CHICKENLICKEN
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Everything posted by CHICKENLICKEN
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GF Set Custom Loadout Script - Mod
CHICKENLICKEN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any news? Sorry to bother you. thanks so much -
Scripting Introduction for New Scripters
CHICKENLICKEN replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can you cause gib particles when shooting a zombie ?- 96 replies
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Well unfortunately not many people are makin new mods
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http://www.armaholic.com/page.php?id=28216
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Unfortunately their search option is not great
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I’m sure there is one in armaholic files .
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GF Set Custom Loadout Script - Mod
CHICKENLICKEN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. Yes I am using notepad++ thanks for your help, It's hard for me to understand -
GF Set Custom Loadout Script - Mod
CHICKENLICKEN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really sorry but I still don't understand. SO I have 3 different sqf files for independent , blu for and opfor. yet I still have no idea what to put in them. Do you have a template which is blank where the weapons/gear is, then I can just fill the classnames? thanks for help. -
Do objects and items affect FPS.
CHICKENLICKEN posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I’m thinking of hand placing hundreds of dead bodies , various loot , blood pools and extra environmental items into houses and streets on my mission. However will this badly affect FPS? I know I can make some objects dead in it’s atteibutes . is there a way to cache them so they don’t load til you are near ? also Eden interiors doesn’t seem to work on chernarus redux . I’m assuming it doesn’t use the right buildings. whats. Disappointing is the tower blocks are so empty they are worthles. I basically place the dead bodies above a blood pool and set health to zero -
Do objects and items affect FPS.
CHICKENLICKEN replied to CHICKENLICKEN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks for input. I don't wan t too many. its post apocalyptic map on chernarus redux, and time is running out to evac before Russian government drops Nukes to eliminate zombies. So idea is there are a few bodies strewn across. Such as when looting a house, it's more immersive to maybe find a dead body clutching his weapon who died of starvation/ axe in the head by scaveneger With the horro mod you can put axe in the head For example I have a house at beginning with 3 bodies and a psychopath inside who killed them. one has an exe in the head, the other headless. there is a bathtub of blood, arms and legs etc. -
Goko Ballistic Impact add-on
CHICKENLICKEN replied to goko--'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Excellent mod. Are you still active ? I have a question about gib particles -
Zombies & Demons 5.0
CHICKENLICKEN replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmm seems Ryan’s sees has been used in other mods and edited -
GF Drop Loot Script
CHICKENLICKEN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks but I still have no clue what to edit there . How do I identify each side ? i assume I just get the clasnames from in the game. But it not sure how to get the ravage to spawn with the correct gear. -
GF Set Custom Loadout Script - Mod
CHICKENLICKEN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. But I still have no idea what part to edit to give ravage enemies the loadou I want?> There is so much info. I'm opening GF)set custom loadout sqf -
So I searched and couldn't find a working solution, although I had doen it a few months back. What is the up to date proven method for a heli to land, wait for all players, then move to next waypoint? I have an invisible pad down, the heli won't land, and if it does, it doesn't wait for all players.
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tthanks wil ltry it
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GF Drop Loot Script
CHICKENLICKEN replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi I have no idea how to use this. I want enemies in Ravage to be Opfor: Dressed in Stalker gear, carrying shotguns and sub machine guns. Indep: Russian type guerilla with AKs and Handguns Blufor: Ravaged survivors with frith's ruin gear and various weapons. So I get the gear list for each. and the weapons and it randomises them>? -
Hmmm. I have a question again. How would you get the heli, after landing, to unload some AI units. Who then wait for the player to get in, before getting in themselves, then the chopper takes off. I can't work it out. Or is that too complicated
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Adding Radio Chat into the mission
CHICKENLICKEN replied to Far East Lieutenant's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the best way is to record your own radio lines with a converter, and make them into an OGg. then you can activate them via a trigger that acivates near an item. Not sure how to get it more dynamic -
Ok thanks. I'm wondering if it's possible just as an add on to zombies. like a settings module in the editor ie without the need for bloodlust mod. As above I didn't have bloodlust activated. for example: Gibbing: On Head explosions: On Also in the above mod you get the head explosion sound on a headshot which is cool
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I've tried using Gibs in bloodlust but not really seen much difference. How is it possible to add real gib effects to for example, ravage zombies. When shot, there is barely any indication the bullet lands, without bloodlust. A sound effect of gibbing effect would be ideal. According to research there are paramters called Headmeat1 and Headmeat2 but I couldn't find out anything else. I'm surprised there isn't more interest in creating more immersive zombies. I'm happy to pay someone to create this. example: from warfare thai mod. Notcie the second picture. The author claims to use only Ryan's Zombies assets but I'd like someone to look into this as neither of these features are in Ryan's Zombies.
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JBOY Burning/Exploding Barrel script - released
CHICKENLICKEN replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
fucking awesome script. Adds a lot of carnage. But I'm confuised as in the demo mission there are many scripts differing in each barrel: [this, 0,90] call BIS_fnc_setPitchBank; this setmass 500; this addeventhandler ["hit",{ [_this] execVM "JBOY\JBOY_barrel_boom.sqf";}]; this setdamage .0 [this, 0,90] call BIS_fnc_setPitchBank; this addeventhandler ["hit",{ [_this] execVM "JBOY\JBOY_barrel_boom.sqf";}]; this setdamage .07; this setdamage .01; this addeventhandler ["killed",{ [_this] execVM "JBOY\JBOY_barrel_boom.sqf";}]; _nul = [this, 2, 1] execVM "barrelRespawn.sqf"; this addRating 2000; this setdamage .01; this addeventhandler ["hit",{ [_this] execVM "JBOY\JBOY_barrel_boom.sqf";}]; _nul = [this, 2, 1] execVM "barrelRespawn.sqf";; this addeventhandler ["hit",{ [_this] execVM "JBOY\JBOY_barrel_boom.sqf";}]; _nul = [this, 2, 1] execVM "barrelRespawn.sqf"; this setdamage .01; Should I use each? In my mission I can't get it to work. Also do I need to call the barrels a certai nname in their variable? Ie barrel_99_01? Also the truck? does it need a certain variable Thanks for the awesome script -
So all along I was using ALias weather scripts from a trigger. turns out you should run them from an Sqf file? But how do I do this? And how do I get tit to activate on a specific location? Is it done by a marker with defined radius like a trigger?
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Running Scripts Via init?
CHICKENLICKEN replied to CHICKENLICKEN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. Sorry I'm new and also have autism so I find some things hard. I understand a bit more now. I will look more. -
Survivable Crashes (& Shoot-downs) Mod
CHICKENLICKEN replied to rafael09ed's topic in ARMA 3 - ADDONS & MODS: COMPLETE
awesome script . wish it didn't delete ai though- 40 replies
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- survivable
- crashes
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(and 5 more)
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