global corps
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This mod is awesome, it now feels weird to play without it. Not sure if it had been mentioned but you regain full stamina after jumping. Hope it gets fixed cause I'm starting to get used to the bug to get my stamina back.
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Could you please add them back? The walkers are the main reason I like/play your mod. As for bugs, the new map item says something about 'ctrl left click to place on ground' I can't get to work. I was in an open field, went to deploy a tent and it said 'needs more room' even said that in the desert area near the swaps. The loot system, I set items to 100 and the rest to 0 but was finding lots of guns and ammo and few items (seems like the older version worked better). Keep up this great work oh, ever think about crawling (prone) zombies?
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uh-oh, I really love the walking zombies as they are (that is why i chose your mod over others). Is that going to be a new class of zombie or overwrite all walking zombies? Wish we could at least choose slow, medium or fast zombies (along with health option for headshots only) in the module.
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Sorry if this has been said before but, is it just me or is the fuel cans and rest option for tents not working? (rest for sleeping bag work) Also a suggestion to use switchMove Acts_UnconsciousStandUp_part1 instead of the sit animation when resting, at least it would look cool for the sleeping bags. Great notes Cosmic10r, I was just thinking about blacklisting an area radius from spawning zombies. Or options to blacklist spawning bandits, loot, vehicles, zombies. It be nice if it was set to like a plot pole item ingame, so you can make a safe zone anywhere (I too have been messing with Loli_Defense script for base building). I also liked that you mentioned barricading the doors and maybe a merchant for future releases. There were lot of good ideas in those notes. Keep on truckin'
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been testing, and campfires don't have an option to re-light for me (was testing in editor with your mission and then just with modules). also had a sleeping bag sink into flat ground outside, another went into a hillside with only a corner of the bag sticking out. is the save option via radio supposed to work with just the module or is that a script thing that needs to be added to my mission folder? cause it only shows up in your mission.
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Zombies are not spawning if set to higher than 400 (meters). They spawn in for a second and disappear (without delete script active). I'm observing them with TPW mod HUD option...it adds glasses that detects troops. Is it possible to have multiple zombie modules? like have 20 meters 400 meters (if it gets fixed) 600 meters and 1000. So you can see some in the next town as you scout. not sure if you read my last post but we really need an option for zombies to have more health (headshots). Oh, and is there a way to relight campfire after you 'put out fire'? Lastly, it is too bad that the survival script disables WarefareThai food and tools. Would be cool if it all would be integrated together and in the loot spawn.
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omg... this is amazing! i've been having lots of fun with this. thank you so much maybe bugs?: 1- i noticed with the delete script option on, zombies would spawn in and be deleted a few seconds after 2- i would have to check again but it feels like zombies don't spawn if i set them to 500 meters or more (400 seems like the sweet spot) things i would love to see be added: 1- zombies attack vehicles when you are in them, even if it does very little damage (they just stand there atm) 2- zombie health option (headshots only style) 3- more zombie clothes variety (those recommended addons you list, like rds_a2_civ_pack looking zombies) 4- zombies eat victims and dead resurrect with their gear 5- more zombie animations (i tried to mix in "zombies and demons" slow zombies for more creepy vibe, but your zombies and those fight each other, plus that mod messes up blufor and stuff) 6- option for some zombies to stay indoors (i put 2 zombie spawn modules, one for 300 zombies to spawn 400 meters and the other to spawn 5 zombies 20 meters. cause i noticed zombies spawn indoors and walk out, so i was trying to get a few to spawn close hoping to simulate them being indoors but some spawn on roads making it distracting) 7- more bandit spawn options (time between bandit spawns and amount of them, maybe some with pistols. seems like i am always hearing them shooting, i don't get that feeling of being alone long enough) slow zombies for life y'all :581:
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Will the slow animated zombies work with TPW_Mod skirmish script? What are the classnames for these zombies?
