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Everything posted by gaverio
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ARMA 3 Addon Request Thread
gaverio replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@General Kong Like they never run out? If so, this one might still be relevant Magic Mag - Infantry - Infinite ammo with reloads -
GF Fog Script - Mod
gaverio replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know of this one & this one- 40 replies
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Finding vanilla Sounds in Arma
gaverio replied to Ganvai84's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is kind of outdated but mostly woks: @Rydygier's Simple Sound Browser. -
Don't think this is gonna work now but I remember using it at some point MX Rifle Suppressor Compatibility
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Works without it. CBA adds some options though.
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@Tankbuster, I've been using this version without any issues for quite some time now https://steamcommunity.com/sharedfiles/filedetails/?id=1916062371
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Beginner - Having difficulties with Showcase Infantry
gaverio replied to sirrah's topic in ARMA 3 - QUESTIONS & ANSWERS
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. -
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!
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I use this and works requiredAddons[] = {"gm_worlds_weferlingen_summer", "gm_worlds_weferlingen_winter"}; Hope it helps.
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Deadfast's Third Person View for ARMA 3
gaverio replied to Deadfast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Don't know if it is what you're looking for (it should be), but I have THIS. -
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?
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Three questions about Ravage mission editing
gaverio replied to Trini_Gamer10's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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. -
How to change the mass of an EXISTING uniform?
gaverio replied to Isaacdevil's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 }; }; }; -
Encountered "{" instead of ","
gaverio replied to UberSerpent's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Don't know about the line you marked, but there's 3 missing , here -
how to make Backpack load launcher, sniper weapons?
gaverio replied to guy960915's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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") -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
gaverio replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
^^ Add -mod=contact -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
gaverio replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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- 5767 replies
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- single player
- realism
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I'm at a loss here then....Can't think of anything else to tell you. More and more with each update. Thanks haleks!
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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?
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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?
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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.
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A3 GIPP - Gun icon proxy positioner tool
gaverio replied to 10Dozen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Really cool, dude! Tested with up-to-date Firefox. -
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.
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Never before has the second rule been so important. Cool new feature, haleks. Thanks for the update.
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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 😛