

Really?!

 

Would the layout of the document matter or i can just paste in the code that executes my script into that document and it should work?

From what I understand, you should be able to paste in the code, I do it with a large code I have for the initial spawn when someone starts the game

Share this post


Link to post
Share on other sites

[Deleted

Edited by kodabar
Multiple post due to forum error

Share this post


Link to post
Share on other sites

I'm looking for help with a mission I'm planning. I'm trying to figure out how to add custom gear to the AI that spawn in Ravage. I would like to set a different loadout for both opfor and independent roaming AI. I know how to create a loadout_generic.sqf and get playable characters to spawn with the same gear. I'm just trying to figure this one thing out and can't seem to pin it down.

Share this post


Link to post
Share on other sites

You need to use pushback in the init.sqf.

 

You need the classnames of the items and the names of the gearlists you want them in.

 

There is an example on the wiki... i wrote it ages back and its not the best explanation...

 

http://ravage.wikia.com/wiki/Tools_for_Mission_Makers 

 

Basically the pushback pushes the classnames into the array pool to be selected from and the isnil ensures the list exists b4 doing so...

 

 

 

 

  • Like 2

Share this post


Link to post
Share on other sites

Hey Donnie, you should also check out the "28 years" mission haleks created, it has a customGearList script included.

  • Like 2

Share this post


Link to post
Share on other sites

Anybody know how to make an ai go back to sitting down to their original position after getting up and killing zombies?

Share this post


Link to post
Share on other sites
17 minutes ago, lv1234 said:

Anybody know how to make an ai go back to sitting down to their original position after getting up and killing zombies?

No i dont, but im laughing atm just thinking of a guy relaxing on his porch out in the country, smoking a old school pipe with his shotgun next to his rocker, with his dog,

the old man is like whats wrong jed, oh a zombie he exclaims, better take care of this a minute, gets up grabs his shotgun, BLAM! 

"That takes care of that" then goes and sits back down, lol

  • Like 2

Share this post


Link to post
Share on other sites
1 hour ago, cosmic10r said:

You need to use pushback in the init.sqf.

 

You need the classnames of the items and the names of the gearlists you want them in.

 

There is an example on the wiki... i wrote it ages back and its not the best explanation...

 

http://ravage.wikia.com/wiki/Tools_for_Mission_Makers 

 

Basically the pushback pushes the classnames into the array pool to be selected from and the isnil ensures the list exists b4 doing so...

 

 

 

 


So I create a custom loot list. Once I create the list, what do I name the file or do I just put everything into the init.sqf?

Share this post


Link to post
Share on other sites
1 hour ago, Evil Organ said:

Hey Donnie, you should also check out the "28 years" mission haleks created, it has a customGearList script included.


I think Haleks removed the scenario from the last version of Ravage. I'll have to wait until he releases it seperately I think.

Share this post


Link to post
Share on other sites

Hey, I completed it guys, to all those who wanna find some stuff, feel free to try my new mission...I can't wait for the furniture Evil! OH! They added ravage compatibility to Project SFX! 

 

EDIT: I did remember how you helped me out in my earlier Ravage missions Fire, I didn't forget you...

All the key people who helped me out got a mention, and that's why I encourage you guys to look at my honorable mentions area in the game :D I paid more attention my mentions than the camps I put around 

  • Like 2

Share this post


Link to post
Share on other sites

Erm, I think I got a problem...anytime I kill an AI, his body gets surrounded by zombies, making it increasingly difficult to loot them...anyone got an idea of why? I just am getting tired of it at this point, the first few times I could shrug it off...but now its like everytime I kill an AI, they pop in outta no where, and I can't take what I worked for...Bullets aren't easy to find, I only start with so many!

Share this post


Link to post
Share on other sites

Is zombies and demons compatible with ravage? Should i use ambient zombies with zombies and demons or are there conflicts?

Share this post


Link to post
Share on other sites
On 06/11/2017 at 12:13 AM, Donnie_Plays said:


I think Haleks removed the scenario from the last version of Ravage. I'll have to wait until he releases it seperately I think.

 

Yeah. You can make up the lists of items to be added and add to init.sqf

Share this post


Link to post
Share on other sites
4 hours ago, FireWalker said:

@haleks

 

Hey man, saw this on WS this morning. Not sure how your permissions work, but:

 

http://steamcommunity.com/sharedfiles/filedetails/?id=1188738690&searchtext=

 

This guy is using your hunger and thirst. Even shows it in his video.

 

Just thought I'd mention it.

