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168 ExcellentAbout Jimmakos
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Staff Sergeant
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Greece
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That's actually very right, this reason kept me back from adding custom music/songs on my missions with ambient music enabled.
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Like the controllers from stalker, that sounds neat, we really need mutants!
- 29 replies
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- compilation
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@haleks i got an error on the createFireEffect function of yours, nothing major i believe, line 66 Undefined variable in expression _unit waitUntil {({_x distance _unit < 700} count (allPlayers - entities "HeadlessClient_F")) isEqualTo 0}; //possible fix? waitUntil {({_x distance player or _pos < 700} count (allPlayers - entities "HeadlessClient_F")) isEqualTo 0};
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Jimmakos started following TPW MODS: enhanced realism and immersion for Arma 3 SP. and Tales From Nowhere
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@haleks is there any way we could enable the ambient voice chatter on manually placed survivors?
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GF Ravage Status Bar script
Jimmakos replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I liked old icons layerstyle better, ravage usually uses plain white icons (radiation etc) so you should find something that should fit.- 92 replies
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Me wants!
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Can you disable the vehicles caching system from the module and test your mission again w or w/o the MP persistency. As far as I remember there isn't a specific way to exclude vehicles from the function atm. Please report back.
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@haleks Safe zone module does still not seem to work on lan hosted or dedicated servers.
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spawner [Release] Vandeanson's Apocalypse - the Mod:
Jimmakos replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! you can also do this: works well with ravage... { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; [_x] call RVG_fnc_AddGear; [_x] call RVG_fnc_AddWeapon; [_x] call RVG_fnc_AddLoot; //Force NVG item _x linkItem "NVGoggles_INDEP"; } forEach units _bandits; Maybe assign them a combat animation, this is very flexible tbh { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; //Add random gear for guarding units and sets animation state [_x] call RVG_fnc_AddGear; [_x] call RVG_fnc_AddWeapon; [_x] call RVG_fnc_AddLoot; [_x,"WATCH","ASIS"] call BIS_fnc_ambientAnimCombat; } forEach units _bandits; -
Name the script and call it from your init.sqf while {true} do { _pos = [getPosATL player, 100, 400, 2, 0, 100, 0] call BIS_fnc_findSafePos; _eastGrp = createGroup east; for "_i" from 0 to random 2 do { _type = ["Sheep_random_F", "Hen_random_F", "Cock_random_f", "Rabbit_F", "Cock_white_F"] call BIS_fnc_selectRandom; _unit = _eastGrp createUnit [_type, _pos, [], 1, "FORM"]; _unit setVariable ["BIS_fnc_animalBehaviour_disable", true]; _unit setSpeaker "NoVoice"; _unit disableAI "FSM"; _unit disableAI "AIMINGERROR"; _unit disableAI "SUPPRESSION"; _unit disableAI "AUTOTARGET"; _unit disableAI "TARGET"; _unit setCombatMode "BLUE"; _unit setBehaviour "CARELESS"; }; [_eastGrp, _pos, 250] call BIS_fnc_taskPatrol; Sleep 300;}; Bandit camps by trigger is literally broken, AI will spawn but they will just standing there without aggroing or anything. rvgFill still works ok though.
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I'm kinda sure you try to add the backpack on the wrong script, It's either here or there: "\ravage\code\scripts\system\gear_list.sqf"; "\ravage\code\rvgLoot\lootLists.sqf";
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I noticed that with my Esseker and Redux missions as well, i noticed that no loot like luggages etc are spawning inside buildings anymore, is there something i have to do because im kinda lost right now.
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Can't wait to play and fumble with this mod again, it's been a while for me and probably there will be some decent content added for sure on all these updates.Thanks for keep working on this haleks.
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disableAI
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Renegades are not affected from the safe zone module and they keep spawning in, can you take a look at that @haleks.