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honger

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Everything posted by honger

  1. honger

    Ravage

    Cheers, I think it's sufficient, thank you. I'll try looking into the zombie settings further because while I expect the randomized zombies to wander around, I'd rather have these herds stand where they are.
  2. honger

    Ravage

    I would like to create delayed hordes as for my mission I was planning a bunch of tasks requiring player to eliminate zombie herds in certain areas. I tried freezing the module but I guess it requires something from init, as it won't fire after enabling simulation. Spawning it with createUnit works, however i cannot tweak its settings. Moving the module after mission start does not move the horde spawn position so I cannot keep them outside of the map border either. I can place zombies as civilians but the performance impact is noticable, especially when not grouped into one herd So unless I could somehow apply zed AI to manually created agents I'd love to know if there is any workaround for the module.
  3. Radius Mods: Namalsk, EO GM GEAR, Stl-Generic Retextures-GM, TCGM_Divinities_2.0, Gliese Objects, CUP Terrains - Core, O&T Expansion Eden, Whiplash Static Animations, Enhanced Artwork Supporter And GlobMob cDLC
  4. Don't ask for updates, it is impolite and discourteous, not to mention that if you have checked author's profile you would see he's been gone since 2017. What do you need the FHQ debug for? You can use any mod that gives you access to debug console, there are dozens of them on Workshop with Simple Single Player Cheat Menu being the most popular. Download it and start the campaign with it, paste the code into the debug menu shown in Esc menu and done.
  5. If you have overriden your files and shutdown your PC in the meantime - no, you can't recover it. At least now you'll know you have to do backups if you want to replace files, although in this case replacing mission.sqm was not necessary since script literally uses two sqf files and needs only them. And give some stuff a read instead of blindly copying stuff without reading all the text and searching for things you don't understand. Code shown in OPs post shows two lines of code, one line is for hostage, second for HVT. There are also two scripts, one SQF for hostage, another SQF for HVT. Make a new mission, place player and the HVT dude named obj_HVT, save it. Go to your mission folder, put the Hvt_setup.sqf file in the same place where your mission.sqm file is. Create the init.sqf file and inside it put the line of code for obj_HVT, save it. Now in-game load your mission again (in Editor click on Open and select the mission you've been just editing), preview, it should work. If it doesn't you either didn't follow this guide to the word or script requires more editing, in this case get a cool code editor and give a read to scripting guides.
  6. honger

    Ravage

    Two questions. 1. Why does AI (within and outside player squad) have to wait until zombie is shot or it hits a "living" entity to engage them? If zeds are just running around, AI will observe them and change body direction but will not shoot unless they get hit, another AI/player gets hit or player kills a zombie. 2. Zombies seem to spawn only near the "main" road but ignore the smaller paths as shown on the screenshot. Since the map (Kholm) I'm making a scenario on has most of its paths made of these "brown" road types I'd like zeds to spawn there too in the same numbers. Can I do that without making a patch mod?
  7. honger

