haleks 8212 Posted June 17, 2019 4 minutes ago, RZNUNKWN said: I have a small problem with vanilla weapons/magazines as of this update. No matter what I select, they always appear in loot. Everything in the pool is set to 'No' except the CUP which I use. Arrays are empty []. No difference in selecting Altis or Chernarus preset, vanilla magazines appear in loot. Did anyone encounter this problem? I haven't used CUP in a long time, but it's possible some of their weapons are compatible with vanilla magazines - the code looks for compatible mags in the configs, but only picks up one mag type currently. If you know of any CUP weapon that doesn't use vanilla mags for sure, try using that one only with the custom weapons arrays : if you still see vanilla mags in the loot, gimme a shout. 😉 1 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted June 17, 2019 @haleks - CUP did improve a lot of their stuff recently, and I know vanilla RPG7 can use CUP ammo, and if I remember correctly, CUP 7.62 AKs can use vanilla 7.62 yellow tracer mags, and there are probably some other weapons too. I've found mags for vanilla lmgs and marksman rifles. I'll try to fiddle around with this a bit, might as well start with equipping everyone with a Makarov 1 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted June 17, 2019 I've put CUP AK-101 which uses its own unique 5.56 mag ammo in the custom array. Vanilla mags still appear in the loot. I noticed AI carrying vanilla RPG7 so I put CUP M72 launcher in the launcher array, vanilla mags still appear in the loot. So no matter what I do, I always get vanilla items. Share this post Link to post Share on other sites
haleks 8212 Posted June 17, 2019 All right, I'll take a look at it, thanks for reporting! 1 Share this post Link to post Share on other sites
Vald77r 20 Posted June 17, 2019 In the 'vehicle' module is error. Vehicles are always visually retextured. 1 Share this post Link to post Share on other sites
haleks 8212 Posted June 17, 2019 @Vald77r: Duly noted. Share this post Link to post Share on other sites
EO 11275 Posted June 17, 2019 Pro-tip, if your stuck in a tight spot on Livonia, the static V3S wrecks are interactive... Spoiler 7 5 Share this post Link to post Share on other sites
whiteface73 84 Posted June 17, 2019 @haleks - I had a short game today (dedi mp) and there were lots of running zombies...in bright sunlight... But I had „runners“ deactivated, sun factor activated (about 15% overcast) and didn’t place any horde spawning modules. This didn‘t change when I renewed the ambient zed module and restarted the mission. Did I miss a new function or may there anything be broken? Whiteface / Oliver Share this post Link to post Share on other sites
haleks 8212 Posted June 17, 2019 @whiteface73: that sounds like a new issue. Does deactivating 'sun influence' change anything? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 17, 2019 On 6/16/2019 at 7:12 AM, Weapon-Fetish said: I always play MP alone because no respawn in SP , missing everytime my Bed 😄 Hello there Weapon-Fetish ! Well , it is possible : Spoiler 3 minutes ago, GEORGE FLOROS GR said: Hello there to everyone ! So after this post i decided to create a [WIP] Single Player Respawn. For anyone who wants to check about it : Download : +GF_Respawn_SP.VR.zip code only : Reveal hidden contents //________________ Author : GEORGE FLOROS [GR] ___________ 19.06.19 _____________ /* ________________ GF Respawn SP Script - Mod ________________ // Not yet Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ */ //________________ Settings ________________ //________________ Set true or false ________________ GF_Respawn_SP_Systemchat_info = true; GF_Respawn_SP_diag_log_info = true; GF_Respawn_SP_time = 5; GF_Respawn_SP_Position_Select = 3; // 1 = random position , 2 = position on Marker , 3 = position on random Markers GF_Respawn_SP_Loadout_Select = 2; // 1 = No change , 2 = Random , 3 = Custom (paste from arsenal) if(GF_Respawn_SP_Systemchat_info)then{ systemchat "GF_Respawn_SP Script initializing"; }; if(GF_Respawn_SP_diag_log_info)then{ diag_log "//________________ GF_Respawn_SP Script initializing ________________"; }; GF_Respawn_SP_Loadout = { switch (GF_Respawn_SP_Loadout_Select) do{ case 1 : { // No change }; case 2 : { removeallweapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; //________________ _Uniform_array ________________ _Uniform_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons"))apply{configName _x}; //________________ _handgunWeapon_array ________________ _handgunWeapon_array = ("getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons"))apply{configName _x}; _primaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons"))apply{configName _x}; _secondaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons"))apply{configName _x}; _Magazines_array = ("getNumber (_x >> 'scope') isEqualTo 2 && getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256]"configClasses (configFile >> "CfgMagazines"))apply{configName _x}; _Vests_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons"))apply{configName _x}; _Headgear_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons"))apply{configName _x}; _Backpacks_array = ("getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles"))apply{configName _x}; _Goggles_array = ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses"))apply{configName _x}; _Items_array = ("getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons"))apply{configName _x}; _Attachments_array = ("getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons"))apply{configName _x}; _Binocular_and_Nvg_array = ( "(!(getText( _x >> 'DLC' ) == 'mcc_sandbox_a3')) && getNumber ( _x >> 'scope' ) isEqualTo 2 && getNumber ( _x >> 'type' ) in [ 131072, 4096 ] && getNumber ( _x >> 'ItemInfo' >> 'type' ) in [ 0 , 616 ] "configClasses (configfile >> "CfgWeapons") )apply {configName _x}; _Uniform = selectRandom _Uniform_array; _Headgear = selectRandom _Headgear_array; _Goggles = selectRandom _Goggles_array; _Vests = selectRandom _Vests_array; _Backpacks = selectRandom _Backpacks_array; _primaryWeapon = selectRandom _primaryWeapon_array; _secondaryWeapon = selectRandom _secondaryWeapon_array; _handgunWeapon = selectRandom _handgunWeapon_array; //________________ _Items ________________ _Items = selectRandom _Items_array; _Attachments = selectRandom _Attachments_array; _Magazines = selectRandom _Magazines_array; //________________ add Gear ________________ _this forceAddUniform _Uniform; _this addVest _Vests; _this addHeadgear _Headgear; _this addGoggles _Goggles; _this addWeapon _primaryWeapon; _this addWeaponGlobal _handgunWeapon; if(random 10 < 3) then{_this addBackpack _Backpacks;}; if(!(backpack _this isEqualTo ""))then{ if(random 10 < 3) then{_this addWeapon _secondaryWeapon}; }; //________________ addItemToUniform ________________ for "_i" from 1 to 1 do{_this addItemToUniform "FirstAidKit";}; //________________ addItemToVest ________________ for "_i" from 1 to 1 do{_this addItemToVest "FirstAidKit";}; for "_i" from 1 to 1 do{_this addItemToVest "HandGrenade";}; for "_i" from 1 to 1 do{_this addItemToVest "MiniGrenade";}; for "_i" from 1 to 1 do{_this addItemToVest "SmokeShell";}; if(random 10 < 3) then{_this addItemToVest _Items;}; if(random 10 < 3) then{_this addItemToVest _Attachments;}; if(random 10 < 3) then{_this addItemToVest _Magazines;}; for "_i" from 1 to random 6 do{ _assignableItems = selectRandom _Binocular_and_Nvg_array; if(random 10 < 3) then{_this linkItem _assignableItems;}; }; //________________ add _primaryWeapon's compatible attachments ________________ _primaryWeapon_MuzzleSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems"); if(count _primaryWeapon_MuzzleSlot >= 1)then{_primaryWeapon_Muzzle = selectRandom _primaryWeapon_MuzzleSlot; if(random 10 < 3) then{_this addPrimaryWeaponItem _primaryWeapon_Muzzle;};}; _primaryWeapon_CowsSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); if(count _primaryWeapon_CowsSlot >= 1)then{_primaryWeapon_Optic = selectRandom _primaryWeapon_CowsSlot; if(random 10 < 3) then{_this addPrimaryWeaponItem _primaryWeapon_Optic;};}; _primaryWeapon_PointerSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems"); if(count _primaryWeapon_PointerSlot >= 1)then{_primaryWeapon_Pointer = selectRandom _primaryWeapon_PointerSlot; if(random 10 < 3) then{_this addPrimaryWeaponItem _primaryWeapon_Pointer;};}; _primaryWeapon_UnderBarrelSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "UnderBarrelSlot" >> "compatibleItems"); if(count _primaryWeapon_UnderBarrelSlot >= 1)then{_primaryWeapon_UnderBarrel = selectRandom _primaryWeapon_UnderBarrelSlot; if(random 10 < 3) then{_this addPrimaryWeaponItem _primaryWeapon_UnderBarrel;};}; //________________ add _secondaryWeapon 's compatible attachments ________________ _secondaryWeapon_CowsSlot = getArray (configFile / "CfgWeapons" >> _secondaryWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); if(count _secondaryWeapon_CowsSlot >= 1)then{_secondaryWeapon_Optic = selectRandom _secondaryWeapon_CowsSlot; if(random 10 < 3) then{_this addSecondaryWeaponItem _secondaryWeapon_Optic;};}; _secondaryWeapon_PointerSlot = getArray (configFile / "CfgWeapons" >> _secondaryWeapon >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems"); if(count _secondaryWeapon_PointerSlot >= 1)then{_secondaryWeapon_Pointer = selectRandom _secondaryWeapon_PointerSlot; if(random 10 < 3) then{_this addSecondaryWeaponItem _secondaryWeapon_Pointer;};}; //________________ add _handgunWeapon's compatible attachments ________________ _handgunWeapon_MuzzleSlot = getArray (configFile / "CfgWeapons" >> _handgunWeapon >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems"); if(count _handgunWeapon_MuzzleSlot >= 1)then{_handgunWeapon_Muzzle = selectRandom _handgunWeapon_MuzzleSlot; if(random 10 < 3) then{_this addHandgunItem _handgunWeapon_Muzzle;};}; _handgunWeapon_CowsSlot = getArray (configFile / "CfgWeapons" >> _handgunWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); if(count _handgunWeapon_CowsSlot >= 1)then{_handgunWeapon_Optic = selectRandom _handgunWeapon_CowsSlot; if(random 10 < 3) then{_this addHandgunItem _handgunWeapon_Optic;};}; _handgunWeapon_PointerSlot = getArray (configFile / "CfgWeapons" >> _handgunWeapon >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems"); if(count _handgunWeapon_PointerSlot >= 1)then{_handgunWeapon_Pointer = selectRandom _handgunWeapon_PointerSlot; if(random 10 < 3) then{_this addHandgunItem _handgunWeapon_Pointer;};}; //________________ add _primaryWeapon's mags ________________ _primaryWeapon_Magazines_array = getArray (configFile / "CfgWeapons" / _primaryWeapon / "magazines"); if(count _primaryWeapon_Magazines_array > 0)then{ private _primaryWeapon_magazines = selectRandom _primaryWeapon_Magazines_array; for "_i" from 1 to 2 do{_this addItemToUniform _primaryWeapon_magazines;}; for "_i" from 1 to 5 do{_this addItemToVest _primaryWeapon_magazines;}; }; //________________ add _secondaryWeapon's mags ________________ _secondaryWeapon_Magazines_array = getArray (configFile / "CfgWeapons" / _secondaryWeapon / "magazines"); if(count _secondaryWeapon_Magazines_array > 0)then{ private _secondaryWeapon_Magazines = selectRandom _secondaryWeapon_Magazines_array; if(!(backpack _this isEqualTo ""))then{ for "_i" from 1 to 5 do{_this addItemTobackpack _secondaryWeapon_Magazines;}; }; }; //________________ add _handgunWeapon's mags ________________ _handgunWeapon_Magazines_array = getArray (configFile / "CfgWeapons" / _handgunWeapon / "magazines"); if(count _handgunWeapon_Magazines_array > 0)then{ private _handgunWeapon_Magazines = selectRandom _handgunWeapon_Magazines_array; for "_i" from 1 to 2 do{_this addItemToUniform _handgunWeapon_Magazines;}; }; }; case 3 : { comment "You must change , this to _this"; comment "Exported from Arsenal by [GR]GEORGE F"; comment "[!] UNIT MUST BE LOCAL [!]"; if (!local _this) exitWith {}; comment "Remove existing items"; removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; comment "Add containers"; _this forceAddUniform "U_B_HeliPilotCoveralls"; _this addItemToUniform "FirstAidKit"; _this addItemToUniform "HandGrenade"; _this addItemToUniform "Chemlight_green"; _this addItemToUniform "30Rnd_65x39_caseless_green"; _this addVest "V_TacVestIR_blk"; _this addItemToVest "Chemlight_green"; for "_i" from 1 to 2 do {_this addItemToVest "30Rnd_65x39_caseless_green";}; for "_i" from 1 to 3 do {_this addItemToVest "11Rnd_45ACP_Mag";}; _this addHeadgear "H_Cap_blk"; comment "Add weapons"; _this addWeapon "arifle_Katiba_C_F"; _this addWeapon "hgun_Pistol_heavy_01_F"; _this addHandgunItem "optic_MRD"; _this addWeapon "Rangefinder"; comment "Add items"; _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; _this linkItem "ItemRadio"; comment "Set identity"; [_this,"WhiteHead_09","male05eng"] call BIS_fnc_setIdentity; }; }; }; GF_Respawn_SP_Position = { switch (GF_Respawn_SP_Position_Select) do{ case 1 : { // for random position _pos = [] call BIS_fnc_randomPos; _this setposASL _pos; }; case 2 : { // Create a Marker if you want a certain position _pos = getmarkerPos "respawn"; _this setposASL _pos; }; case 3 : { // select a random marker , copy this inside the mission that you want to suffle the markers _array = selectRandom[ "respawn_1", "respawn_2", "respawn_3" ]; _pos = getmarkerPos _array; _this setposASL _pos; }; }; }; GF_Respawn_SP_Effects = { if(isPlayer _this && {local _this}) then{ _this allowDamage false; private ["_soundvolume","_musicvolume"]; _musicvolume = musicvolume; _soundvolume = soundvolume; 1 fadeSound 0.3; _this spawn{ "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [20]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 4; }; cutText ["", "BLACK OUT", 0.001]; [1000] call BIS_fnc_bloodEffect; cutText ["<t size='2' font= 'EtelkaMonospaceProBold' >You are dead</t>", "BLACK OUT", -1, true, true]; uisleep 1; _this setdamage 0; _this spawn GF_Respawn_SP_Loadout; _this spawn GF_Respawn_SP_Position; uisleep GF_Respawn_SP_time; 2 fadesound _soundvolume; 2 fademusic _musicvolume; cutText ["", "BLACK IN", 3]; uisleep 3; _this allowDamage true; _this setCaptive false; }; }; GF_Respawn_SP_Loop = { params ["_unit"]; if(vehicle _unit != _unit) then{_unit action ["eject", vehicle _unit]}; _unit spawn GF_Respawn_SP; if(damage _unit == 0)then{ _unit setCaptive true; systemchat format ["Respawn :%1 / Damage :%2",name _unit, damage _unit]; _unit spawn GF_Respawn_SP_Effects; }; }; GF_Respawn_SP = { params ["_unit"]; _unit addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; _selection = _this select 2; if(damage _unit + _selection < 1)then{ _unit allowDamage true; }; if(damage _unit + _selection >= 1)then{ _damage = 0; _unit allowDamage false; systemchat format ["HandleDamage %1 / Damage :%2",typeOf _unit,damage _unit]; _unit removeEventHandler ["HandleDamage",_thisEventHandler]; _unit spawn GF_Respawn_SP_Loop; _damage; }; }]; }; player spawn GF_Respawn_SP; if(GF_Respawn_SP_Systemchat_info)then{ systemchat "GF_Respawn_SP Script initialized"; }; if(GF_Respawn_SP_diag_log_info)then{ diag_log "//________________ GF_Respawn_SP Script initialized ________________"; }; There are so far , settings for : GF_Respawn_SP_time = 5; GF_Respawn_SP_Position_Select = 3; // 1 = random position , 2 = position on Marker , 3 = position on random Markers GF_Respawn_SP_Loadout_Select = 2; // 1 = No change , 2 = Random , 3 = Custom (paste from arsenal) Thanks and have Fun ! 1 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted June 17, 2019 You know those times where you had to piece your gun together from a couple working parts? 9 1 Share this post Link to post Share on other sites
whiteface73 84 Posted June 18, 2019 8 hours ago, haleks said: @whiteface73: that sounds like a new issue. Does deactivating 'sun influence' change anything? Cannot try at the moment. Later that evening I had some hardware issues (keyboard malfunction) which made me exit Arma 3 the hard way...which probably resulted in a corrupted A3 Steam installation. Steam wants to update all mods at once...and again...and again...again... Before that, everything worked fine except for the large amount of Runners. Oh, map was Weferlingen Summer. Share this post Link to post Share on other sites
dudildo 4 Posted June 18, 2019 Even with the latest hotfix I am still experiencing zombies whose heads are as durable as their bodies. 3-5 pistol headshots at point blank range is about the average to take em down. Is any one else having this issue? Share this post Link to post Share on other sites
icarium 32 Posted June 18, 2019 Just now, dudildo said: Even with the latest hotfix I am still experiencing zombies whose heads are as durable as their bodies. 3-5 pistol headshots at point blank range is about the average to take em down. Is any one else having this issue? Yep, nothing changed there for me with the hotfix, normal branch here. Share this post Link to post Share on other sites
haleks 8212 Posted June 18, 2019 43 minutes ago, dudildo said: Even with the latest hotfix I am still experiencing zombies whose heads are as durable as their bodies. 3-5 pistol headshots at point blank range is about the average to take em down. Is any one else having this issue? This might be a config matter rather than a script issue. I'll fine-tune their hitpoints config for the next release. 1 1 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted June 18, 2019 Oh yeah, I can confirm that bug too, I just noticed it. On dmg coef 1 it takes 4-5 maybe more hits in the head from a pistol. Share this post Link to post Share on other sites
Zakuaz 195 Posted June 18, 2019 1 hour ago, dudildo said: Even with the latest hotfix I am still experiencing zombies whose heads are as durable as their bodies. 3-5 pistol headshots at point blank range is about the average to take em down. Is any one else having this issue? I haven't noticed oddly, I'm using a 5.8mm CAR. Does not mean it's not happening but I'm not having any troubles taking them down with head shots, at least that I can tell. Share this post Link to post Share on other sites
