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Zakuaz

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Everything posted by Zakuaz

  1. Zakuaz

    Kastellorizo

    Nice, looks like a fun spot for a high intensity exchange! So many great terrains coming out these past few weeks I am actually having a hard time deciding what map to play on every evening when I get home haha...a very welcome problem to have =)
  2. Zakuaz

    Combat Patrol

    I'll try and not let my ignorance of SQF,SQM,INIT and all that other stuff sway my thoughts here =) I know some of these things I am about to cry about have been discussed in prev pages here. One of My problems is I don't even know where I'd go with my trusty notepad++ to begin screwing up the parameters. And yes I am sure I could go find all that out to in somewhat short order, but that isn't my point With that being said I think it would be better -subjective- if the Hosting player and/or the mission maker had a bit more granularity with a few options. I want to insert/start the mission at a time I pick. Crazy I know but this game has a 24hr clock and a play the way you want approach written all over it - yet a module would hard code you at 9am no matter what you pick... grinds me =) I am fine shooting at CSAT, I can mix it up considerably by adding Ravage ambient ai module and/or zombies if I feel the urge BUT it would be slick to be able to select the OPFOR faction via the module The insertion teleporting is not fun at all haha I'll leave it at that. The missions are pretty fun, I love the amount of OPFOR I get to shoot at and over all a good time, they kick my ass up and down the map so far haha. You guys should be able to provide us with some basic variables from within the modules. I'll cross my fingers =)
  3. Zakuaz

    Arma 3 Aegis

    Just keeps getting better! So fun seeing all this "stuff" I can mess with in the editor Night515, awesome work =)
  4. Zakuaz

    Prei Khmaoch Luong

    This looks amazing, cant wait to check it out!
  5. Zakuaz

    Combat Patrol

    Combat Patrol, pretty fun! It has been a long time since I did any vanilla search and destroy style missions, nice work. Setting time in the editor would not carry over to the actual mission during a combat patrol. I was on Malden, I set up the player, squad AI, some empty vehicles, CP module, set weather and time and then jump into MP, LAN and try it out but no matter what time I set in editor the mission would always be at 9am =\ Also seems like the weather settings I defined in editor would not take place in the mission. I had a heck of a time making it foggy...hmm now that I think of it, I need to check TPW_fog settings, it may override what I am trying to do. Choosing your mission location made for a hell of time as it teleports you ( only you not your squad) to said location...that's not cool lol. Sometimes it'd teleport a couple members of my squad ( I think they may be ones I made playable). Didn't like the "hand of god" sticking me on the other side of the map. Good thing I keep SSPCM on hand for these unexpected hiccups =) Wasn't long before I was back in the editor sticking zombie hordes all over Malden and watching/hearing the chaos unfold as CSAT tried to figure out WTH was going on haha. Really good times! Edit: I see Haleks has a code snip for insertion, niiice! Never messed about with code for missions but I'll take a look heh
  6. Oh so that's what was causing that haha. Yeah that was one reason I used Zeus in my ravage adventures, AI gets injured I medkit them then they'd stay on the ground and I couldn't get them to regroup/move/stand up. So I'd fire up Zeus, grab and drag the dude up into the air and let him go... for some reason the forced parachute animation would get them functional again =) Edit to mention the siren sounds after a firefight around towns is really cool!
  7. Zakuaz

    Night's M9 Weapon Pack

    Nightmare mods, Awesome! Hope your Kitty is ok =(
  8. Oh an update, exciting! Thanks for the continued support TPW, your mod is hands down a must have =) Even if your Civs often fall prey to Haleks zombies heheh Cheers!
  9. Zakuaz

