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R. Berezon

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About R. Berezon

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  1. R. Berezon

    Zombies & Demons 5.0

    Excellent mod, guys! I have been having fun making missions and scripts. With some research, thanks to MrSanchez's post about zombie waypoints, gave me the ability to look at how to move Zombie Waypoints mid-way through a mission. And with further research, I found out how to work on getting infections working if you take off a gas mask in an infected zone, you get infected at first with a scream, then slowly deteriorate before succumbing to the virus that is defeating the immune system with the current system you guys made. Or if a unit uses anti-virus cure to stop the infection from spreading - still a part of the same current system, however, I am working on trying to get the cure and pills to show up as a medical item that you can use with ACE Interact with self and others. (Head for pills, arms/legs for cure injector). Would you have suggestions for how to go about doing this as I have been trying to work on this for about 7 hours now? All in all, excellent mod, well done! I am enjoying it! - Bear
  2. R. Berezon

    ARMA 3 Addon Request Thread

    I'd like to see a Ghillie Suit with this kind of foliage/vegetation on it like the one in this following video: That looks amazing. I would like to see that kind of suit rather than the vanilla suits which are... disappointing to say it lightly. I can see it having 2 variants, temperate and arid (more accurately, Woodland and Desert) Perhaps in the future there could be an update where you can add the vegatation to guns in the IR laser/flashlight attachment location to apply it. (assuming this is a project someone takes on). Thoughts, comments, concerns?
  3. R. Berezon

    LEA - Loadout Editor for ArmA 3

    This is a nice script but I would like to provide a little something that can help other people that cannot use LEA because it breaks equipment (ACRE for example) so they make loadouts but go through the scripts to add the said equipment (ACRE Radios) directly. The annoying procedure of copying/pasting code then renaming the variable of the unit.... that can get time consuming so I offer a fix for that. I am going to use the following code for example (from loadoutSingleplayer.sqf): caf being the unit name if (!isNil "caf") then { removeallweapons caf; removeallassigneditems caf; removeBackpack caf; removeVest caf; removeHeadgear caf; removeUniform caf; removeGoggles caf; caf addWeapon "AV_ACH1_UCP"; caf addBackpack "B_TacticalPack_blk"; (backpackContainer caf) addmagazinecargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",1]; caf addWeapon "RH_M4_ris"; removeBackpack caf; caf addPrimaryWeaponItem "RH_SFM952V"; caf addPrimaryWeaponItem "optic_Hamr"; caf addVest "AV_PlateCarrier1_UCP"; clearItemCargoGlobal (vestContainer caf); clearMagazineCargoGlobal (vestContainer caf); clearWeaponCargoGlobal (vestContainer caf); (vestContainer caf) addmagazinecargoGlobal ["30Rnd_556x45_Stanag",4]; (vestContainer caf) addmagazinecargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",2]; caf forceAddUniform "AV_CombatUniform1_UCP_tshirt"; clearItemCargoGlobal (uniformContainer caf); clearMagazineCargoGlobal (uniformContainer caf); clearWeaponCargoGlobal (uniformContainer caf); (uniformContainer caf) additemcargoGlobal ["AGM_Bandage",6]; (uniformContainer caf) additemcargoGlobal ["AGM_EarBuds",1]; (uniformContainer caf) additemcargoGlobal ["AGM_Morphine",1]; caf addItem "ACRE_PRC343"; caf assignItem "ACRE_PRC343"; caf addItemToUniform "ACRE_PRC148"; caf selectWeapon (primaryWeapon caf); }; This is the changes (notice caf is now _target) I made that still works like a charm and can be applied to the other loadoutMultiplayer.sqf I bring this to you developers so you can integrate this method to improve the life of others who have to add equipment directly. If I only could access the core files and make it work, I would have provided you the changes that can be generated for your ease but alas, I cannot and it seems to me that the changes would be quite easy to integrate. if (!isNil "caf") then { _target = caf; removeallweapons _target; removeallassigneditems _target; removeBackpack _target; removeVest _target; removeHeadgear _target; removeUniform _target; removeGoggles _target; _target addWeapon "AV_ACH1_UCP"; _target addBackpack "B_TacticalPack_blk"; (backpackContainer _target) addmagazinecargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",1]; _target addWeapon "RH_M4_ris"; removeBackpack _target; _target addPrimaryWeaponItem "RH_SFM952V"; _target addPrimaryWeaponItem "optic_Hamr"; _target addVest "AV_PlateCarrier1_UCP"; clearItemCargoGlobal (vestContainer _target); clearMagazineCargoGlobal (vestContainer _target); clearWeaponCargoGlobal (vestContainer _target); (vestContainer _target) addmagazinecargoGlobal ["30Rnd_556x45_Stanag",4]; (vestContainer _target) addmagazinecargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",2]; _target forceAddUniform "AV_CombatUniform1_UCP_tshirt"; clearItemCargoGlobal (uniformContainer _target); clearMagazineCargoGlobal (uniformContainer _target); clearWeaponCargoGlobal (uniformContainer _target); (uniformContainer _target) additemcargoGlobal ["AGM_Bandage",6]; (uniformContainer _target) additemcargoGlobal ["AGM_EarBuds",1]; (uniformContainer _target) additemcargoGlobal ["AGM_Morphine",1]; _target addItem "ACRE_PRC343"; _target assignItem "ACRE_PRC343"; _target addItemToUniform "ACRE_PRC148"; _target selectWeapon (primaryWeapon _target); }; Hopefully you developers will see this post and possibly provide the changes that can improve the lives of those who have to make the changes directly as mentioned before. If you have any questions, comments and/or concerns, just ask me and I will be happy to provide you an answer.
  4. I played this with a few of my friends, this has huge potential! We all love it! However, there is one complication that I think would be an option via parameters. Limit the amount of players that are monsters. Because we had 6 players with 2 monsters (so 4 prey). The issue here is that due to low amount of players, I think this would be better if it was just restricted to only 1 monster instead of two so the prey will have a better chance of surviving and getting scared because they know he is out there and can pounce on anyone of them at any time.. So if it is possible, can you make a parameter that sets the amount of players that can be monsters.
  5. R. Berezon

