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aussie battler

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About aussie battler

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  1. aussie battler

    Contact

    Thanks for the update. The legend @maca134 has put the mod on A3 Launcher 🙂
  2. The plants have been pulled & the link is dead. If you search for Exile-Plants on Github you can find them 🙂
  3. Great program, extremely simple and FAST to setup. I had the setup & server running in 5 minutes using this. Thanks for sharing 🙂
  4. aussie battler

    General Discussion (dev branch)

    there is a big shadow at the end of the video...
  5. aussie battler

    General Discussion (dev branch)

    Looking forward to the release next week. I have made an Livonia Exile server, ready to go for the launch date. Just wondering if the alien mothership will be: + An air vehicle I can load ai into. + A unmanned vehicle (UAV or UGV stomper class). + A static prop? It would help me with getting ready to code it in.
  6. aussie battler

    Contact

    @haleks you are a legend. I was looking at the code in the mod & it didnt even click that the settings for the module was there. The module works like a boss. cheers mate
  7. aussie battler

    Contact

    I am going to try adding an event handler to multiply damage & setdamage at 0.8 : _vehicle = "ct_o_halienBrain_f" createVehicle position player; _vehicle setDamage 0.8; _vehicle addEventHandler ["HandleDamage", {((_this select 2)/1.5)}]; 🙂 Thanks again for sharing this, such a cool mod.
  8. This mod kicks ass, thanks for sharing it. The 1kg of Cocaine was a nice easter egg.
  9. @genesis92x Thanks for keeping this mod updated & constantly improving the mod. I have had players that think that they are fighting human players & then get amazed that they were ai. You have taken arma3 ai to another level. Nice video showing off the new sniper ai, It was funny seeing them winning & hearing your frustration... "Il'll give it just one more try". 🙂
  10. aussie battler

    Contact

    This is such a great mod, I love the flares that seek & destroy. My only feedback would be to lower the hitpoints on the ship. I sat with unlimited ammo in a tigris hammering it for 20 minutes with no results. Unfortunately it is a bullet sponge with God Mode on. It is so creative the way you have pieced the ship together, 10 out of 10. I'll try and get Maca to add this to A3 Launcher.
  11. aussie battler

    Contact

    @haleks no worries mate, I totally understand. Great mod, you have done well.
  12. aussie battler

    Contact

    @heleks thanks for sharing this, great work. The ship is so big & freaky at night. I was wondering if you had a script version that you can drop into a mission file?
  13. aussie battler

    General Discussion (dev branch)

    Hi Not sure if this is the right section. I have a problem getting my home test server on development branch. I have done a clean install of Arma3 server & verified the install. I right click on Arma3 server, go to Betas & it is in creatordlc - Creator DLC Build. When I start my server it is still on Stable : Type: Public Build: Stable Version: 1.92.145639 Am I suppose to enter a code to load V1.95? I have bought contact. I noticed it hasnt even got the Enoch folder in the server folder. I remember with Malden I had to load Argo to get that going in Development Branch. What am I missing? cheers
  14. aussie battler

    GF Auto Population Zombie Script - Mod

    Hey @GEORGE FLOROS GR Great work on the upgrade to zombies spawn script. I have noticed the FPS pickup up & I can spawn lots more zombies now. The old script would search for a safe position to spawn near a player, this one hits up a town straight away. The script is very lightweight & kind to system resources. You were right about removing zombies throwing grenades, players complained straight away. Zombies spawn in straight away, near the player, nice work. Zombies track a player & are drawn to them. The different outfits make every zombie look individual, love it. 10 out of 10 for this script buddy. Thanks for sharing it and getting Max Zombies to work with it.
  15. aussie battler

    GF Auto Population Zombie Script - Mod

    Hey George Max Zombies are already on side east. Your new zombie spawner script leaves them on side east (even when I change the config). I think you were just missing this in GF_Zombie_Spawner_Types.sqf: ( [_unit] JoinSilent _Group; ) Comment out the monster & dogs from units array: In GF_Zobie_Spawner_list.sqf I think GF_ZS_Stalk_Unit is working. Zombies are tracking and coming after me. You can uncomment that one, I still have to test GF_ZS_Stalk_Group I'll keep experimenting & give you more results on what is working.
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