crazy mike
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567 ExcellentAbout crazy mike
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Rank
Sergeant
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Gender
Male
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Location
United States
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Interests
losing brain cells
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linkinpunk started following crazy mike
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Weapon-Fetish started following crazy mike
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Can you edit an existing map in Eden?
crazy mike replied to CaptainDawson's topic in ARMA 3 - QUESTIONS & ANSWERS
https://store.steampowered.com/app/233800/Arma_3_Tools/ -
Can you edit an existing map in Eden?
crazy mike replied to CaptainDawson's topic in ARMA 3 - QUESTIONS & ANSWERS
no -
buy dayz
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Ravaged and Frithified Gear (WIP)
crazy mike replied to EO's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
with glorious features like that id sell my face too -
exile plays nice with about 0% of any mods that have custom functions and scripts lol it only works "ok" with gear mods vehicle mods ect >.<
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Have a question about rvg_fn_zed_attack I want to remove this section if (isPlayer _target) then { if (vehicle _target isEqualTo _target && {random (loadAbs _target) > 1000 - (loadAbs _target * 0.5)}) then { _relDir = [_target, _zed] call BIS_fnc_relativeDirTo; if (_relDir < 270 && {_relDir > 90}) then { if (!isNull (unitBackpack _target)) then { 0 = [_target] call rvg_fnc_detachBackpack; }; } else { if (random 10 < 1) then { _target call rvg_fnc_removeWeapon; }; }; }; }; so it stops removing backpacks and weapons, am I allowed to repack this function in my mod to override it? or is there another way to stop this from happening? Its quite buggy when mixed with exile, a second unit is spawned when your weapon is taken and if you shoot it it will despawn with your gun, and theres no way to get it back after its taken, rather just get rid of that alltogether
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terrain Vortorsk Terrain
crazy mike replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
vortorsk rebuild coastline textures need alot of work forests are generated across all of map first then i cut away and create infastructure, cities fields ect, this can be concidered a complete rebuild using only an older version of the heightmap as data from the old terrain in rv4- 101 replies
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Ravaged and Frithified Gear (WIP)
crazy mike replied to EO's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
o7 keep the project alive bro -
Chernarus 2035 (Chernarus + Utes + More)
crazy mike replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i will fix soon -
Chernarus 2035 (Chernarus + Utes + More)
crazy mike replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
these are arma 3 default haze values that i have on the map, they are tweaked however their intensitty is not tweaKED, not to mention these are the same values for over 1 year... -
Chernarus 2035 (Chernarus + Utes + More)
crazy mike replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
does not seem very hazy to me? -
Chernarus 2035 (Chernarus + Utes + More)
crazy mike replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Overhaul to the HDR settings on the map, aswell as lots of lighting tweaks to compensate for the new (old) tonemapping method, the changes are not entirely noticable at distance because of how refined my lighting config is to get this type of look, but now close range to objects you really notice the difference with the light, the entire config was actually rebuild from scratch and no longer inherits from CAWorld aswell Needs work but this is probably as close to 2015 A3 / A2 as youll get in terms of lighting ect- 127 replies
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join the arma 3 official discord, invite should literally just be /arma and message PuFu, hes my goto guy for anything rhs, and im pretty sure rhs allows textures and config tweaks, as for actually DOING it, you may want to consult some youtube or written guides via google if this is your first time doing so, if you want to do it the right way (imo ONLY way) youll be setting up your p drive for mod development + getting mikero's tools
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Chernarus 2035 (Chernarus + Utes + More)
crazy mike replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
new quarry at Bor, north of komarovo or w.e new clouds and sky (again)- 127 replies
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I have a quick question, may I modify and repack the fn_zed_attack.sqf script so I may remove the backpack and weapon dropping mechanic? It is causing a few errors on my server, I run Exile as the "main" mod, and there arent any settings i can find which disable it.