EO 11275 Posted June 18, 2019 16 hours ago, whiteface73 said: I had a short game today (dedi mp) and there were lots of running zombies...in bright sunlight... But I had „runners“ deactivated, sun factor activated (about 15% overcast) and didn’t place any horde spawning modules. This didn‘t change when I renewed the ambient zed module and restarted the mission. Did I miss a new function or may there anything be broken? I'm not disputing that your experiencing this, but I just want to counter that by saying I'm not seeing runners in my scenario, my settings are pretty much the same as above, I even set sunfactor to no as per haleks suggestion....still no runners. Have you set your Bolters ratio to 0? 2 Share this post Link to post Share on other sites
cosmic10r 2331 Posted June 18, 2019 some more patchwork tests. Rust not applied. I figured out that I can take the files with me and work on the textures here and there while I travel for work. I cant test them in game but i can work on stuff without too much hassle. 7 Share this post Link to post Share on other sites
whiteface73 84 Posted June 18, 2019 3 hours ago, EO said: I'm not disputing that your experiencing this, but I just want to counter that by saying I'm not seeing runners in my scenario, my settings are pretty much the same as above, I even set sunfactor to no as per haleks suggestion....still no runners. Have you set your Bolters ratio to 0? Nope, Bolters is now at 5. Actually I wasn‘t even sure what Bolters are, because the existence of runners / walkers / both is decided somewhere else...and...and I thought Bolters aren‘t the same as Runners because they have a different name and... 🙃 Anyway, an error on my side is easier to fix than a bug. Just have to finish a re-installation of A3... 1 Share this post Link to post Share on other sites
EO 11275 Posted June 18, 2019 Yeah man, for a pure "Walkers" scenario Bolters ratio needs to be set to 0. Bolters, in their unfrenzied state, norrmally roam on all fours, whereas Runners are more or less upright. They run differently too, Bolters run in that kinda semi-crouched animation, wheras Runners run upright. @cosmic10r, The "patchwork test" looks amazing, can't wait to see some rust laid over them. It's a really neat concept too, i can just imagine a Bandit Squad finding a busted weapons cache and trying to make something from them....I'm happy your around again. 2 2 Share this post Link to post Share on other sites
EO 11275 Posted June 18, 2019 Regarding the zed damage coef, whether it needs tweaked or not, at it's default setting of 1, the Kozlice is still a one shot kill, head and body even at range. In fact I'm finding most rifles will still register a head shot with one round within a reasonable range of course. However the default setting of 1 does make pistols feel weaker. 🤔 Share this post Link to post Share on other sites
haleks 8212 Posted June 18, 2019 1 hour ago, EO said: Regarding the zed damage coef, whether it needs tweaked or not, at it's default setting of 1, the Kozlice is still a one shot kill, head and body even at range. In fact I'm finding most rifles will still register a head shot with one round within a reasonable range of course. However the default setting of 1 does make pistols feel weaker. 🤔 Yeah, I just need to lower the armor value of the head hitpoint; I made a few changes in the configs and not all of them were 100% tested. I may have inadvertently increased the default "armor" values on zombie hitpoints... I'll probably need to reduce the size of the head hitpoint too - it seems a bit large and could make things too easy combined with a lower armor value. 3 Share this post Link to post Share on other sites
Zakuaz 195 Posted June 19, 2019 Anyone have any idea why the breath fog and smoke effect from fires/explosions would disappear? Smoke nades don't seem to emit the effect either =/. This is about 8 saves into a survival mission, could be gummed up some how, I'll try a vanilla empty map and see what happens. Share this post Link to post Share on other sites
haleks 8212 Posted June 19, 2019 Is there a lot of "smoking" wrecks in your session? I think there is a limit to the number of particles Arma can handle. 2 Share this post Link to post Share on other sites