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gaverio

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About gaverio

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  1. You'll find it in userconfig folder TPW_MODS TPW_MODS.hpp //animationsActivePlaceholder = 1; #define run_rifle 0.6 //default 0.685 #define tactical_rifleup 0.7 //default 0.786 #define tactical_jog 1.35 //default 1.55 #define unarmed_walkspeed 0.27 //default 0.35 #define rifledown_walkspeed 0.20 //default 0.3 #define rifleup_walkspeed 0.80 //default 0.85 #define roll_left 0.6 //default 1.1 #define roll_right 0.7 //default 1.2 If that doesn't work, there's a mod that, among other things, lets you adjust the speed of subordinates All-In-One AI Command Menu by @Leopard20
  2. gaverio

    Ravage

    I'm at a loss here then....Can't think of anything else to tell you. More and more with each update. Thanks haleks!
  3. gaverio

    Ravage

    mmm......Like I wrote before, in my experience, once there are shots fired the zombies will start moving towards them, which can be beneficial. Once the shooting's done and it's time to loot I often have to either hurry the f*ck up or start shooting again, which means attracting more zombies AND attracting the newly rising dead alike. Also in a previous screenshot you were using 60 for the population limit, did you try lowering that?
  4. gaverio

    Ravage

    In recent playthroughs I've found zombies slowly ('cause I play with walkers only) but surely ('cause I increase the default audio detection) surrounding me after a shootout. Personally, I love it. @Vald77r, Did you tried with the audio detection set to 0?
  5. gaverio

    Ravage

    Having this issue after loading a saved game. Buildings nearby (15 meters or so) still have the furniture, garbage heaps, etc...beyond that distance is all empty.
  6. Really cool, dude! Tested with up-to-date Firefox.
  7. gaverio

    Ravage

    man, I had that idea for a long time but can't script for sh*t. I wanted something like this after a ravaged day.
  8. gaverio

    Ravage

    Never before has the second rule been so important. Cool new feature, haleks. Thanks for the update.
  9. gaverio

    Ravage

    Definitely interested. Do you have to use explosives to disable the sirens and in doing so you "liberate" the area? Where you using St_KillShotCam Mod ? Because I remember having an issue where, depending the distance and the amount of bandits (always the last one), zombies will start spawning like crazy (around that last one bandit). Those are Zombies and Demons features....you're in the Zombies and Ghosts thread, dude 😛
  10. If I'm understanding this correctly: If not, disregard.
  11. It can....the box is just picky...............get it? I had to switch to 1st person and dance around it, but eventually the option appeared. On that note: even when the infection option is ticked off the AI still dropping antibiotics.
  12. gaverio

    Derelict

    The mod is already on Armaholic
  13. This works. I've marked the lines that needed correction. class CfgPatches { class Flashlight_Fix { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F_acc"}; // Here }; }; class CfgWeapons { class InventoryItem_Base_F; // Here (not needed) class ItemCore; class InventoryFlashLightItem_Base_F; // Here class acc_flashlight: ItemCore { class ItemInfo: InventoryFlashLightItem_Base_F { class FlashLight { ambient[]={6,9,9}; intensity=240; coneFadeCoef=5; flareSize=8; flareMaxDistance="700.0f"; class Attenuation { start=0; linear=1; quadratic=1; hardLimitStart=100; hardLimitEnd=500; }; }; }; }; };
  14. The first thing that came to my mind after those pics. Not saying that you have to do it, but it'll look awesome.
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