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Everything posted by giorgygr
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btw there is something i ve noticed a while ago regarding PwS While the mod is properly advertised as "Ravage" ..the actual mod folder is named @ravege. It's totally a minor ..and it will bring some minor inconveniences trying to fix it but.. i had to bring it up as information *added* Hmm..is there some change regarding vehicles? I resumed from previous versions save when i got a nice truck repaired..and now it seems like floating/sliding on terrain -not able to move :/
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:lol: Tell me about it! Dammit ..i m always playing ANYTHING with ACE (even Dora the Explorer) but there is always a moment where medical system will *betray me. (in my last game i got shot *hard and when i was bandaging myself..i just passed out beyond recover. I dont know..maybe it was fair eventually) I really wish you add *specific support for ACE..but i still want to see *upcoming features of this mod ...and you are STILL one person! :unsure: *added* Hey..1 question plz. maybe with the use of a userconfig .hpp file i could disable the "holster weapon" action that's currently cluttering my action menu?? :blink:
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@Haleks btw i m getting spammed by error messages regarding a "*Hold_fire_emergencies" or something more than often. (maybe i ve noticed something about "line 20" ..but cant be sure) (sorry i dont have screenshot program and i m using -nologs)
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u rock! Sean Connery face 100% win :D
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DynaSound - A sound mod by LAxemann (Release)
giorgygr replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What about "Bulletcracks standalone"? Should i still run it as external mod or has being "mixed in"? -
@rsoftokz I noticed you are playing with ACE? If thats the case...the "0" (zero) on your keyboard is holstering/un-holstering your weapons ;) *Oh..i noticed you (or your teammate) found a M249? Nice wep for (typeAny) apocalypse :D
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DynaSound - A sound mod by LAxemann (Release)
giorgygr replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I ve read that "Enhanced Soundscape" can run together as *complementary addon... ..but i probably missed the part that says about "Bulletcracks addon". Is this has been mixed into *main mod..or i should run it as another-standalone mod? -
Well ..i was eventually confused with Ctab. Is this addon has any *crucial bindings with the mission? We probably want to use the mission for max 2 fireteams/not a full server :S
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ACE version We run all the previous addons (like ALiVE/Leight's/RHS_Esc/TFR etc) +ACE Maybe is it our mistake? (I couldn't understand very good from Armaholic notes if the requirements was ACE with Vanilla addons/units or ACE +all previous addons :/ sorry)
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@LordJarhead I ve read the *_lite prefix its being removed. So..the "old" large Dragonfyre (the 1 with MP issues)..should we..erase it? :/
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Is it something on my side? We tried to run latest version (the updated Armaholic version) but the mission doesn't even initialize/although we are running all addons (of course).
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I m starting this without "pointing my finger at anyone personally" but.. In this thread i ve seen requests as: 1) Repack magazines 2) Attach lightsticks 3) NVG effects 4) Advanced Medical functions 5) Holster your weapon (Prim/Sec) -already existing- and probably other related things i can't remember now because i haven't finished my 1st coffee yet.. So my question is: Why Haleks should re-invent the wheel while ACE features have all the above +other nifty things? Yes..i ve seen problems with save game using ACE right now..but it would have been easier to focus on that imHo..
