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gaverio

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Everything posted by gaverio

  1. If I'm understanding this correctly: If not, disregard.
  2. 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.
  3. gaverio

    Derelict

    The mod is already on Armaholic
  4. 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; }; }; }; }; };
  5. The first thing that came to my mind after those pics. Not saying that you have to do it, but it'll look awesome.
  6. ^^ Little outdated but still helpful somehow
  7. gaverio

    Realistic backpacks

    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!
  8. gaverio

    Ravage

    Hey Hans(z). WarfareThai EX is that mod.
  9. gaverio

    ARMA 3 Addon Request Thread

    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.
  10. 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!
  11. gaverio

    ARMA 3 Addon Request Thread

    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
  12. Dude! Stop with the hangings!....You will be feared but not respected.
  13. gaverio

    Ravage

    Please, do!
  14. Cool ! Will it do its thing ?
  15. 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!!!
  16. gaverio

    Ravage

    You made me laugh with this, Haleks!
  17. gaverio

    Ravage

    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
  18. gaverio

    Ravage

    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?
  19. gaverio

    Ravage

    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?
  20. gaverio

    Ravage

    hehe...at 7:50 the conga line reappears. Viva la conga!
  21. gaverio

    Ravage

  22. 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.
  23. Pretty neat. The search function is really useful. Thanks!!! Is there a reason why you left the rotation with the sec mouse button out?
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