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About Eogos

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  1. So an interesting (and very annoying) bug I've found with VCOM is that if any crew of a vehicle is turned out, AI under VCOM control with only fire at the vehicle with anti-infantry weapons even AI controlling tanks. This results in the players being able to just have the driver turn out (which for most vehicles barely exposes him and he'll never get hit) and making the AI suddenly forget it's an armored vehicle and just spray it machine gun fire. It even works if the AI can't actually see the turned out crew member. Didn't realize you had a github, it's been reported there now. Link to issue ticket: https://github.com/genesis92x/VcomAI-3.0/issues/132
  2. Eogos

    Nassau 1715

    Loving the mod, the interactions and sailing mechanics are amazing. I made a challenge mission for those that think they've gotten the hang of sailing with Nassau 1715 or for those that want a trial by fire. https://steamcommunity.com/sharedfiles/filedetails/?id=1734381684
  3. Eogos

    AF Large Civilian Ship

    Setting up a mission for my group to clear pirates from a hijacked cargo ship and it had to be done. Yes, those are the individual long containers from vanilla Arma 3. Yes, this did take a bit of time to do. Technically only one of those 5 "blocks" of containers is hand placed and the rest copy pasta but then I went back and made them random colors (plus one IDAP) cause it felt wrong having them all the same, so I still consider it hand placed. Now to do the below deck cargo hold and furnish the cabins and bridge. Side note for @ArmaFiend it looks like the engines are poking through the deck above them, might wanna fix that asap.
  4. Eogos

    AF Large Civilian Ship

    This is really cool! Definitely gonna use this for an event with my group for clearing pirates off the ship, should be fun. I'll let you know about any feedback we have when that happens.
  5. Not as a part of the mod, no. However this can easily be done in editor with a trigger and some scripting or if you're doing Zeus just select the AI and hit G and they'll eject.
  6. @Vandeanson Hey, so I noticed that the AI spawned for the bandit camps are using the "Guard" waypoints but I'm not seeing the creation of any guard points by the BCSpawner. Of course this leads to AI sometimes just deciding to wander off and do whatever. imo it'd be better to use a series of Search and Destroys or Move waypoints with a cycle waypoint at the end or if you want them to sit still than just a Hold waypoint as those wouldn't require the messing about with creating (and having to remove) guard points and making sure bandits stay at the correct guard point. I'm not the best scripter though so maybe you've already got it all setup and I'm just blind.
  7. Thanks for the quick reply and thank you for doing all this, it has really been quite helpful!
  8. Hey there, loving the bandit camp script! One problem I'm having though is I'm running it so that three camps should all be active at the same time and while three camps do indeed spawn they are always spawning in the north west, usually not actually being on the map at all but out into the debug area of the map. example: three groups of objects in middle of screen near camera icon is the bandit camps (please excuse the script error on the screen, thats from another script that I haven't fully set up yet so the occasional script error comes up) Another thing is that on mission start up these types of errors pop up pretty much every time: On a smaller note, the bandit camps that spawn with campfires tend to have one or two bandits spawn *on* said campfire and they just stand there until they burn to death. I just fixed this by only allowing the barrel fire but I thought it was worth mentioning anyways so you're aware. I was also looking through this thread and saw indication that at one point the bandit camps worked similar to the trader camps and could be spawned using markers? I feel like it'd be helpful if that was still an option as an alternative to the completely random spawning.
  9. Eogos


    @Vandeanson Can you do me a favour and mention me when you post that script so I get a notification for it?
  10. Eogos


    Cool! Good to hear it, perhaps my group will try having a ravage server again using that.
  11. Eogos


    Just a quick question, is it planned to eventually have some kind of built in random mission/encounter generator? I love the ambiance that Ravage creates but unfortunately my group kinda lost interest last time we played due to, well, running out of things to do so as it is right now it doesn't really work for us as a continuous ambient mission.
  12. @TeTeT Bit of a bug report for you. 1. Using Ambiance 1 the ambient deck crew (not the ones launching aircraft, the ones that stand near the fuel pumps and elsewhere on the deck) are missing 2. The third (and all subsequent) aircraft it tries to launch during flight operations glitches out while launching, pictures to follow It starts out fine But then it loses it's pilot and folds it's wings Then it launches off the catapult and very slowly falls into the water where it explodes It also seems to drag the 4th wire when it does this 3. Speaking of the 4th wire, this is fairly minor but when in neutral state it has a weird kink in the middle of it Haven't seen anything else wrong at this time
  13. @TeTeT Sweet! Can't wait to see the Nimitz operating on it's own without mass casualties :D
  14. I assume you're also aware of the AI launching the aircraft while checks are still happening? That is while the flight operations are happening btw, works fine when a player is taking off but when it's all just ambient AI the plane gets launched right as the guy in green get sup the plane. Sorry if I'm bad at explaining myself, I can post a video of the issue if need be.
  15. Any chance of a non-apocalyptic version? I really like the extra areas and new building interiors but the abandoned cars and garbage every where really limits the map to being pretty much only for things like exile, ravage, etc.