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Everything posted by B3OP
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And if you play offline, then the next time you enter the game, is this considered a new session? Google translator- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
These changes promise to be just great. Is it worth considering an option where the resources necessary for life would be spaced apart from each other on the map. This is necessary so that the search for livelihoods is not too simple, for example, clean water is only in some places, and other sources need to be cleaned with tablets. And the food would not be near clean water. Then there will be no beloved area where you can always eat and drink. I return to the idea that the player needs to be encouraged to travel on the map so that this journey makes sense. To ensure that the game does not turn into endless searches in the trash, add random quests so that the player needs to move long distances. And it is better to make the player from time to time send on long journeys. Some idea is needed so that it could be, for example, help to a resident who cannot get out of his shelter. From time to time he needs to bring medicine, etc. Google translator- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to make bots avoid contact with zombies? They must be afraid of them so as not to get infected )- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Separating things into civilian and military is a good idea. And also the idea of making logical places for different types of things, food in shops, weapons at a military base, etc. I also strongly support new ideas for survival, such as the effects of cold and heat, dehydration, fatigue, hunger, and more. And it is important to think about a balance with all this cold and wet so that it is not too arcade. And I'm waiting for the mod to develop to a level where the game will set the player the tasks that need to be completed. For example, traders will crush tasks for a player to find and bring goods and then get the opportunity to trade with this trader. Or change the money’s earnings so that they would be obtained not just by searching corpses, but this would be in the form of some typical missions appearing randomly. And yes, I still come back to ARMA precisely because of this mod, I come back quite often. Thank you.✌️- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Antivirus Injector is designated as DLC.- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Found that the injector is paid, this is bad news for me :(- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And, then there is still an injector, this adds drama) I also wanted to ask, can I increase the length of the day if I play the default mission?- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I found what I need) The fact is that I always go with weapons in my hands, so I have not seen that it is possible to use antivirus. For me, all this was not obvious, I apologize for this) I got infected and used 4 antivirus packages but it didn’t help. How to understand that I was cured?- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I play a single player game. The bleeding did not work, but my character contracted the disease, probably in this case the actions are similar. Keyboard Default Settings. When I press Shift + F, it jumps from position to position, scrolling with the mouse wheel just moves the inventory. https://mega.nz/#!X8cAiIQZ!mycUHP6-Un5PU4U3XEBaR9AJ2U3UIy77b87EM7Qn4yg- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don’t know what I'm doing wrong, but I still can’t use a bandage or pills. Shift + F does not work, I reset the keyboard settings and this also did not produce a result. If I press Shift + F then the inventory simply scrolls from the selected object to the most recent one. Why doesn't double-click the mouse?- 322 replies
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mod release Vandeanson’s Apocalypse
B3OP replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry for asking how to bandage a wound, I have bandages but how to use them?- 322 replies
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spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Greetings, I experimented yesterday with the settings, turned off a lot of things and FPS became better. But not only the FPS has changed, I don’t know how to write, but it has become easier to search containers. When I first put this mod, I thought that the increased time to search the boxes is such an idea. Those. The search indicator lasts 5 times slower, but yesterday after I turned off something, the search time returned to normal for Ravage. Yes, the manual is needed, and it is better that the text can be copied into Google translator :) Pro smoke do not worry, I'll try to find a suitable mod. But the idea with smoke was for better detection of gangster camps if they become compact, i.e. less noticeable. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I optimize settings for my computer? I am willing to give up traders, aircraft and boats. I like random patrols, random camps too. How to make the bandits' camps not so large, so that they are compact, a couple of tents and a fire? What mod can you recommend to me that the smoke from the fire could be seen far away? -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, but again the idea :) Now when there are gangster camps, I see no reason to go into the cities. I attacked the camp and immediately find a lot of everything needed for survival. 1) It is necessary to exclude water from trophies, water should be only in cities. In the rest of the places and on the corpses you can find only empty bottles. 2) Long quest, in one of the town house you can find a note. If you read it then the area will show on the map with another note, this note is in another random city. When you find the second note, you will find out where the next one lies. And so on, in the end you will find a note which indicates the place where the treasure is hidden. This place may be completely random, for example a small box in an open field. No matter what is in the box, the whole point is to move to the specified addresses. By the way, in the house next to the note there may be a radio with music, so the note is easier to detect :) How it works: For example, let's take the game GTA. There are a lot of cool cars, you can sit down and ride. But where to go? I am on a steep Ferrari do not know what to do with it, a cool car is meaningless! )) But there is a taxi, the player is given an address and there is a sense, an interest. And I am glad that I can drive a car, though it’s not a Ferrari, but it’s interesting, and so it’s possible to drive for a very long time. With such a quest, the player in the apocalypse will have a meaning once again to enter the city, and receive many kilometers of travel. It is natural to survive along the way, and in the city itself is also not safe :) When the quest is completed, the next one starts, all addresses are random, and so on forever. