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Everything posted by Jimmakos
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I don't know but i get that on Tanoa, also not really sure if this is on my end.
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[SP] Sentinel - Outbreak - Part II
Jimmakos replied to [SEN]Baraban's topic in ARMA 3 - USER MISSIONS
For the love of god, please do that. The Ravage version completes the mission in any means making it twice as great. p.s. Could you also do that when we first seeing a ravage zombie we get your zscream dialog? something small, don't mind if its too complicated.- 12 replies
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- 1
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- Tanoa
- Survival Horror
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Guys did i ever showed you this video before? don't think so, well basically it was from the time i was trying to find exploits of the mod, only Kodabar probably know about this because i made that video for him while i was watching him having a hard time with the zombies in his videos. :D Note this is old and only one of the few i have found all the time i'm playing the mod, there still some which i'm not going to reveal B) . On a second note: what you see on the video, applies for all the type of zombies on a low light condition circumstances (not necessarily night time).
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ARMA 3 Addon Request Thread
Jimmakos replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks for your answer, well basically this was posted on "questions and answers" thread so it wasn't really a request or something, other than a simple question. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Jimmakos replied to Placebo's topic in ARMA 3 - GENERAL
Hello, another one from me, nothing special but mods used: esseker,ravage,RHS -
ARMA 3 Addon Request Thread
Jimmakos replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hopefully he can comment on that. -
ARMA 3 Addon Request Thread
Jimmakos replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
[Question] Sabre's Australian SOTG for ArmA 3? Used to be a huge fan of this mod from Arma 2 in the past and i was just wondering if anyone knows if this mod has ever been ported to Arma 3? Im not really interested about the units but for the weapon pack that comes with the mod. You can find the original mod here: http://www.armaholic.com/page.php?id=20267 -
RHS Escalation (AFRF and USAF)
Jimmakos replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
lol i spoke with Rogue on steam and he said "i didn't even realize that this was my rifle". :D Hes very happy with the textures...- 16550 replies
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- Weapons
- Accessories
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May i ask what's the differences of the units called as "Persian" faction (blue,red,indep) units located on the Ambient AI module? Also would be possible for the Friendly forces to be spawned as a group like the hostiles instead of individuals, without the option of having them recruited just for ambiance or for zombie town clearance.
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Yes because in the airport there is a "0 = [thisTrigger] spawn RVG_fnc_playerRadiation" trigger so no matter what you'll do with the module probably the radiation will spawn, delete that trigger too. Edit: or better, delete any radiations triggers you'll find.
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Jimmakos replied to Placebo's topic in ARMA 3 - GENERAL
Here's one from me lads, location somewhere on Esseker. (i know steam's compression sucks big time) -
simple as that... Rename the workshop file mission from blahblahblah_legacy.bin to blahblahblah_legacy.pbo or blahblah.pbo Then you open the file with any of the .pbo tools.
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Can you add some songs of the Fallout's Exsistence Radio 2.0 music mod? they certainly add some great ambience to your gameplay. Some samples can be found here:
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Any idea why the AI module doesn't spawn UAV dudes on the Esseker terrain?
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ALT+TAB out and back in = SHOOT - Anyone else?
Jimmakos replied to tortuosit's topic in ARMA 3 - TROUBLESHOOTING
Same here, can't even ALT+TAB in the editor or the game, it gets pretty annoying. I have to let a program like notepad++ or a generic window opened in the background before launching arma 3. -
Add this to the init field of the intel document: this setVariable ["RscAttributeDiaryRecord_texture","Your path of custom picture here", true]; [this,"RscAttributeDiaryRecord",["Insert intel's title here","Insert intel's description here",""]] call bis_fnc_setServerVariable; this setVariable ["recipients", west, true];
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Could you please explain this a bit more? Placing a gamelogic will automatic spawn AI once the vehicle player is inside the pre-defined area or should the gamelogics synced to triggers etc. Thanks.
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Would you please considering making one in near future? Something like the zbe_cache way would be ideal, all the single units are cached and in a group only the leader is uncached. Just a side note* caching units that have been binnded to ambient and or combat animations will make them acting wild upon cache spawning. I know ravage uses it's own caching system for the dynamic created bandit groups but I've seen that while using your "spawn rvg_fnc_spawnBanditCamp" function leaves the units uncached just like plain placed group/units in editor. Thanks.
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Does ravage's own caching function applies for all the hand placed AI units and vehicles in the editor as well or only for the dynamically created? That was the reason i had to use zbe cache as it was the only solution. I dont really like using BIS simulation manager as i have placed enough objects on my missions and when simulation manager kicks in, after the player is inside the defined radius, it mess up their position,usually make objects to fall or rotated awkwardly.
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I have the same problem with my MP mission called The Escape having a quad bike after the intro scene nearby the survivors usually blown out and i also believe that's a known issue with zbe caching affecting multiplayer since i've been using it on my single player missions as well without any issues, but surely i can live with that as it doesn't happen all the time and with a simple restart everything goes back to normal. Edit: Try to disable the vehicle caching for the said vehicles by using this on their .init fields and check if the problem still occurs: this setVariable ["zbe_cacheDisabled",true];
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As Kodabar said, a difficult and same time a buggy workaround is that you have to use this kind of a script for Chernarus which will scan for all the default ArmA 2 buildings and convert them to ArmA 3 buildings, which Ravage framework supports by default for spawning your loot. and simply call it like: null = execVM "buildingReplacement.sqf"; Chernarus+ is another story, if they find a workaround on importing the 0.60 version of the map on ArmA 3 then i would suggest you go for it.The map looks amazing,it would be something that i would like to make myself too.
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Yeah i second that, it would be cool if we could define custom classnames of vehicles ( in combination with the ones that vehicle spawner already supports) to be added on a custom array within the module, like the zombies uniforms feature.
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@haleks: Can you add an event handler upon respawn to make the holster function continue working once you respawn in MP?
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Jimmakos replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the update tpw, Im getting this error after the latest tpw_fog script update, its more like an rpt error spam because it happens constantly.- 5765 replies
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- single player
- realism
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And you do believe that something is going to change with the next patch? They couldn't do a proper optimization all these years. Nothing is going to change.
- 13 replies
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- TROUBLESHOOTING
- FPS
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