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Great mod, easy to use. Thank you. Do you think you can add an option to the module zombie spawn to chose what type of zombies spawn? (like how dss mod has an option) I just don't like fast zombies. Oh and maybe an option to pump up the amount of zombies that spawn. (like how breaking point had tons of zombies in towns) ...or is there a way I can disable fast zombies or even up the number of zombies, with a script or something? (i don't know how to script myself) Keep up the great work man EDIT: looks like you are one step ahead of me... just saw your last post. i am a slow typer
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
global corps replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I noticed that the tactical glasses only work in first person mode not in 3rd. EDIT: yup, only in 1st person, have a read https://dl.dropboxusercontent.com/u/481663/docs/hud.txt these things are very cool- 5767 replies
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- single player
- realism
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
global corps replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
THANK YOU!! That was exactly what I needed to know. It still does not work... Only because I am trying to add ARMORED units and the script only calls CARS. (after looking closer at the script) I see now on https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EAST under Category, your script only looks for "men" and "cars". Do you think you will add armored vehicles in an update? please sir.- 5767 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
global corps replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I need some help with the custom skirmish tpw_skirmish_enemyunitstring = ""; and tpw_skirmish_enemyvehiclestring = "";. First I would love to have the mechs from gmwo's WAP mod http://forums.bistudio.com/showthread.php?176928-Wander-Panzer(WAP)-MOD-for-ArmA3 as a skirmish vehicle. But the class names I've put in tpw_skirmish_enemyvehiclestring = ""; did not work ("WAP","WAP_02_CSAT_AS", "WAPAddon", ect). I looked at class names from https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EAST (and from the ingame editor/config viewer/cfgvehicles) "O_APC_Tracked_02_cannon_F" and "O_G_Quadbike_01_F" did not work, But "O_Quadbike_01_F" works under enemyvehiclestring. If I leave enemyunitstring empty and put "O_Quadbike_01_F" in enemyvehiclestring, the vehicles will be quads but the troops are too random as I get unarmed civs patroling with the enemy (useing tactical google glasses i see they are enemy). I'm too confused, in the example for ADF_DPCU, it is in both the unit and vehicles string. I don't know how all this works. How do I find what classnames to put in the unitstring/vehiclestring. While looking in on the mod files I see the use of "o_soldier" but on the wiki they have it as "O_Soldier_F". I want to add the WAP mechs in custom skirmish friend or enemy vehicles and have friend or enemy units like the default ISIS2035, CSAT, NATO, ect, or an addons units with random guns. also can you have multiple vehicle/units in the string? if so, how would that look? (tpw_skirmish_enemyvehiclestring = "O_Quadbike_01_F", "O_Truck_02_medical_F";)??- 5767 replies
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- single player
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How do i edit an old unit addon to use pistols?
global corps replied to global corps's topic in ADDONS & MODS: DISCUSSION
Thank You! they still have the other problem, where they have the same face and wearing glasses. i wouldnt mind if it was sunglasses, but.... does anyone know why? (same face and glasses) -
How do i edit an old unit addon to use pistols?
global corps replied to global corps's topic in ADDONS & MODS: DISCUSSION
I give up.... When i edit the 'BusinessMan', it just puts 2 pistols in his hand (no duplicat proxies). When i edit the 'Secret Agent v3.0' theres only 1 pistol (it works for him). I dont know what happend But when ever i put an edited 'BusinessMan' or 'Secret Agent' in the map they all have the same face and are wearing glasses! (it might be from when i opend them in 'ODOL_Explorer' and saved them,{so i can open them in O2}) Can someone be so kind and edit these addons for me? (or just the 'BusinessMan', found in the 6th post in this thread) and send it to my email " global420@comcast.net " (i dont check my mail so post here if you send anything) ...PLEASE -
thats too bad, i wish they (or someone) would fix that. heres 3 more Terrorist Unit Pack http://www.atwar.net/download.php?view.2383 PFLP Troops (Resistance) http://www.atwar.net/download.php?view.2095 UCE Middle East Resistance http://www.atwar.net/download.php?view.1522