    Ravage

    Ah the good old base building, would be awesome but I'd bet a serious amount of work to implement. Modifications to existing structures; very cool idea! Maybe coupled with a half arsed crafting system, "salvage X amount of cars" enables you to "Build barriers" of some sort heh. Since there is no base building and thanks to the Mod community around here I have plenty to keep my imagination pegged. What I do to compensate and fulfill my desire to have a "base" is task my self with various imaginative missions to accrue some basics needed for a base/camp. 1: I have to save 10 survivors ( across maybe multiple play sessions). For every 10 I save, I get 1 squad AI added via editor. Sometimes I'll make them non squad Blufor and they end up garrisoning my camp. 2: I'd salvage/loot the crap out of things for days ( ingame days hah) 20 tool boxes and 15 tires = simple structure of some sort. Fuel, ammo, clothing all had some sort of play in my pretend pool of building stuff. 3: Bank notes. Most I ever had was 176ish... that was a lot of looting haha. These Bank notes also allowed me to keep my previously recruited survivors, 50 bank notes bought them and prevented me from having to find 10. 4: My game has turned into "how many bank notes can I collect (multiple play sessions) before I get ghosted by some Bandit or unknowingly bump into a couple zombies and get chomped. 5: There's more to it but it isn't set in stone and plays on my whim and imagination as I go. 6: Oh and I try to collect food for all the AI I have at my base... sometimes they get a can of beans a day, Zombie Apocs suck, eat what u can haha. If an AI squady or base garrison dude gets killed, that's it I need to work on replacing him So I have been doing this for months, I think my self derived RAVAGE mission progress is now on OP24 ( means I have altered, moved location or added to the mission in some way 24 times) The story I play to is a Genetically modified Virus outbreak created by CSAT ( shallow but I had to have the milspec equipment, that's how I roll). CSAT runs the upper NW corner of the map. I put big garrisoned checkpoints at all the roads leading to Oreokastro out in the mountains. Hard to get to and Dynamic simulation patrols all over so I dont play up there at all really lol. My timeline around 22 days after the official local Gov has fallen apart - 32 days after the first infections - 11 days after NATO/UN relief efforts got overrun. Mayhem has about given way to just zombies and the opportunistic Bandit groups but there are still plenty of Civs running about ( Thanks TPW ), makes for a great time. I have everything set to hostile, this isn't so I can shoot Civs...it is so I have to make damn sure I know what I am shooting at before sending some love down range. In essence I have a base now. I took up a position at 124.75, 151.95 South of Lakka, at the deserted Military camp on the hill. And I must say this place is pure Joypuke fun. the Hill has a town to the North, East and South of it followed by a chain of them heading SW around Katalaki Bay. Makes for a hectic play session of "ohshit bandits and Zeds everywhere". Vehicles; I love APCs and Helicopters ( Gorgon, Madris, Kajman yumm) so early on I decided that if I wanted to play this Zombie survivor game as a trained military task force Aegis dude and have toys... I'd have to collect the APC at location X some how, get gas, repair it and get it to camp. This sounds easy but you cant just do that in one play session, so you end up doing it several times until you get the damn thing home, very rewarding. Fuel; I had to steel a Fuel truck, worst play session ever as I found out quickly that evading a toyota laden with a M2A1 50 cal is not going to happen. My mission is to save survivors Holy wow this is a total text spew of a mess sorry, welp there you go, me gaming in a nut shell =P This is the result of Haleks hard work hahah, too much friggin fun! TL;DR We can make our own bases in Editor for now but would it be possible to have a RAVAGE module that in its very simplest form spat out a random supply need every so often? Examples: Your base is low on fuel - collect X-, Your base is low on Ammo, food, building supplies...and so on Another module could maybe once a game day ( adjustable if desired) pop up a message "Rumored survivors at/around location X"
  10. Correct redarmy, New ARMA player here ( well over a year now but..) and I've never even heard of this mod, sounds like something I should be using to curb some of the AI headaches I deal with daily heh. Ok, so you Pros say about 80% of this mod still works, if it's the inventory/unstuck AI/ squad stuff then count me in as a user =) I'll give this a spin tonight, oooh this could be so welcomed to my "must have mods" list if it pans out.
  11. Zakuaz

    Ravage

    Wicked! Excited to get out of the office today and get it all set up!
  12. Zakuaz

    Ravage

    Redarmy, hey that is a great idea, thanks! I can drag and drop my way around the editor but never really looked into any of the more specific modules or game logic stuff. I'll take a look and see how messy I can make it haha. I set up several POIs and bases so if I can get the logic thing working I'll be set.
  13. Yeah that chronic wind is loud, maps like N'Djenahoud that sit up at around 600 elevation are very noisy to try and do stuff on.
  14. Ah, thanks for the info TPW, Agreed this map is beautiful =) EDIT: I've noticed I hear no foot steps while running around on this map, specifically on the sandy areas. Maybe they are overpowered by the wind sound bug?
  15. Indeed, no dust in a setting like this is a crime haha. Pennyworth from the CUPs thread appears to be very tuned in with dust fx "Part of this issue comes from the way you have to define dust effects. You can't inherit and add to a nested array (or atleast not from what I've seen), so in order to add dust effects for your map, you have to define all dust effects again." maybe he could lend a hand somehow. @makhno I notice the elevations on the map are probably based upon a real geo location but that chronic wind howling, anyway to lower the -not so ambient- wind sound? Is it game engine driven, seems like I am unable to reduce it at all on my end within the editor?
  16. WOW that MATV is coming along wickedly! Tuts... like current good ones, thank you so much for doing these!
  17. Zakuaz

