cosmic10r
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Everything posted by cosmic10r
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@ArteyFlow in reviewing your post I noticed your map preset was set to "none" Try changing that to a map preset with all the same gear in the gear pools they way you had it? Thats the only difference in our setups from what i can see...
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So i set it up so the gear pool had only Arma 3 equipment only, GM Eq only and Cup Eq only so it was only generating gear for that stuff. I did the rusty guns in the common gear pool array and the rusty launcher was in the launcher array. Default to Takistan and the other settings to default. I got 100% rusty guns from renegades... and ambient AI one thing of note @haleks was that the groups tend to have a repetition in the gear pool... so guns seem to be getting repeated in the groups... the guys with the rusty Spar DMRs from the latest works and the 2 guys with the zubrs were in the same groups... so its repeating some guns sometimes ... (more often then would be expected in the sames groups) similar to last test where I had Arma 3 guns active and 3 guys in same squad of 5 had same vanilla 45
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Besides trying to figure out the keys for multiplayer, I think the guns should likely be released in their current format acknowledging some of the shortcomings. We will need to drop the ravage weapons PBO and add the compatability via ravage so there is no overlap @haleks. Maybe next update Haleks? It would be the current package minus a lot of the patchwork latest stuff but would include some of them from the intial beta that went out. I would likely even leave in a few of the test ones and label it v0.1 In any case, I would do a seperate thread so it could be managed seperately, get it on Armaholic and then eventually to steam likely later. one of my dreams for Ravage was that they became the default guns with jamming based on wear and the vanilla guns would become the rare, non jamming ones... Im not sure it that is still a possibility but I suppose I could add that option myself in some way to the Rusty Guns on their own. I could likely, with Haleks help, try to append the arrays after init to remove and place each gun in a specific pool to create that effect that a person could run as a script I suppose...
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only 1 of 5 in this band of renegades but he had a rusty Mar. Oddly 3 of the 5 all had the same vanilla 45 pistol Edit- let me fiddle with the settings. I'll see if I can get it to rusty only
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I'll double check when I get home.
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Seems odd. I put all the Rusty guns in the common pool and the majority of raiders and bandits had them. Like 3 of 4 had the rusty guns
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Did you try adding the rusted guns to the common loot pool. It worked fine for me last time I checked. I'm on stable using a 2 hotfix ago old version of ravage tho...
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The patchwork really fills out the gun variant count 😳 and one under better lighting
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So one of the nice things is gettiing the textures done in various colors is like a multiplier. Added all 3 patchwork variants now. First the black one in good light and the variants. edit- fiddled with the rvmat to dull the shine
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well the steam sale actually was worthwhile. I realized I had coins to spend on the Grand prix and those coins gave me 6$ off the GM dlc. So I just picked it up. I hope it goes PBO eventually so I can do a little texture work. Haven't heard much on the Guns so I'm hoping they arent so disgusting that people burnt their monitor lol. In between fiddling with some suicide bombers scripts I have been working on a bit of that gun stuff... Its a fairly large batch now so I have been taking my time more and trying to get some more methods and tools in place to make them look better.
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White Phosphor NODs (NVGs)
cosmic10r replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I really like it too. I was fiddling around 2 years ago with getting the green lighting on the face when nvgs were on and came to the same conclusion about having to script it. It's a shame there isnt an nvOn and nvOff EH. -
Hmmm. I had a weird glitch a little while ago where one of my squad had blue speckled skin all over... looked pretty creepy. Should have grabbed a screen cap but at the time I think I was fiddling with CP modules too
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Spearpoint Cold War Weapons - Sterling added!
cosmic10r replied to Spearpoint's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any persons or entities directly or indirectly involved with active development of Arma 3 Life OR Arma 3 Life derivatives ( additionally, by alias; Caiden). Always gives me a chuckle.... -
Thanks for that... not exactly sure how i missed it since it's right there. It would be nice to have it as a faction in the interests of time, but at least its doable. Just tryin out the civilian modules for the first time, its pretty good stuff and my fps has been really good tying it to triggers for areas.
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Seems like a good idea to have a config selection for the class in the module... I'm fiddling with the module right now and I'm surprised you cant define a mod class to it... the warlords modules have a faction config
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Nice Haleks... Look forward to seeing what you have cooked up. The first batch of betas on the Rusty Retexture mod went out today. Ive asked Haleks for a list of Patrons that I don't already know about and some of the usual suspects in this thread will have a peak and see how it all looks. Following a review period and some likely needed tweaking on a few of the worst offenders... it will go out publically.
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I'd be interested in trying your scenario at some point. I'm on stable now though so no rush
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Weird. That's new!
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Explain commandeering the zeds?
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Nice. I have been playing the DUWS scenario with Ravage a fair bit on Kunduz. I've tweaked it a bit with Cup Takistan units and it is crazy good fun. I usually support the mech infantry team and we move on the objectives... too much fun. I'll have to try a warlords scenario but the nice thing about DUWS is the random start location and random zones so it keeps it really fresh.
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I did some tidy work in the PBO. Ive never actually packed one through the Bis tools so I will have to figure that out. Should be ready for a small beta this weekend. I would like to get something out before i get too carried away since ive had some good luck with the patchwork stuff. Got a Patchwork spmg done as well. Its at 45 textures. 231mbs.
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One of the nicer things with the workflow is that i can do multiple variants fairly easily... Ill maybe do a beta period, a release period to the thread and Armaholic, and then a steam release after that... It will give me a bit of time to stagger it all. Its at 45 skins right now. Im not a huge fan of the early ones to be honest but Ill leave them in for now and see which ones people cant stand lol I put them all in the common gear pool and the renegades had them in my Duws scenario and it was pretty cool to see.
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I'm thinking it will be just less hassle because theoretically i wouldnt have to deal with complaints and requests. It would be available to a limited group within the ravage thread and wouldnt hit the wider community... not that it wouldn't be available if they wanted it... and not that it would have more then a dozen downloads ... But more so because it would be as is and i likely wouldnt do a ton of updating.... im not sure.... lol edit.- i suppose it would be interesting to see how steam works with mods and how many downloads it would have.
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a few more patchwork tests... I gotta take a break or ill just end up doing textures and not getting anything in a stable package. It will be a seperate release, but im not sure if I will put it on steam or just give it out in this thread. Im not sure how much of a PITA a steam release would be in terms of maintenance.