DiscoJedi
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One more interesting thing. I recruited a survivor in this playthrough, and annoyingly, whenever I shoot and kill a "Renegade" my survivor suddenly leaves my squad, turns around and shoots me! He's a hypocritical bastard though, because If I order him to shoot the renegade, he does it without any problem.
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I've been playing a modified version of the Altis showcase. Only changes I made were tweaking the loot percentages and enabling Warfare Thai weapons. I've seen several vanilla pistols show up, including Rook 9mm, Apex PM, and vanilla Four-Five. Also seen an Apex assault rifle. EDIT: It may be worth noting that none of these weapons were spawned on an AI enemy. They were all found in random loot.
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Unrelated... I'm still seeing Apex weapons appear in spawned loot despite not having the expansion and having multiple weapons packs enabled. Thoughts?
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How do you modify bandit's spawning gear? Is that done in Eden or Zeus? Sniper scopes are fun, sure. But i'm talking about even just having some rifle scopes (3x - 5x magnification) to make those 200m headshots a little easier. Shouldn't the sound from a silenced weapon, especially a pistol, travel a shorter distance than an non-silenced one? Just wondering if there is any difference in the range at which zombies will respond to a silenced versus non-silenced gunshot.
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@Haleks Great update! Thanks for keeping everything fresh! I know a while ago you mentioned the possibility of expanding the loot tables a bit to include some more variety. I typically play with RHS, CUP and Warfare Thai enabled for equipment, only RHS and Warfare Thai for weapons, and then I add in a mod that makes RHS and Warfare Thai ammunition compatible with each other. I like finding more than just AK74's for guns and it can be fun to have to choose between two guns when you know one is a better weapon but you don't have a lot of ammo for it to compared to the other one. The one thing I'd like to see included is the possibility of finding some more advanced weapon attachments. Can we include some longer range sights, bipods, even a silencer or two. If possible, you can just set them to a lower likelihood of spawning; maybe just in significant military/research buildings. Speaking of silencers, I'll sometimes equip one through virtual arsenal just for fun but I'm not sure if it even makes a difference to Zombies. Do they hear gunshots just a well even if a silencer is equipped? Thanks!
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***bump***
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I downloaded this mod because I wanted to be able to use the Marksmen weapons in the main Arma 3 campaign. The problem now is that many of the AAF and FIA soldiers are spawning with the newly added Apex Weapons which I don't own. Is there a way to put in a check so that the mod will not spawn weapons that belong to expansions the player doesn't own? Also, right now the mod seems to completely override any Vanilla weapon it has an alternative for, is this intentional or will the mod sometimes spawn vanilla weapons as well? I mean, how can you call it "All the weapons" if it automatically removes all the weapons that come in the base game ;)
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Loving all the improvements and new missions I've been seeing. Been tweaking a few of my own and pushing to explore maps outside of Altis. Sadly, my poor 3 year old gaming PC just can't take a fully populated Altis, especially when you start sprinkling in custom raider bases and such. One question for everyone: Since .137 came out I have not come across a single friendly survivor or trader in any of my playthroughs. All of them have the ambiant AI turned on with traders set to '25'. Has anyone else experienced this? Maybe I'm just unlucky. Lately I'm also starting missions with the ambiant AI population factor turned up to '2' or '3' to try to increase the amount of survivor on survivor action I come across.
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I know that this has been brought up previously, I just wanted to reinforce my support of it: I'm hoping that a future release will include a way to manually select which weapons/ammo to include in the loot pool. I like the idea of there being a wide variety of guns out there in the world, and I would even like to tailor the list a bit to make it feel more "authentic" (more hunting rifles/shotguns, less military equipment, for example). The issue right now is that if you enable RHS, CUP and WarfareThai, you often get stuck with 2 or 3 different versions of the same gun and often the ammo isn't interchangeable. It's also unfortunate that using a weapon's mod means I lose access to all of the vanilla weapons, some of which (Mk14) I'm particularly fond of. As an interim solution Haleks, perhaps you could write in some limitations so that if multiple versions of a single weapon are available in the equipment pool, only one version is permitted to spawn in that game session? I don't know how difficult that would be to code. Possible alternative: does anyone know if there is a "Universal Ammunition" mod out there? Something that would override RHS, CUP and WarfareThai and force their weapons to accept eachother's ammo? I know something like that exists for RHS & NIArms. Thoughts?
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That makes sense. I'll have to try that.
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Ya I was going to give that a try. I can get the mission open in Eden but when I try to Export to Single Player and play the mission it doesn't work properly. I get a new option in my mission list but the images for ravage don't appear and when you start the mission it has no intro, loadout, etc. I'm sure it's just because I don't know how to use Eden properly. I'm going to practice some more and look for a guide or two. I'm very interested in customizing some of the open world Ravage missions out there, putting in some more camps and places of interest for now, maybe more down the road.
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Ok that makes sense. Should I remove RHS for now and just run with CUP weapons? I don't have APEX and I'm not planning on buying it anytime soon. If it's just a case of having to close an error window every now and then, I don't really mind.
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Hey Haleks et All, super excited to get into the latest version. I'm currently experiencing the following error: "No Entry 'bin\config.bin/CfgWeapons.ItemInfo" I'm seeing this error at startup, immediately after mission launch, and occaisionally during my mission, presumably when loot populates. Just curious if this is a known issue and should be ignored, or if something is wrong/missing. My current enabled mods are... - CBA_A3 - Ravage - Arma Enhanced Movement - CUP Terrains - Core - CPU Units 1.3.1 - CUP Weapons 1.6 - Esseker - RHS: Armed Forces of the Russian Federation - RHS: United States Forces - Switch weapons while moving - WarfareThai Ex. Thai Armed Force - Mocap
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Will this mod still work now that all of the HLC weapons packs have been changed to NIArms?
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Hi Everyone, I've been trying to enjoy the updated Ravage on Jimmakos' "Ravage DayZs on Esseker" (link: http://steamcommunity.com/sharedfiles/filedetails/?id=655918216&searchtext=ravage) but I'm having a problem with the AI simply not recognizing me. I've tried shooting at them, even walking right up to them, and they just completely ignore me. I think I saw a post somewhere in the thread mentioning a change to the Ambiat AI module with the latest Ravage update. Is there something that needs to be updated in the mission to make it work again? Thanks.