    Ravage

    Check your settings Lloyd, I used blacklists last night on a new map and they worked. Could it be a conflict with another mod somehow?
  18. Zakuaz

    Ravage

    @Haleks A really nice map from Makhno called N'Djenahoud released yesterday. It has zero indigenous paths,roads or structures but I plopped down the ravage modules and took it for a spin - Not surprisingly I didn't see much, a few zombies around a couple rushed camp areas I set up. So I spent a couple hours making several villages a few bases and other various POIs, added in a bunch of hordes and I got zombies when I want them =). However I never did see and raiders, bandits or survivors, any way I can force that to happen?
  19. Ok I loaded this up last night and WOW, maybe it's just me getting nuts on the desert lay out you so very perfectly constructed but man this is a beautiful map! I dropped several dozen OPFOR groups around the map, set them to Dyn sim, trigger dist 1200. Set a MI48 bird down for me and some AI friends (lol) - flew around for hours NOE, ducking behind dunes and cliffs. Simply exquisite! The terrain is also really fun in a prowler or a quad heh. Now Im back in editor for second phase =) . Again, very well done IMO! This terrain is so varied, for anyone on the fence or just thinking "eh a big flat desert map", that is not the case. I mean yeah it's all desert but the height changes are non stop and superbly done. I had a hell of a time finding a flat spot to put a hesco on =) Deep wadi's, rocky outcrops, sand dunes and the vegetation layout is perfectly fitting for the environment.
  20. Looks pretty nice! I see myself setting up huge tank battles with a map like this. I wonder how RAVAGE mod would handle no buildings with regard to zombie spawns ( since I have been bitten by the zombie slayer bug). Hmm Zombies and tank battles haha. No dust, yes I am sure someone can chime in on that to help you. I remember CUP terrains lacked dust for some time and read about the fix but darned if I recall where. Cheers! EDIT: I just watched your vid... this looks fantastic! I hope someone can help you sort out the dust issue =)
  21. Nice Lukio, I'll save this post in the event I stumble on to more surround sound headphone issues. Seems I had some crazy audio level disparity when trying to use the newer logitech headphones (G633s) so I'd install them with new driver set then uninstall the Logi Gaming SW and re-install my ooold original G35 software to get good audio levels. Your Razor trick may allow me to give this another go. Yeah don't you get tired of hearing the elite dudes say "it isnt real surround sound"... I dont care what it is, it sounds badass! Two RL friends of mine always bought cheap stereo headsets for gaming and I always told them "man your are missing out". Then a few months ago while at my house, I made them put my old 5.1 set on and play Arma, they bought G633/930 sets right there on amazon. I still use my trusty old G35 headset. I had bad luck with a 930 and a 633 set arriving DOA then my second and third pair of 633 died in a month or two of use...yet here my old G35 (5 or more years now) still clipping along.
  22. Scratch the question below =) I simply turned off the auto add glasses to inv function and now the vsm works. Anything special I need to do to get VSM's "VSM_Shemagh_Facemask_OD_Peltor_Glasses","VSM_Shemagh_Balaclava_OD_Peltor_Glasses" to work with TPW HUD? I dug around config viewer and got the names then opened your hpp in the root Arma3 dir and added them to the extragoggles line inbetween the {} but I get no hud out of them. I'm sure the spelling matches as I did a copy paste from the value box at bottom of config viewer...is that the actual classname... lol well I dunno heheh Could I just add in "VSM_" ? that'd prob add all VSM facewear eh
  23. Zakuaz

    Ravage

    Months and months later here I am still chasing zombies around in Ravage... well sometimes they are chasing me =) Haleks, I just ran over a zombie then got out of the vehicle to go loot another corpse down the road. So as I passed the zombie that I thought I had killed ( layed out on the road like the other dead ones) it grabbed me... I freaked, think I screamed in RL and got killed by my survivor AI squad mate haha! It was awesome then I thought oh man that'd be wicked to stumble onto "sleeper" zombies from time to time. They could spawn around dead corpses (even zombie corpses) and lay silent until you get real close to them then attack and scare the living shit out of you like what happened to me lol. Good times with Ravage!
  24. Oh I been away too long! Looks like there has been some cool things going on here TPW, excited to fire up the game and check it out. Thanks a million for your continued efforts at making this game so much better!
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