 

Fire

 

From what I can see, all of his missions do require Ravage, so I don't see any problems there. ;)

Share this post


Link to post
Share on other sites

Cool, I was looking at BattleChiefs page this morning and noticed it. 

  • Like 1

Share this post


Link to post
Share on other sites
On 06/11/2017 at 8:13 AM, Donnie_Plays said:

I think Haleks removed the scenario from the last version of Ravage. I'll have to wait until he releases it seperately I think.

 

Archive Baby! 

Share this post


Link to post
Share on other sites

I can't wait to see some of the new stuff that Haleks will be adding in the future...I hope boarding up places comes in, along with night time hordes if you have a base...

Share this post


Link to post
Share on other sites
1 hour ago, BattleChief said:

I can't wait to see some of the new stuff that Haleks will be adding in the future...I hope boarding up places comes in, along with night time hordes if you have a base...

 

I was finishing up Escape Chernarus redux amd was testing it all out... being able to search the default furniture in those house is so cool :)

Share this post


Link to post
Share on other sites
On 11/6/2017 at 1:34 AM, cosmic10r said:

You need to use pushback in the init.sqf.

You need the classnames of the items and the names of the gearlists you want them in.

There is an example on the wiki... i wrote it ages back and its not the best explanation...

http://ravage.wikia.com/wiki/Tools_for_Mission_Makers 

 

Basically the pushback pushes the classnames into the array pool to be selected from and the isnil ensures the list exists b4 doing so...


This lists "civilian weapons"? Are the AI in Ravage classified as civilians? I'm looking to make the AI OPFOR and Independent and I want to assign a specific uniform (not so much weapons) to OPFOR and Independent roaming AI. I also wondered if I can create a generic loadout for AI and call using the INIT field of the AI Ravage module?

Share this post


Link to post
Share on other sites

Basically the way i suggested adds it to the pool drawn from. If you only want certain uniforms i think there is a way to clear the array.

 

I just cant remember what it is... 

  • Like 1

Share this post


Link to post
Share on other sites

@Donnie_Plays

 

From haleks 28years mission...

 

customGearLists.sqf

Spoiler

////////////////////////////////////////////////////////////////
waitUntil {!isNil "rvg_gearlist" && !isNil "lootworldObject_list"};
sleep 1;

//cancel existing lists
rvg_uniforms_lv1 = [];
rvg_uniforms_lv0 = [];


////////////////////////////////
///custom lists
rvg_uniforms_lv1 = [
"U_BG_Guerrilla_6_1",
"U_C_WorkerCoveralls",
"U_C_WorkerCoverallsBlack",
"U_C_WorkerCoverallsBandit"
];

rvg_uniforms_lv0 = [

];

{
    if (isClass(configFile >> "CfgWeapons" >> _x)) then {
        0 = rvg_uniforms_lv0 pushBack _x;
    };
} forEach [
//ifa3
"U_LIB_GER_Scharfschutze",
"U_LIB_SOV_Tank_ryadovoi",
"U_LIB_SOV_Sniper",
"U_LIB_SOV_Razvedchik_mix",
"U_LIB_SOV_Razvedchik_lis",
"U_LIB_SOV_Razvedchik_am",
//frith
"U_FRITH_RUIN_coffdpm",
"U_FRITH_RUIN_coffgrn",
"U_FRITH_RUIN_cofftan",
"U_FRITH_RUIN_sdr_fab",
"U_FRITH_RUIN_sdr_fabbrn",
"U_FRITH_RUIN_sdr_fabdpm",
"U_FRITH_RUIN_sdr_fabgrn",
"U_FRITH_RUIN_sdr_fabkak",
"U_FRITH_RUIN_sdr_fabmtp",
"U_FRITH_RUIN_sdr_faboli",
"U_FRITH_RUIN_sdr_fabrus",
"U_FRITH_RUIN_sdr_fabtan",
"U_FRITH_RUIN_sdr_ltrdrk",
"U_FRITH_RUIN_sdr_ltrred",
"U_FRITH_RUIN_sdr_ltr",
"U_FRITH_RUIN_SDR_Tshirt_blk_cyp",
"U_FRITH_RUIN_SDR_Tshirt_blk_boy",
"U_FRITH_RUIN_SDR_Tshirt_blk_drj",
"U_FRITH_RUIN_SDR_Tshirt_oli",
"U_FRITH_RUIN_SDR_Tshirt_oli_bet",
"U_FRITH_RUIN_SDR_Tshirt_cry",
"U_FRITH_RUIN_SDR_Tshirt_wht",
"U_FRITH_RUIN_SDR_Tshirt_wht_stk",
"U_FRITH_RUIN_SDR_Tshirt_wht_fpk",
"U_FRITH_RUIN_offdpm",
"U_FRITH_RUIN_offgrn",
"U_FRITH_RUIN_offtan",
"U_FRITH_RUIN_TSH_blk_cyp",
"U_FRITH_RUIN_TSH_blk_boy",
"U_FRITH_RUIN_TSH_blk_drj",
"U_FRITH_RUIN_TSH_oli",
"U_FRITH_RUIN_TSH_oli_bet",
"U_FRITH_RUIN_TSH_cry",
"U_FRITH_RUIN_TSH_wht",
"U_FRITH_RUIN_TSH_wht_stk",
"U_FRITH_RUIN_TSH_wht_fpk",
"U_FRITH_RUIN_WKR_dark",
"U_FRITH_RUIN_WKR_tan",
"U_FRITH_RUIN_WKR_lite"
];