    Ravage

    Wrong Ravage thread lol, sorry.
  8. Hard to figure out if you don't provide a mod list you're using. And you probably haven't read previous answers as there is at least one giving a reason to this behaviour.
  9. Does it work with both versions of Gulfcoast Island? There is the CUP one and V2 that replaces modded buildings with vanilla.
  10. Mods: Kholm, Nolosha Pack Western, IFA3 AIO, Libertad AIO, Ravage
  11. It does add new content - it alters sounds. It is a clientside mode because it works without having to be implemented without mission, but it overrides sounds, just like JSRS or Dyna - and they too cause dependency issues. Don't use clientside mods for mission making because they are for clients, obviously. And it is far from being an issue.
  12. Small update to my issue Today I reinstalled Windows (reverted it to the day 1 state without deleting personal files and apps), so I assume all drivers and anything system-related got purged or at least Windows does not read it anymore. Now when driving tanks or other vehicles on Altis and Altis-vegetation-populated maps I do not get the popping sound, or at least it is not as loud as it was before. On Livonia it stopped happening when driving, sometimes can be heard when walking on different ground types (switching from road ground type to forest ground type), and almost always happens when I teleport between the "biomes" (out of 20 tries, two teleports did not cause the pop or weren't louder than environmental sound). Still no clue what is the issue but now it's more bearable. I'm not gonna install new drivers, right now I am on whatever Windows requires in its newest version + files coming with Arma 3. If it gets worse, I'll do a revert with deletion of everything on PC.
  13. I just thought I would post this before I commit sudoku since it is a very bothersome issue I've been experiencing for a past couple of months and so far I haven't found any solution that would fix it - damn sound cracking/popping/artefacts that happen when you move, sometimes it can be heard in environmental sounds (walking through bushes on Enoch is a good example), sometimes it's caused by flying-by jets or tracked vehicles. These videos sum up the issue pretty well: What I have tried so far: I have tried speakers (harman/kardon 2.1), two different headphones (Audiotechnica M40X, Logitech G PRO X) through two different DACs (U-Phoria UM2, G PRO X) and through the jack ports in my motherboard (B450 Tomahawk) and my case (BeQuiet something) I tried reinstalling the game, deleting files manually and verifying them through Steam, installing soundmods and uninstalling all of them Tried running my audio through Voicemeeter, changing the buffer from smallest to highest, changing quality to 44.1, 48, bigger and smaller, basically every possible value Tried changing ingame audio values and keeping higher volume in my system/on DACs Tried tinfoiling cables, moving them far away and anything to exclude any interferences Tried plugging PC to a different power source with different cables, even unplugged any peripherial stuff that could cause power instability Tried the USB headset solution for game crash due to helicopter audio (so installed newest .NET, vcredist, directx) N O T H I N G H E L P E D. I have a PC running with AMD Ryzen 5 2600X, Gigabyte's GTX 1660S Gaming OC, 16GBs RAM 3000MHz. I have A3 on a HDD but it wasn't an issue back in 2019. Tried playing with it on SSD, guess what - didn't help. I'm not OCing anything, all my hardware seems to be 100% functional basing on visuals and parameters in HWINFO, HD Disk Sentinel, Ryzen Master and other stuff. I remember that I haven't had this issue back when there was an audio setting in-game where we were able to set number of audio sources - but with one of recent updates it was gone and now I'm stuck with this popping audio BS. I'm desperately looking for help because I don't want to quit this game just because its audio engine cannot be looked into and fixed once for all by BI.
  14. honger

    Standard-Profile name

    iirc Arma 3 picks your PC/admin name as the default one, maybe from registry since changing PC or admin name doesn't change the in-game name on reinstall. So no, you can't delete that profile or change it. In main menu just create a new profile and use it from now on.
  15. honger

    Formula Arma

    When it's done - this goes for all mods and you are far from doing anything good when you're bothering people about stuff. Author's last post here was in 2019, last visit in Feb 20. A bit of courtesy wouldn't hurt.
  16. All these animations are available in vanilla so you can just use them through scripts. If you dont' want to, R3vo's 3den Enhanced has similar feature of adding ambient animations to units and they use the same set of anims.
  17. Sorry for the necro but I have spent way too much time on this. Does anyone know where is this place located on the map? It's a screenshot taken by someone here back in 2014 and I wonder if this compound actually exists there. I am really bad at pinpointing locations from pictures where everything is covered in trees lol. Thanks in advance.
  18. It is a known issue that has been bothering people for a few years now, and there will be no official fix for this I am afraid. Damages done by your friendlies or enemies are seen by the game as you causing the damage. You can play it with Simple Singleplayer Cheat Menu or anything that would enable the console/zeus, teleport enemy units away from structures and destroy them in a manner that would not cause any damage to civilian structures/entities.
  19. Lol. Try asking them during work days, when people actually work and check their emails... but with that attitude you'll probably keep kissing the login form anyway. 🤠
  20. Crazy, don't necro threads. It's not hard to google out that issue, you'll get hundreds of results telling you that you can use cheats to unlock missions or just skip them one by one.
  21. honger

    Arma 3 Random Crashes

    Does it happen under a certain condition like when a helicopter is flying nearby you or an anti-air launcher is fired? Does it crash even when you do not set custom parameters?
  22. honger

    Problem with RHS mods

    I highly doubt this has anything to do with RHS, unless you have anything else loaded with it. Have you verified your difficulty settings? Enable/Disable crosshair option is in Options -> Game -> Difficulty -> Crosshair, make sure you have it checked.
  23. Yes, this is normal that it's taking so long to load Zeus because of thousands+ assets and scripts. Use less mods and only those that you actually need, it's way faster to close the game and switch to a different set of mods than loading everything at once. Thank me later.
  24. It's not stupid, Arma 3 is in its end-of-life state and you or anyone is not subject to any special status. The fact that A3 is still receiving smaller updates is solely a matter of good will of some individuals in BI. Stupid is not getting a normal rig to play a decade-old and practically dead game. If you want to play on Linux, use Proton, simple-as.
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