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Zakuaz

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Everything posted by Zakuaz

  1. Oh my that is nice looking!
  2. Zakuaz

    Ravage

    Hello fellow Ravagers! I've been away too long, looks like I have some catching up to do. Glad to see Ravage is still kicking ass - Haleks you rock - and Eo... dude, you've gone bat shit crazy on the retextures, awesome work! Man I almost feel lost and scared to update any of my mods as I was luckily able to fire up ARMA and jump right into a saved Ravage mission from a year ago haha. I am beyond excited to see all of this still trucking along, Cheers for the continued work!
  3. Hello Psycho! I have the system set to Blufor only but it only alerts me of ai injuries in my squad. Im running TPW Skirmish and the Ravage AI module (no zombies) to create a random encounter asymmetric battle scenario. None of the TPW Skirmish Blufor AI show up as injuries alerts on map, they are random spawns that take place after the missions start. I had kind of hoped to be able to play as a combat rescue kinda thing and save dudes while getting some shooting in haha. Awesome reliable sysem btw, love it!
  4. Loving this soundset man, very well done! CSAT Tempest truck sounds a little rough IMO L.J. Almost has a synthetic tone to it. I like the air "Pssst" and what not but the engine drone just sounds off somehow. Not a big deal of course, the rest of what I have heard is perfect!
  5. Zakuaz

    USP Gear & Uniforms

    Some seriously good looking work happening here, wow! Thanks for the hard work, Looking fwd to this gear drop!
  6. This sounds amazing and I love the task options. It feels like it would seamlessly integrate with or layer over the top of any survival or sandbox scenario. The ability for it to be flexible and non intrusive while you are wig splitting zombies is key IMO. while at the same time adding in that much welcomed / needed objective based motivation / gameplay. Ok I am probably getting too excited for this heh =)
  7. Zakuaz

    Arma 3 Aegis

    Woot, awesome stuff night! That CTRG is simply wicked looking, well all of it is =)
  8. EO, you've been busy haha! I've been out of the loop for a couple months and come back to this awesome stuff! THAT Tshirt, Haleks haah, I friggin buy that IRL..well minus the patch/stitch stuff but its perfect for ingame. All the face covers, very nice. Love the Berg packs!
  9. Cool expansion on the traders goods. That dynamic task generator... I'm excited for that! IIRC, I dumped a long winded post on TPW and Haleks Ravage threads about some sort of task gen system. I'd hate to come off as desperate and pitch my idea to anyone who'd listen but I really would love to have that task gen system, a simple overlay you could apply to darn near any sandbox/survival scenario. So I hope I'm not stepping on any toes but here is a slightly modified copy paste from my post in TPW's thread about the idea: ""Something when toggled on, installed, loaded would set down an intel folder at a -marked- random location from the maps index of towns/poi's. Once the player picks up the intel folder it could auto set up a task objective of some sort based on a configurable set of criteria. Doing it this way would allow a player to run around with out a task being already generated, so the script is there when I first load in the game world BUT it doesn't create the task/tasks until I go to and retrieve the initial intel folder, that is when the task is generated. Configurable if possible? Two options for intel gathering type, 1= single document recovery, 2 = chain of intel recovery positions. Then you could also configure the style of intel, 1= classified document, 2= laptop, 3= device of some sort etc, 4= HVT, 5=Cache... Followed by the Intel briefing narrative, 1= Military "Command wants this intel recovered", 2= Survival "Possible stash location", 3= Zombie Survival "Information on the outbreak", 4= Kill HVT, 5= Clear town of bondits/zombies etc... and so on with what ever the imagination dreams up. These intel locations wouldn't be tied to any NPC spawns or conflicts...it is just an objective that overlays a players current scenario ( or lack there of like in Survivals). The beauty of it is that it spawns the intel obj over the top of lets say a RAVAGE mission, now I'm compelled to go see what this intel is in Elektro and just so happens I'll run into zombies ( Ravages ambient spawns) while I'm there. The idea came to mind while running around playing solo survival, shooting NPCs, looting and eating beans I thought "what if there was a little more substance as to why I'm going to travel across the map" A simple objective not placed by me could go a long way in the immersion IMO."" Man that is a lot sorry...maybe you should make its own thread for the dynamic task gen LOL. I'd be more then happy to delete this if you so desire, just let me know
  10. Sounding damn good LordJ, awesome work!
  11. Zakuaz

    Ravage

    Thanks Van, I will take a look at that.
  12. Zakuaz

    FoxFort Camo Pack

    This mod is one of those ones that always gets/stays loaded in my mod list, lots of cool choices, nice work and thank you for the continued support!
  13. Zakuaz

