

cosmic10r
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Everything posted by cosmic10r
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Eo should post soon.. As far as i know it is placing the building down in VR, placing the props you want in it. Then i think they are exporting as a compo or just sending the mission to haleks and he can build it in the system. Let Haleks chime in on this b4 we get carried away... ;)
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They are all done in the editor... Thats why its time consuming... but if everyone did the buildings for one map then we would be laughing... plus its nice to see your own work in game... If @haleks thinks its a good idea then maybe@Evil Organ could post his workflow :)
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If anyone likes furniture... feel free to make some compos for the system. Would be very helpful if we could crowd source some compos :)
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I was gonna add them to the pool of available Bandit cars... maybe there is a field that could be added in a module ... Haleks can also hard code this because Ravage does add the land rover from warfare thai and one of several RHS vehicles if you have those mods running. Field in module is likely the friendliest for mission makers tho... Fox cars are awesome... i just wouldnt want the bus in there lol
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Nice work... Try etg crash script and see what is going on in there ;)
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Cant you only recruit blufor survivors... i dont think trader guards are recruitable?
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Some gameplay from Escape Malden... some of the stuff you see may be WIP
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They are pretty... moved Pic to new thread
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terrain Chernarus Redux [WIP Release]
cosmic10r replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
lol... of course... shouldnt be long... if I can't MP test it shortly I'll just release it as a test demo. I don't want to sit on it too long. Cherno R is perfect for it...- 269 replies
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at some point it will come... its just a matter of getting the balances right and giving time to work it all into the mod properly... Which runs on it's own schedule lol... some things work easier then expected and others are like pulling your hair out by the root.... the ones in the nethers... lol
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It has to do with licenses and permissions. They allow retextures that work off the original mod so you arent touching the actual 3d files and just the textures. How it would work is I would release an optional PBO and if you wanted them you would have NIArms active... move my pbo into ravage and then the rusty versions would then be pushed into the ravage rusty weapons pool... So they currently are not part of the mod. More just an idea of what to come once the Guns are integrated into ravage which may take a bit with the Wear and Jamming features.
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ill have to have a look... its been awhile since Ive used the code.
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@Chuc https://community.bistudio.com/wiki/Crash_Files Its listed in here Worn mg42 from NIArms Rusty m60 from NiArms
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check your rpt and see if it is throwing an error
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terrain Chernarus Redux [WIP Release]
cosmic10r replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is some very impressive work. The new areas are insanely cool... the underground tunnel is crazy... Keep up the great work... I just finished off an Escape Cherno Redux for Ravage and one of the extract points is an airfield... Maybe some won't want to leave now- 269 replies
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That is pretty old... so I hope none of the building class names changed... You will add that code to the mission folder in an sqf, so say OzLoot.sqf (paste the code in there), and in the init.sqf at the end of the file add execVM "OzLoot.sqf"; make sure there is a delay in the execution of the script either in the init or OzLoot. just add add a sleep 2 at the start of OzLoot.sqf
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Check in the folder where fn_inventory_dblClick.sqf is located. Lbdblclick is the command so if there is a rSgleClick named sqf in there then you should be able to change it to ((findDisplay 602) displayCtrl 638) ctrlAddEventHandler ["LBDblClick", "_this call RZ_fnc_inventory_DblClick"]; To something like ((findDisplay 602) displayCtrl 638) ctrlAddEventHandler ["RbSgleClick", "_this call RZ_fnc_inventory_sgleClick"]; Totally untested... Otherwise you need to write your own function :/
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ive always been a fan of the NIArms mod. I was reading their licence today and it does allow for sharing if you aren't a life server LOL and I did a search in the thread for retexture and War_Lord, who is the NIArms PR guy said retextures via config are fine. So along those lines I give you the Ravaged Edition Springfield m1903
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I don't understand inidb2 yet. Sounds like Tourist has a good sense of it though. At some point that would be a great thing to have :) @Chuc can you post the exact error?
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When a map doesnt have locations configured it cant find places to spawn things. I remember haleks saying there is markers or logics you can place on towns manually in the editor that will allow these maps to work. I think its under f5 and locations in the editor... town, village etc. Escape Malden and Cherno Redux are done and ready for MP testing. They will be released right after next update. Can you get to Freedom
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Try this. There is a radio trigger on Alpha and a 5m radius trigger around the chair... if you watch in 3rd person you can see your gear change etc. https://www.dropbox.com/s/rxe2k8moid6flll/RavageEquipTest.VR.zip?dl=0
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@Chuc @BattleChief the addloot and gear do work... Im home sick today so i had a look There are two considerations that I can see. 1) It is NOT working in a units init because it pulls the lists from the loot module or ravage initialisation... It cant do it because on init the lists havent been created yet. It takes the PC a second or two to generate those and a units init doesnt account for that 2) The object needs to be in an array. Its working via script right now... (the addgear works on trigger but not the addloot) Ill post the demo mission in a bit here Im not sure addweapon works but i could check that too. edit - Addweapon works... but it only checks if you have one and if you do it won't change it... it only adds them if you dont already have one so it may appear to not be working depending on how you use it.
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@da12thMonkey Ahhh. That helps me understand it better. Tis a shame but now I know. Cheers!
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That looks so good!