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Jimmakos

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Everything posted by Jimmakos

  1. Jimmakos

    Tanoa Grass LOD Issues

    I don't know but i get that on Tanoa, also not really sure if this is on my end.
  2. Jimmakos

    [SP] Sentinel - Outbreak - Part II

    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.
  3. Jimmakos

    Ravage

    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).
  4. Jimmakos

    ARMA 3 Addon Request Thread

    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.
  5. Hello, another one from me, nothing special but mods used: esseker,ravage,RHS
  6. Jimmakos

    ARMA 3 Addon Request Thread

    Hopefully he can comment on that.
  7. Jimmakos

    ARMA 3 Addon Request Thread

    [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
  8. Jimmakos

    RHS Escalation (AFRF and USAF)

    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...
  9. Jimmakos

    Ravage

    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.
  10. Jimmakos

    Ravage

    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.
  11. Here's one from me lads, location somewhere on Esseker. (i know steam's compression sucks big time)
  12. Jimmakos

    How do you edit a workshop mission

    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.
  13. Jimmakos

    Ravage

    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:
  14. Jimmakos

    Ravage

    Any idea why the AI module doesn't spawn UAV dudes on the Esseker terrain?
  15. 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.
  16. Jimmakos

    make a picture in INTEL

    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];
  17. Jimmakos

    Ravage

    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.
  18. Jimmakos

    Ravage

    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.
  19. Jimmakos

    Ravage

    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.
  20. Jimmakos

    Ravage

    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];
  21. Jimmakos

    Ravage

    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.
  22. Jimmakos

    Ravage

    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.
  23. Jimmakos

    Ravage

    @haleks: Can you add an event handler upon respawn to make the holster function continue working once you respawn in MP?
  24. 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.
  25. Jimmakos

    I need help with FPS!

    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.
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