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I checked, without RHS, the problems with the downloads of the saves disappeared. Read about the problem here https://github.com/Vdauphin/HeartsAndMinds/issues/638 I do not quite understand it through Google translator, but they wrote that it was somehow connected with the factions, i.e. RHS mod does not necessarily delete, you can get rid of the problem if you change something. Thank you, I did not know about this mod. Is it for the player? And I wanted my companions around the fire themselves to play the guitar :) -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I ask you to forgive me for the endless ideas that get out of me, I understand the complexity, but I am such a dreamer :) By the way at the expense of ideas: It would be nice if the squad members were sitting around my campfire, and someone took out a guitar ... Oh, okay, there’s probably a problem with a guitar, but at least a tape recorder near the fire :) And in general, it would be cool if you could add custom recordings for audio cassettes. My companions would rest near the fire! )) Okay, I will try to limit my fantasies and not flood. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Today I will try to play without RHS, the problem may appear because of this mod, and they write that it happened after one of the recent updates of the game. But the Apocalypse of Vandeansona is too good, I will play, it seems I will have to use the mode "He died so dead" - without saving the game! :) Yes, the mod is really very good, Google translator will not be able to convey all the pleasure that I get from the game :) These are constant and unexpected surprises, there are always some events. In Ravage I did Population Factor 2, and in Apocalypse Bandit Camps 8. In the scenario, having made a car in which I put a suppressor for a rifle, they put this car on the north coast, and he himself was revived in the very south. But I realized that the road to the car will be long, two kilometers of the journey took 1 hour or more :) This fashion needs such travel, the player needs to set a task so that he reaches the goal. For example, I want to build a base. 1) I need materials, but they are heavy, so I need a car. 2) To build a car, I need a car mechanic. 3) To find a mechanic, I need a radio and I hope that the mechanic will be in the range of my radio. But I can fix the radio antenna network and then I will definitely find the right person. 4) When I find a mechanic, he notes on the map where the parts are, and these are 4 wheels, spare parts for the engine, a canister with gasoline and something else ... all this is separate and may lie far away. 5) Then we put everything in a broken car. And we accompany the mechanic to the car, he is not armed and shoots badly, we need to protect him on the road to the car .... 6-7-8 ..) When we build a base, a scientist can come to us, who can give the player many requests: “go there and bring”, “go there and turn on” and so on. 9-10-11) the general questions of the survival of people in our shelter can also force the player to travel to far distances. The final, there must be a final, for example, our scientist is studying the apocalypse here, and he will prepare the island with the help of a player to clear it of problems. At the very end the good guys will come and return the island to normal life. В общем, игрок должен постоянно ставить задачи и заставлять его перемещаться в определенные места. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a problem with saving downloads, the game crashes - "too many virtual memory blocks requested". I can not load any save :( -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Amazing work! I did not even think that this was possible, but I especially liked the idea with the lamp. Watching the video, I thought that the extraction of materials could be made easier, for example, to collect from containers and packages in construction sites, warehouses, shops. Construction looks good, even the complexity of the menu is not very scary, in the end, the same construction, still not an easy thing in itself :). But looking at how the zombie passes through the barrier, I thought that the concept of fences is no good. Perhaps you will find a way to make the zombies react to the fence, but can you just refuse the fences? And what will happen to the fence if you throw a grenade at him? It is better to build a defense by installing towers with soldiers, machine-gun nests, and all this is around the building that is already on the map. A lot of places that fit for the base. If you equip the village, then many of the perimeter towers and machine guns in the windows will solve the problem of defense. But if this is a village, then it is necessary to solve the problem with the appearance of zombies inside the village. Maybe this problem can be solved by a found scientist who will give a quest and as a result zombies will no longer appear in the required area? :) And besides the zombies, there are also gangsters, they will deliver problems before reaching the fences. Well, the best shelter is a place that is difficult to find, for example, an underground bunker and two masked entrances, it will save not only from zombies but also from players in multiplayer. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, creating your base is an idea that can make a player work. And then the process of survival can turn into a side problem, and not the meaning of the game. But can the inhabitants of such a base protect themselves? I saw a squad of 10 people, well armed, but all turned into zombies)) I would prefer to make a base in one of the big military towers. And it is not clear what will be the mechanics of building a base. This will not be easy to implement. If there are a lot of people there, will the player be able to feed them all? It is a pity that there are no women, without them the base will be empty :) How to collect the survivors in the database? There will be requests for help on the radio and the player must have time to help the poor fellows, and then bring them to the base? And if among the new arrivals are infected, and after some time when the player returns, he will find out that on the base instead of the survivors there are zombies walking! :)) Then you need a physician (or scientist) who will monitor this and sometimes give the player the task to find specific medicines. And the residents of the base can organize their patrols and go in search of provisions, and on return, the medic should quarantine them :) Another idea, when the base is built, it is possible to convene all the survivors on the radio, but for this you need to build or repair radio antennas. So I would revive a small town, in the north-west of Altis there is just a suitable city, I would take all my friends there. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
B3OP replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello Vandeanson! Many thanks for this mod. There is an idea about survival, I want to say that picking up objects and shootouts in the wild world sooner or later get bored. I want to survive not only for myself but also to try for the sake of someone. How do you see a player having a friend or just a person you need to take care of? Suppose a friend is sick, or has broken a leg (is lame) and cannot travel, but he will die if he does not bring medicine, food and water. Such a person could live somewhere in a secluded place, maybe in an abandoned house or cave ... Is it possible to implement it in fashion? I am writing through Google translator.