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Everything posted by RZNUNKWN
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It's time to start surviving! *goes into the first building, finds a MG 3 with three ammo boxes of 200 rounds* .... oh..... I think this was already proposed/discussed - a separate (if possible) module for AI vehicles would be good with a option to modify the spawn rate. & can't wait to see that "Enhanced Driver AI" ^^
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There are also (not only on Livonia but other maps), wrecks from T72, BRDM, BMP2 and some others I think that could be added as searchable objects.
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You are right @Donnie_Plays, increasing the renegades' population will also increase the numbers of patrol unless you disable them too, there's no way to just increase the renegade/opfor population... maybe you can find some car patrol script.
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Love how when you're on the edge of the forest you hear the faint ambient sound of the forest itself, the more you go in, the stronger it gets. Just updated the jsrs sound mod and it's so beautiful... but best not dwell into the forest at night... My zombie pop is at 30 and I get overwhelmed every time I get near some larger town! The music is working flawlessly now Haleks, even with time acceleration, as is weather if I can notice. Perfect!
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Idea: A throwable grenade/device that makes a loud noise and attracts zombies... remotely detonated (or not). Totally not from L4D. 😅 ♥
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Is anyone playing Ravage on Livonia? I'm planning on starting since DLC took only a small part of the whole map so it should be very interesting with the unfamiliar terrain.
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If this hasn't been already considered: Maybe adding/setting up zombies (as an option) to be more dangerous during the night, besides the rate spawn due to sun factor. Their hearing/seeing increased, so it "forces" the player to stay safe during the night, or take the risk and keep on looting.
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I'm not sure, but I think you still need it. And if you use Ace, it will overwrite the Ravage Apex, making the fuel stations useable with 1000l (I think but I'm not sure) in each pump.
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The script plays tracks the first time when I load the scenario. If I get killed and load again, it will play one more track and then it will stop completely without repetition.
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Yeah, it's working, but it seems that the script plays only one, randomly selected track аnd then stops. This is how I modified it. Did I do something wrong? Or do I need to wait a little bit longer for another track to play?
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Sorry for the -Advanced issues found- that appears when I quote, it's my extension for grammar because I suck at English *sometimes *often
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Can I replace the classnames (I think that's what they are) of tracks with some from the Ravage? I was looking into the music.sqf file and saw the names of the tracks. The titles within trksList to be replaced in your current music script. Is it doable?
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Is there a reason why Ravage won't play long tracks(songs, sorry, I'm so used to calling a song - track)? I noticed some of them are getting cut in the middle of the playing. I've replaced one with the main menu Fear 1 track (which I extended to 12 minutes) but haven't heard of it playing at all and I've been playing for three hours. Could it be the time acceleration that is causing the cutting? Mine is set to 10x or 12x, I don't remember really. Should I lower it?
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I salute to you, Sir!
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Yes, I tried that but the problem is: Bigger Trunks does not recognize for some reason any kind of classname I put into it. RHS has no problem with it, I just add for an example "rhsgref_BRDM2_b" and it works perfectly. But If I try to add T-55 from CUP, nothing is happening. Then I looked into the config viewer seeing the T-55 has "CUP_TrackedVehicles_T55" so I added that to the list of the required addon list in the Bigger Trunks, then added '"CUP_O_T55_TK"' but still no luck. I even added "CUP_TrackedVehicles_T72" and "CUP_TrackedVehicles_core" to the list of required addons in the Bigger Trunks list, and nothing is happening. It's really strange, I don't understand. I tried looking for maximumLoad = 2500; from the T-55 config viewer in its CfgVehicles.hpp and couldn't find it which makes things even stranger. There's no maximumLoad even in the "CUP_TrackedVehicles_core".
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Hello, I would like to know is there any way to increase the vehicles cargo space for storing items in them?
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Anything will help, really.
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I always forget to ask this, but is there a way to increase the luminosity of the attached chemlight on your shoulder?
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You see Ivan, when wear latest BDSM fashion in Чернобыль, zombies and radiation are not into you because of fear of punishment
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I would be grateful (I'm knee deep into my exams atm) and if you have an already set up GFs clean script, just pm me if that's not a problem. Because I'm holding my exam papers and strolling through my mission scripts which isn't really productive on both sides
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That's what I want. Can't Armas' own editor do it? Deleting bodies and ground loot.
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[Release] Addon-Free Melee Weapons Script
RZNUNKWN replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am unable to pick up items. The action, however, does disappear after making an attempt. I am recieving an error when trying to pick up any of the melee objects with the attached code and am unable to pick up the object: Undefined Variable in expression: dropaxeact, dropshovelact, etc. Any help? -
If Ravages' clean up system is disabled, will the Armas' clean up will take its role?
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Oh I know this, it would be good to one-shot kill zeds with the axe, because they're cheeki breeki much swifter and run around and punch me in the face. Gonna add this to my (already humongous list of mods) so I can AXE them a question.
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@MuRaZorWitchKING Oh yeah, I remember this one! I will try this one for sure! Also, I'm using GF drop loot script, so zombies are dropping some items as well. Which kinda makes sense. What could you possibly find/loot in Chernobyl after all these years, except wildlife (script lol) and zombies who were some poor workers or people that wanted to return back to their homes. But this could be potentially dangerous as there are no lootable objects, you'll eventually run out of ammo unless you can melee somehow.