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Posts posted by chernaruski
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Does it work with several containers , as per floor level , which are above each other?
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Quotesomething along those lines?
yeah, just test it until you get it working. array brackets suppose to be [ ] , if I remember correct
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you probably looking for ExileClient_system_radiation_thread_update override.
around line 63 you have the gear equipped check
if !("Exile_Headgear_GasMask" in (assignedItems player)) then { player setDamage ((damage player) + _damage); };
you will have to modify this to work with arrays of masks and add the uniforms array condition check
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On 2/24/2017 at 3:13 PM, lappihuan said:afaik geometric occluders only work on terrain placed objects, no spawned via mission or script
so you actulaly need to bake it to terrain first to see it in action ?
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You can always try and upload Contact to server manually, but I would guess it has internal check/hardcoded limitation to be used only in SP and it just won't work.
You are trying to use the mothership in MP mission , is that correct? -
Why you have 2 Contact folders ? Are you using side load addon to open up more Contact DLC assets? I have only the (Platform) one, with static objects and stuff I use.
For more terrain and props assets you can use kju's addons.
As for alien stuff , I pretty sure they said from the beginning its not gonna be public , SP only (or with dependancy, same as with rest of the DLC's) . -
QuoteExile will dead, when the community decide it is. 😎
Congrats , btw, we are currently the biggest Club on Arma Forums 😉- 1
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Its gonna be legendary. Discord five!
This will open up so many possibilities. Keep the hardcore survival spirit alive @Vandeanson , great work!
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Heh , good to hear. Do you use Headless Client for your AI? I'm asking because, I'm kinda struggling to balance the total AI number , without making the performance drop & without HC. My approach is: every AI unit must have some role in a dynamic missions/static mission/patrol or other... and you just add module for ambient civs , which is nice , but should eat your performance up...
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You can always use Occupation with friendly AI occupiers in towns and villages.
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Is this still bugged or requires some kinda of additional magic to work or something ?
On mission export to Single Player, UI scenario preview is not shown. Works and shows everything correctly for muliplayer exports tho. -
FYI:
CHR is currently recruiting for these positions:
- Object Placement
- 3D Modelers
- Texture Artists
- Scripters
- Terrain Editors
More info in CHR Discord #recruitment - https://discord.gg/QVDy7ub
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I had the same thing when I added custom animations via Infistar. Animations just wouldn't start, play incorrect animation time I've set or just stop and get the player stuck in some state. Was not sure what I did wrong, its a simple line in their config... Decided not to count on their "support", so I've just dropped the idea after quite a few tests.
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was just coming back to Ravage mod world, and wanted quickly to check on updates about latest changes... and what I see in the last post 😄
@Vandeanson keep it up dude, glad you decided not to abandon the building system completely. Looking forward to see and test it.- 1
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Hey Terrain Aces , need your help with this issue:
As you can see , during nighttime , coast line is kinda "glowing" when in game. Fog like "wet sand" layer goes all along the shore line. When light hits it , it gets even brighter...
First , I though it's somehow related to seafoam and its different params. Started tweaking it , nothing. Changed it to vanilla configs of Altis, Sratis, Tanoa ones. Didn't work. (atm Stratis config is used)
Then , I found shoreWetLayerReflectionIntensity param and lowered it. Nothing. Reverted back.
Then I thought maybe its the problem with light source that is reflected in this wet layer of sand shore... moon? skyObject? Could't find problems there either, all vanilla should work just fine. Something about it ... uh...banging my head on a keyboard here. Anyone encountered similar where to look? -
init.sqf & description.ext have the proper entries and rest of vemf activities are working fine, its only helis you have problem with, I assume?
Config looks just fine. I even compared it to my old working version.
I remember correctly, these heli patrols are not random, rather attached to invasion missions , right? Maybe try changing heli classnames, start with only basic exile one "Exile_Chopper_Huey_Armed_Green" and see if it spawns.
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You are most welcome @Vandeanson.
If only it was possible to have some sort of database based save system for your mod and Ravage combined , and a full MP support , I would leave the exile framework and switch to this a long time ago...
How is the performance tweaks and base buildings coming along , btw?
Also wanted to ask you, is there a reason you decided to use Addon Settings menu for the settings tweaks and not via Systems modules (like Ravage do).
Gonna do a deeper Multiplayer server testing for your mod later on
About the traders, not a big fan. In a post-apo it only made sense to me to have traders with a non-currency based trade. -
"We have a potential release candidate currently under test for next release version 08x"
Spoiler
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On 8/7/2019 at 12:31 PM, SM_BJS said:How are you calling the sound at the moment? Through playSound or playSound3D? Whichever you're using, try and use the other to see if that fixes the issue, it might be that the 3D location of the sound is slightly incorrect.
these are terrain ambient loop sounds that are called , as Dedmen said, via sound controllers.
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try solutions that can be found on here at the forums, some people recommend :
- try reducing image a bit lower then your filesize limit , if you set it to 100k lower it to 90k or something. Could be bite and byte size differences there.
basic.cfg . make sure you edit and load the correct one, sometimes there are multiple folders that contain cfg file , if you use GSPQuoteMaxCustomFileSize = 2000000; // file custom in byte
- editing config.cfg and removing the kick from these lines , serious security issues with this , I wouldn't recommendonUnsignedData = "kick (_this select 0)"; onHackedData = "kick (_this select 0)"; onDifferentData = "";
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could it be infistar blocking this option ?
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I'm trying to find what the cause for the ambient background sound cut-offs. As you can see in video recording , looped background sound cuts off when you look around (or in a specific direction, not sure). In this specific case , I'm talking about night crickets looped background.
I've noticed it happening to other sets too, but I could find any consistency.
class ForestNight_SoundSet { soundShaders[] = {"ForestNight_SoundShader"}; volumeFactor = 0.1; spatial = 0; loop = 1; sound3DProcessingType = "ForestNight_3DProcessingType"; };
Current SoundShader is:
class ForestNight_SoundShader { samples[] = {{"map\map_sounds\Ambient\Night\forest_night",1}}; volume = "(1 - houses) * (1 - rain) * ((daytime factor [0.79, 0.88]) + (daytime factor [0.25, 0.17]))"; };
I've tried monitoring soundcontrollers , didn't see anything out of the ordinary...
Any ideas what can cause such sound behavior?
Can sounds confugured and assigned via CfgEnvSpatialSounds cut into the sound mix when they are initated and make other stutter?
Ravage
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Is it possible calling for safezone / zedless area externally or it must be placed on mission creation and only possible on init via module?
I want to try and attach safe zones to a dynamically spawned missions locations, and make sure these dynamic missions are spawned into zedless areas.