-
Content Count
73 -
Joined
-
Last visited
-
Medals
Everything posted by gaverio
-
GF Dynamic Simulation script [solved]
gaverio replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I'm understanding this correctly: If not, disregard. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
gaverio replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
The mod is already on Armaholic
-
Replacement Config Help - Flashlights
gaverio replied to Arcurus's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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; }; }; }; }; }; -
Ravaged and Frithified Gear (WIP)
gaverio replied to EO's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The first thing that came to my mind after those pics. Not saying that you have to do it, but it'll look awesome. -
commanding All-In-One AI Command Menu
gaverio replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey @Leopard20 Is there a chance to have the "fire on my lead" command on a keyboard key/combination?- 209 replies
-
- ai mod
- all-in-one
- (and 27 more)
-
spawner [Release] Vandeanson's Apocalypse - the Mod:
gaverio replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
^^ Little outdated but still helpful somehow -
backpack Realistic backpacks
gaverio replied to FLying-FINN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey dudes! I was looking for something along this lines. @HazJ , tried your code / mission and it works as it is and as an init.sqf in a made up test scenario, removing the debugging lines and the open inventory at mission start. I found these so far: - When moving not full magazines in the backpack and closing the inventory said mags refill. - When moving weapons with attachments in the backpack and closing the inventory said weapon lose all attachments and magazine. - Content in the backpack becomes visible when moving something from/to inventory. - A.I. can't access the content of player's backpack and said content will be lost if you move stuff in (depending how much though) Anyway...just wanna say that the code works. Bye! -
Hey Hans(z). WarfareThai EX is that mod.
-
ARMA 3 Addon Request Thread
gaverio replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
reyhard's RDS have 2 (among lots of other interesting stuff) and DeanosBeano's dbo bikes have the same 2 but in a much smaller size. -
commanding All-In-One AI Command Menu
gaverio replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know if this will be of any help... I've been using RPGTard for some time now and I've been blown to pieces quite often. Always playing Ravage. And almost always by AI with a pistol (mods) and an RPG (vanilla). Maybe that could shed some light on that matter. Didn't try the last 2 iteration but the unstuck unit has to be my favorite option of 'em all. Anyway...great mod, man!- 209 replies
-
- 1
-
- ai mod
- all-in-one
- (and 27 more)
-
ARMA 3 Addon Request Thread
gaverio replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If by attachment you mean you can put it on and take it off, then I don't know. But this one has a few "masterkey" variations in it. Bit outdated though. Black Ops Weapons 80's 90's -
xenomorph Max Alien - The Xenomorph
gaverio replied to maxjoiner's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Fantastic! -
Chernarus 2035 (Chernarus + Utes + More)
gaverio replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dude! Stop with the hangings!....You will be feared but not respected. -
Please, do!
-
xenomorph Max Alien - The Xenomorph
gaverio replied to maxjoiner's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cool ! Will it do its thing ? -
spawner [Release] Vandeanson's Apocalypse - the Mod:
gaverio replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @Vandeanson, really cool script!!! I was having trouble making the vanilla version to work, so I tried the C.U.P. one and it worked in the same scenario without modifying anything. I compared the 2 scripts and found //3.2. STRUCTURES SUCH AS TENTS, HOUSES,... _tents = ["Camp","Land_tent_west","CampEast"]]; <-- double ]] _tents2 = ["Camp","Land_tent_west","CampEast"]]; <-- double ]] _tents3 = ["Camp","Land_tent_west","CampEast"]; _tents4 = ["Camp","Land_tent_east","CampEast"]; _camonets = ["CamoNet_BLUFOR_big_F","Land_GarbageBarrel_01_F"]; _campfire = ["Campfire_burning_F","MetalBarrel_burning_F"]; After removing the intruders the vanilla script worked, but a minor thing //4.4. EXAMPLE ARRAY OF WEAPONS YOU WANT TO SPAWN. _WeaponArray = [ ]; <-- Leaving this empty throws an error in the editor After adding a few weapons classnames everything seemed golden. Thanks for the scripts, man!!! -
You made me laugh with this, Haleks!
-
That's how I do it. And there's a mod that already has the basic template for it...All you have yo do is fill/replace what you want and make it a mod. Armaholic or Workshop
-
Since you already are depbo-ing the mission, have you tried adding the weapons you want in the equipment module instead of the .sqf file?
-
Those look cool... And since we're talking about fungi, they remind me of On a different matter: @haleks Would the "zombie disarming the player" feature also happens to AI? 'Cause I've never seen a raider, renegade or survivor lose their backpacks and was wondering about that. @cosmic10r Same as above goes for the weapon jammin' function, would AI be prone to those mishaps?
-
hehe...at 7:50 the conga line reappears. Viva la conga!
-
Yeah! That's it. I thought for some reason it wasn't added. I can use left shift to rotate, no problem. Thanks again, man.
-
Pretty neat. The search function is really useful. Thanks!!! Is there a reason why you left the rotation with the sec mouse button out?