crazy mike
Member-
Content Count
177 -
Joined
-
Last visited
-
Medals
Everything posted by crazy mike
-
Chernarus 2035 (Chernarus + Utes + More)
crazy mike posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1113631358&tscn=1503026494 Chernarus 2035 is the Eastern area of the fictional country of Chernarus, known by most to just simply be Chernarus. This mod aims to be a slight re-master and overhaul to some locations of Chernarus in line with the original terrain. The terrain size has been increased from 225km2 to 419km2, a number of new islands large and small have been created off the coast of Chernarus, ranging from a Nuclear Power Plant to a large island with an airfield a some small settlements, to nearly a dozen smaller islands to fill in the gaps. More inland enhancements to locations are also underway, currently the only location which has had any noteworthy changes is Elektro with a large upper town area being added. Utes island has been added to the map aswell, bringing the total playable space up significantly, and even more locations previously barren may also be updated in the future. Thank you! Other notable features: -Overhauled Grass Configs & Textures -Beautiful Lighting, Sky, and Cloud Configs -Many structures have added interiors by Argument and myself -Utes Island + Chernarus merged -Post-Catastrophe Setting (Garbage and abandoned vehicles) -Many new additions planned for the future- 127 replies
-
- 19
-
Winter 2035 What is this? Simply put, this modification is a re-texture mod, taking anything green, and making it white, as in snow! Roughly 12 hours ago from making this post I decided after I woke up to create something for the wintertime in Arma, thus here we are now with a new WIP mod, Winter 2035. The current progress and milestones are as follows: Retextured all plants Retextured all mask images Retextured Stratis satellite image Retextured Altis satellite image Integrated snowing based on overcast (its modified rain) Winter-esque ambient sounds Clutter models to create much more depth to the snow, these will also be large enough to overflow onto the sides of the roads Retexture all vanilla units, weapons, vehicles (this will happen depending on the popularity of the mod) Figure out a way to make roofs snowy (this is more then likely impossible, I dont touch the wrp or p3ds) Modified CfgWorlds with new cloud and lighting to compliment snow ArmA 1 Snowman Fixed rain sounds https://gyazo.com/5cc7cef13e84b6533557686d20feb537 https://imgur.com/R9ME8uh This mod will be overriding vanilla textures thus it will not be "compatible" with other modifications that wish to keep the arma flora OR mask images normal not-winter color, and is only meant to be used for terrains that are winter themed. The main reason that Stratis was done first and NOT Altis, simply put is that Stratis is a fraction the size and was much quicker to do. Altis will be done aswell however that will take atleast a few days of nonstop work, which doesnt help my add at all. I hope once released this mod will bring life back to splendid Altis & Stratis for other people as much as it has for me, with some winter gear mods I plan to have quite a few more missions on the islands! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1195447305 Thanks for checking this out, I hope to bust this out quick to get back to a new terrain project I've yet to announce. <3 Check out some videos in which this mod is being used! Here are some bonus things when I was making the mod on a weekend awhile back :P
-
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
-
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 >.<
-
Vortorsk Rebuild https://imgur.com/a/ZG9KTkx Welcome and thank you for reading my topic. I am presenting here an early look / development updates of my upcoming terrain, Vortorsk. This is my first terrain project and hope to hone my skills as I develop the terrain further. This terrain is a multi-island eastern European theme post-apocalypse map, the nature of the apocalypse is up to mission makers, although the map WILL have a subtle storyline coming with it. This map is fictional and loosely based off the shape of my home state in the U.S. The island is located in the Sea of Okhotsk, and has been abandoned for many years since the fall of the Soviet Union, after losing the support of the USSR the micro-nation Vortorsk fell into disarray, it began slowly bleeding its population. 6 months later in June 1992, an event occurred crippling the nation and killing off a majority of the remaining population. Many attempted to flee the island by boat or plane, but most civilians were forced to stay on the island, eventually succumbing to something or another... The major cities on the island have since fallen into decay and have begun to fall apart, nature is slowly taking back the cities but due to the harsh climate in the Sea of Okhotsk, it has been a slow process. Many civilians had fled underground in one of the many locations below ground level on the island, making for good hiding spots and terrible dead ends. The military of Vortorsk was not prepared for the events of 1992 and fell apart within months, leaving scattered supplies across the island from lost patrols, deserters, and worse. With the current state of the island, not much is stopping anybody from getting to the island, but it has been all but erased from maps and made difficult to find, be warned however as only rumors circulate as to what really happened, seeing it firsthand may give you a clear picture of what happened, but it may also give you a very clear fate. Paramilitary forces have also been said to operate off the island as it is essentially lawless there and there are almost no living inhabitants on the island, or atleast, normal inhabitants. There have been some incursions onto the island ordered by the Russian Military but all of the expeditions ended horribly, thus the island was quarantined and forgotten. Some however remember, some attempt to find the island, fewer actually do, and so far, none have returned. Island Specs: Size: 20480x20480 or 419km2 Layout: 3 Major Islands, 10 Minor Islands (POI count TBA) Location: Eastern European Island Nation Season: Fall (Possible seasonal versions in the far future) Setting: Post-Apocalypse abandoned island Current Object Count: 381462
- 101 replies
-
- 28
-
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
-
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
-
- 12
-
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
-
- 13
-
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
-
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
-
- 14
-
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.
-
easily disable-able? the items are being deleted on my server, probably because im running exile as the main mod
-
question do zombies knock backpacks and weapons out of players equipped gear?
-
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
crazy mike replied to Placebo's topic in ARMA 3 - GENERAL
Chernarus 2035, MikesMod ,tryk, rhs, exile -
o7 sent
-
yes that is correct! sorry i forgot to mention. all i have done is add the zombie spawning module into the mission.sqm aswell as some remoteexec allowances so it would work i may have missed something related to mp for ravage idk, i did look into it a bit but this is my first time ever using ravage
-
I have a quick question, i have a server which is average 60 players using ravage, with the ambientzombie module that spawns zombies off of buildings, i set the max zombies global to 200 zombies, and the max zombies per player to 6, so now only 5 zombies on the ENTIRE server are spawning in total. I then tried setting the max zombies per player to 30, after this there are 30 zombies per player, going wayy over the max zombies global, spawning in hundreds and hundreds of zombies, this ALSO makes zombies spawn in a circle around the zombie, they dont even spawn off of buildings, making me think the whole spawn system spazzes out and breaks, when working normally the zombies only spawn around static vic classes I then tried setting the max zombies per player to 14, after this again there was only 13 zombies spawning on the whole map... do you guys have any insight into what im doing wrong or failing to do? all i am changing is the max zombies per player, and having WILDLY different results changing the numbers a few times
-
Chernarus 2035 (Chernarus + Utes + More)
crazy mike replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Zelenogorsk should be finished tonight, not much else besides this before i push the next update :P- 127 replies
-
- 12