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You are lucky today! The best "addon on the market" ..which it coincidentally uses the most realistic way of sway depict. (based on other VBS games) Check my signature below
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@Next on my list aside from playable content is AI caching and dedicated servers. Anyone knows good scripts out of the box for that? I haven't compared more solutions ..but if ZBE caching working on HETMAN..it works for anything imHo :D
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@Cyphas_Cayne Just tested your latest version..and things were just as i was afraid on the above post . ACE wont initialize after resuming a saved game (or not in-time i guess) :/ You ll get the "self actions" indicator..but no sub-menu will be accessible/collapse-able. Also..if you can put the "Check wallet" action on a "Radio menu" it will be better. (Shift+0 on ACE) Where it is right now it will cause problems under stressful moments (ie switch to other weapon or open door) There was also an visible error with ACE engineer (*something) on mission start. *added* Just for the records.. I m sure it's not YOUR fault or Haleks's) for ACE init..but it would be nice if a workaround can be found. Maybe 1 that doesn't include the "Moduload" addon
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@Cyphas_Cayne Hey nice to see a fresh release I m deeply concerned tho if ACE will work properly. I used it on my first "Vanilla Ravage" games..and it was a disaster. The biggest problem was the Save game. Loading a save game wont initialize ACE features and menu's..and after maybe 3 hours of playing (and NOT less) ..something triggered it to initialize under unknown circumstances! Also (i think has been mentioned) ..while ACE "from the box" translates EVERY First Aid Kit you take into 2xBandages+Morphine..sometimes i took unknown damage to ALL my bodyparts ..and even i had "ingame health" 100..i (eventually) got to unconscious state infinite forcing me to abort the game :/ I hope some (or all) issues are resolved somehow tho...
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^ _this
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The speed could have been a lesser problem if you could "lose" outsmart the chaser. This seems out of order tho..because i tried to lose a chaser into a thick-reeds-filled place. Even i left him behind 70m or so..i passed a road and hid there. After some seconds the chaser got out of reeds-forest and came straight at me :/ Of course this complicates things because it messes with AI's "thingies" and MAYBE the latest addition of zombies-chasing-you-into-houses-feature..has a part of it ..but either way i couldn't trade the 1 feature for the other :/ (if that was the case..) ..and LoS checks could have been expensive (maybe) on performance :/ :/ :/
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^yea man/keep up! Although i believe there should be different Zombie behaviors (..so a mission maker can tailor it's scenario EXACTLY as he imagined..) ..the Ravage Vanilla mission..it's another story. It's CLEARLY up to you to define the rules..be it ONLY Runners or ONLY Walkers or..mix of both :) With my previous post (some posts above) was just wondering for some unexpected/unintentional behavior (i knew there was *some tweaking on "Walkers" speed -but what i encountered was an ..overhaul) :D
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Is something wrong? I played the Vanilla "Ravage" and every zombie IS a runner. Most of them are doing the "weird" animations for 1-2 steps and then..sprinting! I m just wondering if it's something "on my side" only. Well..if it's part of a *new rule-set..i ll try to adapt..although it's not easy job to "lose" a zombie-tailing you.
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2017mod - full conversion mod
giorgygr replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
^ yea From ArmA1 era i m looking for some group to create a map with _this feeling from the ground up. I understand BI's position ..while building games with main theme "The War"..its buildings can be used on a Barbie&John-John RPG (although they have some sort of..destroyed models). This is the *price we must pay-because ARMA is advertised as Sandbox. Well..it's ok ..i guess.. Wish you GL guys. -
^ needs a "revamp" :D
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It's too quiet around here... A storm is coming/i can smell it :D
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I hope you are aware,if we "stash" a weapon and after server restart we retrieve it..its missing every (possible) attachment and magazines. Also..things going to "belt" (like Radio/watch/GPS) are not appearing in the left window (to BE stashed) ..unless we put them on uniform/bag/vest. Surely ..we have find "workarounds" for everything i mentioned on this post..but i m just letting you know :)
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I think the mod is already too generous. It would have been very good if all of us have ALL_IN_ONE loadout HMG thermal-sniper-AT-AA-Medics (something like KotH)... but what most gamers cannot understand is..If you take the EXACT same mission and change the loadouts..EVERYTHING changes. So..a mission maker can make any custom changes he wants (because they can be created tenths of different situations with Ravage mod as base/who REQUIRE different loadout and/or loot rules..) -but if we speak about harsh survival..close to no-loadout is the game itself. It's hard for me too..but that's the whole point imHo again.. :)