    Ravage

    Would it be possible to make/have RAVAGE scan ( I have no idea the proper wording here) a user made mission upon loading and alter the ammo loot drops to be inline with what I or my ai dudes are using? I played the entire -spawn- find gear and see how long I can go- for well over a year now, shit maybe 2 years 0_o with Ravage. Now I make myself a base in the editor and a few ai Spec op tacticool dudes and we set out daily to rescue survivors..PJ style, its pretty badass. I'll take a wild guess and say there is probably a script snippet sitting somewhere in this very thread that does what I asked but my ignorant ass decided to just ask anyway.
  14. I get those issue command delays from time to time but they are not hindering my game play. I, at times, will have a team of 16 ai dudes broke into 4 teams for vehicles and foot soldiers, I am always issuing orders and have never come across a deal breaking situation where the team wipes because of the command delay. This is with a whole lot of crap going on too. I use TPW skirmish ( and the entire TPW suite ) layered over Haleks Ravage mod for some long ass asymmetrical play sessions. By all means if TPW can work it so it has no more delay then great but IMO it's negligible. I simply can not believe how many hours I have sunk into this game and TPW mods is one of the reasons its still so enjoyable, CHEERS! I'd still love to see some form of "TPW Intel" implemented hehe =)
  15. TPW , your mod set is so versatile and critical to my ( and many other players I am sure ) continued enjoyment in ARMA, thank you so much. I found random combat encounters galore using TPW Skirmish and Ravage Ambient AI module haha! In an attempt to dial it up a notch I set Haleks Ravage Ambient AI module multiplier to 8 using both Opfor and Indi options (I'm set to enemy to Ind and Civ) in that module with 100% military grade gear, good times ensued but I wanted a bit more of a cohesive OPFOR element... Enter TPW Skirmish. I'm on Tanoa for this and set Skirmish to have no Blufor or Indi, just enemies using Syndicate. Holy crap it was a blast of a weekend! Tanoa sounded like a war zone. I'd see Indi technicals battling it out with Syndicate jeeps, Vans full of geared up Syndicates unloading into the AO and raising all sorts of hell, my god it was fun as hell! Obviously I'm not playing RAVAGE in an intended way but I am using pretty much all his modules minus the Zombies. I have a big AI squad and two damaged AFV Gorgons...no fuel, needs repairs and I'm hungry lol. Ok well this is getting long =) Thanks again for all your work and contributions to this game/community!
  16. Thanks Rockapes, I put my bigboy pants on and got some win10 unzip app so all is good atm! Quick qeustion; AIS_setup in Optional section the damage tolerance value is 1 ( vanilla) "Higher value means more damage tolerance" but it states a 0.8 "means all damage will reduce (REDUCE being key confusing word here) to 80% of vanilla ... so it sounds like a contradiction here yeah? You can't have a higher value for MORE damage tolerance while havine a LOWER value to reduce damage, halp me haha. I don't want to be a bullet sponge
  17. Anyone know an alternate spot to get this ? I dont have 7zip for the armaholic DL and the steam version is a bin file...
  18. Zakuaz

    Arma 3 Aegis

    Very nice Night515! Aah yes the good old exam days, so fun 0_o
  19. Looking good CM! I'm not to fond of the washing machine trash piles in the middle of roads though =). Sure in towns and villages its expected and fits the theme/atmosphere but ones sitting in the middle of a highway between two towns looks a little odd. They do make for some hilarious AI driving moments, I'll give it that. I wonder how much of an impact all these opened buildings will have on performance? Not that I mind haha but you are in a sense doubling the poly count (plus some with furniture) for each building correct? In my experience it's AI firefights that slowed things down in A3 not graphics load but I'm interested to see this play out.
  20. Zakuaz

    Ravage

    Turns out the culprit was me as is normally the case =P I failed to add the damn Vehicles module... well I should say I must have inadvertently deleted it in some eden session haha! Back to siphoning! Edit for Donnie =) I have a few mods that change core parts of the game, CBA, JSRS, Ravage and TPW, most of the other stuff I have is some what innocuous like new units, weapons, retextures and so on. It's rare of me to use mods that do "things" in the game as in my experience they can hose a lot of work in short order. That being said I can stack up a shit load of mods and not have any performance loss or instability as I am very familiar with the mod set/sets I always run. I've also got this rats nest of a game installed on a pretty good system, I7 8700k on air at 4.7Ghs, 32GB of DDR3400, 1080 TI with the OS on a 850 EVO SSD and the game on a nvme m.2 960 evo, 4k screen to boot. Arma never looked so good =)
  21. Thanks TPW, I will verify file copy and run that in debug console after work. Obviously some sort of mishap on my part... seems to be a thing for me lately hah. I seem to be on a roll this week with derp moves. I had used "+local mods" from the launcher for some reason to point at a TPW folder ( like probably a year ago) so as I dropped in your newer @TPW mods folders into their correct steam/common... folder... yea they didnt do crap because I was using one from somewhere else hahaa! So now it works obviously 0_o it's like Christmas but better!
  22. Can anyone confirm they have heard any of the added/new radio chatter? I've got about -embarrassed- 13 or so hours of game time since TPW released the update and I have not heard the new stuff. I do modify the hpp file for Hud, civs and fog, nothing regarding the audio. I'm running JSRS ( non beta) along with enhanced soundscape. Double checked to make sure I copied the latest file into correct location...moved hpp into user config and all that seems to bee in place.
  23. Zakuaz

    Ravage

    Oh man I hate mod conflicts, well I hate troubleshooting the culprit more so. Problem is I have lost my ability to repair, siphon/fill fuel for vehicles completely from the scroll menu when I approach any vehicle. I'm on this Ravage mission for weeks now and made the mistake of seeing several other attractive mods to spice things up. So I grabbed Goko's new head evisceration mod, I forget the name hah. Also got Dual Arms, MRH Satellite, Tactical Position Ready and Beazley's MAN trucks then last but not least BWmod for some (camo my weak spot) reason. I have no idea what, why or how the repair/refuel action got broken, I even removed the mods and fired the mission back up but the options still wont show, bleh. I will set up a quick mission with just Ravage, CBA, CUPS, SMA, VSM and the "known good" list tonight and then go in one by one to see who dunnit. 16 survivors ( lmao shh ) and hundreds of bank notes are at stake!
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