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About gaverio

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  1. Are you into ZOMBIES? (Many missions around. Some are good, some are not) Do you prefer to be a MERCENARY? (SP campaign) Or maybe a Pilgrim? (LOTS of ports to different maps) That's all I play. Hope it helps.
  2. gaverio

    How to find out addon's name?

    Hey! I use THIS FANTASTIC THREAD. I know there are easier ways of getting classnames but I learned it this way and can't be bothered (at the moment) to find said ways. Hope it helps!
  3. gaverio

    How to find out addon's name?

    I use this and works requiredAddons[] = {"gm_worlds_weferlingen_summer", "gm_worlds_weferlingen_winter"}; Hope it helps.
  4. Don't know if it is what you're looking for (it should be), but I have THIS.
  5. gaverio


    Hey, man! (Read it in the voice of Ravage A.I.) With the latest cDLC adding Vietnam stuff and knowing you like sci-fi and all that, I wanted to ask: Have you heard about the River God?
  6. 1 - Never played in that map but seeing it uses CUP Terrains Core, have you tried to set the Arma 2 structures (and the rest just in case) in the Loot System to "YES"? 2 - You can add a lot of stuff in the Gear Pool. 3 - I've never found a way for this. I go around it by adding pre-configured weapons in the Gear pool.
  7. Don't know how to make a script, but a config replacement should look like this class CfgPatches { class your_new_mass { units[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class CfgWeapons { class UniformItem; class Uniform_Base; class U_B_CombatUniform_mcam: Uniform_Base { class ItemInfo: UniformItem { mass = 40; // change this to desired mass }; }; };
  8. Don't know about the line you marked, but there's 3 missing , here
  9. Increasing backpack capacity is one step (cause the only "big enough" ones are the bergens from APEX ). The other is allowing the weapons in said backpack. class CfgWeapons { class Launcher; class Launcher_Base_F: Launcher { class WeaponSlotsInfo { allowedSlots[] = {901}; }; }; }; You'll have to do the same for the weapons you want (and do not have "allowedslots")
  10. 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
  11. gaverio


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


    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?
  13. gaverio


    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?
  14. gaverio


    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.