    C-130J Port Release

    You can use the following script found here. Just simply add the vehicle classnames to the script that I have linked. If you need any help with that, just simply send me a PM. :) As far as I know, that script's newest version that is yet to be released is compatible to this addon.
  6. Simple, I didn't add extra information as to how to add mod vehicles that are just simply retextured. Here's what you do; look for the IL_Supported_Vehicles_X X meaning the type of vehicle, this should be around line 79-82 under the Supported Vehicles section of the IgiLoad.sqf. For your situation, assuming you are using the BLU Mohawk addon, you just need to add a simple classname to the array list, e.g. IL_Supported_Vehicles_MOHAWK = ["I_Heli_Transport_02_F"]; works for ONLY the AAF Mohawk. For the BLU Mohawk, just do this: IL_Supported_Vehicles_MOHAWK = ["I_Heli_Transport_02_F","CH49_Mohawk_FG"]; So when you are adding a new classname to the list, be sure that the model of the new vehicle is the same as the vanilla vehicle, and when you add the new classname to the list, just include the following: ,"Mod_Classname" That's what I did to get my BLU Mohawk addon working for me aswell as the 160th SOAR MH-9 Chopper. On a side note to Igi_PL sorry if it seems that I am "taking over" your thread, I'm just merely helping others out.
  7. The way I see you asking if you don't want a smoke trail from air drops, just simply go into your IgiLoad.sqf and change this value: IL_Para_Smoke = true; to IL_Para_Smoke = false; Now you will no longer have smoke trails but there will be chem lights at night. Hope this helps, cheers!
  8. Yes, it is possible if you are hovering at least 3m from the surface, you can extract the Zodiac crrc from the water WITH the crew still inside! Source: Me stress testing every possible scenario that I can think of. Also, this is towards everyone, the BLU Mohawk addon is compatible with this script, you just need to add its classname to the Mohawk array and that's it. Cheers!
  9. Very nice mod :) I've been stress testing this with a friend and found a few things that should to be fixed/added/improved. 1) MH9's should carry ammo/weapon crates rather than the supply box (Size realism). 2) I got ammocrates/weapon crates load on working for MH9's but with both types of crates, they damage and maybe even explode the MH-9 if you pitch too far or bank to steep - change can collide or something?. 3) You should get ammo/weapon crates (maybe even Supply boxes) for Ghost hawk to carry around by opening the side doors and load them in. Comments: I absolutely love the whole script in general, I like the animations, I like how you can paradrop the cargo with a parachute and smoke (and chemlight at night), love deploying sea-borne vehicles from helicopters :D Overall, great script! My opinion is get the 3 pointers and then the script itself is PERFECT! Otherwise, still will use and recommend to others!
  10. Apparently the units with ghillie suits are missing this: Arid: Temperate: One of the Arid units (Assist C6 Gunner) has the following error: So it seems, that we are missing textures and one entry. I'm sure it's an easy fix. Will we see a hotfix for this soon?
  11. Thanks for the notice! I really like the CAF seeing that I am also from Canada :) I'll be sitting and waiting for an update when the game is released :)
  12. Yeah I still haven't figured it out, Think you can help me? I just want to get a flat piece of land so I can edit on. I've looked at tutorials but none showing how to get a raw, flat island.
  13. Here's the thing, I made a mission with missions\Somalia.Somalia\mission.biedi That's it. So regardless of the name at the end of the mission file whether it be .Somalia or .random it's always loading Stratis. I just want a flat piece of land that I can edit to my needs :)
  14. Now that it's working, I open it all up and everything, but is it normal for it to start on Stratis by default? and not some other island like shown in your pictures? ... Or do I use other programs like World Tool and Visitor 3 to get the island started? (complete noob when it comes to making new maps)
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