zed_uniforms = rvg_uniforms_lv0 + ["U_FRITH_RUIN_undltr_ref", "U_FRITH_RUIN_undbld_ref", "U_FRITH_RUIN_undfab_ref"];

{
    if (isClass(configFile >> "CfgWeapons" >> _x)) then {
        0 = rvg_headgears pushBack _x;
    };
} forEach [
//icew
"ice123_apo_hood",
//vsm
"VSM_Beanie_Black",
"VSM_Beanie_OD",
"VSM_Beanie_tan",
"VSM_FullShemagh_OD",
"VSM_FullShemagh_Tan"
];

{
    if (isClass(configFile >> "CfgWeapons" >> _x)) then {
        0 = rvg_goggles pushBack _x;
    };
} forEach [
//vsm
"VSM_Thermal",
"VSM_Shemagh_goggles_tan",
"VSM_Shemagh_Goggles_OD",
"VSM_Shemagh_Facemask_tan",
"VSM_Shemagh_Facemask_OD",
"VSM_Shemagh_tan",
"VSM_Shemagh_OD"
];

rvg_weapons = [];
_rvg_weapons = rvg_weapons;
{
    0 = _rvg_weapons pushBack _x;
} forEach [
"rhs_weap_M590_5RD",
"rhs_weap_m38",
"rhs_weap_m76",
"rhs_weap_kar98k",

"rhsusf_weap_m1911a1",
"rhsusf_weap_m9",

//"LIB_M1_Garand",
//"LIB_SVT_40",

"hgun_Pistol_heavy_02_F"
];
{
    if (isClass(configFile >> "CfgWeapons" >> _x)) then {
        0 = _rvg_weapons pushBack _x;
    };
} forEach [
"LEN_SMLE_No4Mk1",
"hlc_rifle_M1903A1",
"hlc_rifle_SLR"
];
rvg_weapons = [_rvg_weapons,[],{[_x] call rvg_fnc_getWeaponCost},"ASCEND"] call BIS_fnc_sortBy;

rvg_LMG = [];
_rvg_LMG = rvg_LMG;
{
    0 = _rvg_LMG pushBack _x;
} forEach [
"rhs_weap_svdp_wd",
"rhs_weap_svds",
"rhs_weap_ak74m_desert_dtk",
"rhs_weap_ak74m_2mag_dtk",
"rhs_weap_m16a4_carryhandle",
"rhs_weap_aks74u",
"rhs_weap_aks74un",
"rhs_weap_akm",
"rhs_weap_akms",
"rhs_weap_pkm",

"srifle_DMR_04_Tan_F"
];
{
    if (isClass(configFile >> "CfgWeapons" >> _x)) then {
        0 = _rvg_LMG pushBack _x;
    };
} forEach [
"LEN_M3a1",
"LEN_MP44",
"LEN_PPS43",
"LEN_StenMk2",
"LEN_StenMk2S",
"LEN_StenMk5",
"hlc_rifle_RK62",
"hlc_rifle_M14",
"hlc_rifle_M1903A1_unertl"
];
rvg_LMG = [_rvg_LMG,[],{[_x] call rvg_fnc_getWeaponCost},"ASCEND"] call BIS_fnc_sortBy;
 

 

Script is called from your init.sqf with....

Spoiler

execVM "customGearLists.sqf";

 

 

  • Like 3

Share this post


Link to post
Share on other sites
24 minutes ago, Donnie_Plays said:


 I'm looking to make the AI OPFOR and Independent and I want to assign a specific uniform (not so much weapons) to OPFOR and Independent roaming AI.

 

I'm afraid the modules aren't designed for that : all factions share the same equipment pool. The easier solution for now (until I tweak that) would be to use a different AI spawn script along with Ravage. :/

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×