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spookygnu

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Everything posted by spookygnu

  1. spookygnu

    Ravage

    Aaaahhh. Never even thought about doing that. I've seen the zombie units in the editor aswell. Can't believe i let that slip from my thought process. I feel so stupid. Lol! Thanks mate.
  2. spookygnu

    Ravage

    i found this out the other day as well. i have been implementing a story based idea for my mission. I don't like the objectives popping up on screen all the time, so the player basically has one main objective that they see in the brief but gathering Intel is part of that objective, so, I created a paper trial in the mission. The rest is up to the player. The mission will not be 100% complete unless the paper trial is followed and the hints and clues are worked out amongst the team. still trying to work out the using triggers for the zeds though Haleks. If you can help me out that would be great. Other wise I might have to use ryans zombies, just for the zeds that is.
  3. spookygnu

    Ravage

    It is an MP mission for a few guys I know. Nothing widescale! I already know how to us the ryan zombie modules. i won't be using the zeds from ravage if I use ryans zombies. Ideally I want to use just ravage. If I can't find a way then I will just use ravage ambient ai module and ryans zombies module. I won't be using the ravage zombie module. How do I change the max amounts with triggers then?
  4. spookygnu

    Ravage

    am I able to combine this mod with ryans zombies. Only because I want to create a specific scenario with the zombies. The ambient AI is perfect for what I want them to do. The randomisation is brilliant. You've done a great job on that. But I would particularly like certain areas to be more infected than others. Unless you can tell me how I can do this with the current modules. hence why I was asking about activating the modules with triggers. That question has already been answered. thanks
  5. spookygnu

    Ravage

    I like the simplistic approach it has but if you are going more for a story driven mission or anything that requires some sort of techinal knowledge of making specific things happen, I'm finding it a little difficult to mmake things happen they way I want them too. I absolutely love the randomisation of it. Its given my mission a sense of realism. I think my lack of scripting and mission making knowledge is getting the better of me.
  6. spookygnu

    Ravage

    hmm! ok. just had a realisation too, so I don't think it should matter too much. But for the future having the option to have them activated by a trigger might be a worthwhile idea. thanks anyway
  7. spookygnu

    Ravage

    so.....? can the modules be activated by triggers or not then?or would I be better using ryans zombies?
  8. spookygnu

    Ravage

    stumbled across this and decided to have a play with it. Really good mod Haleks. well done! Can you tell me if the modules can be activated using triggers or are they only a place and play type of affair?
  9. I wasn't whining i was making point. By the sounds of it you neglected to read my last sentence too, so before you attack me, I was being inpartial, I wasn't attacking or yanking on chains, I was simply asking for a specific reason why the AFM "HAS NOT" been looked at yet or even attempted. Clearer answers get better responses.
  10. if the FM can be improved for the helis the way it has been, why not do something for the fixed wing instead of being concerned about radar effects etc. Everyone has been pleading for years for a much better FM than the current arcade style of flying. Lets be honest it is pretty poor for a mil-sim. I do feel like I am flying battlefield at times. So do many others by the sounds of it. I'm not begging for it, just reiterating a point that has never really been fully answered.
  11. brilliant, I knew there was something. Thanks
  12. Is this the general consensus about anything arma when it comes to developement? things making perfect sense but never get implimented. this just shows that resources are being wasted to get the finer details sorted for the game.
  13. I haven't wached all the tutorials on xcam yet, but is there a way to create a custom library. For example, a list of all the houses you want to use in a particular area for adding quickly as you go down the list.
  14. spookygnu

    Aliens Mod

    Been a fan of aliens since i first saw it nearly 30 years ago. That and predator. If someone gets a good looking xenomorph together i will be fucking over the moon. When i mean good, i mean good. Not a raptor converted it won't feel right for me personally. You have me thinking of maps now LV426 and LV223 could become residents on my pc very soon. Might even take a stab at hadleys hope too. Dunno yet. But the maps will be a looked into. Not downloaded the mod yet but will take a look soon.
  15. spookygnu

    RSO Buildings pack

    I've found that the objects don't all go in the map and that they do get placed above ground. Same as Eden aswell. I have had no issues using xcam.
  16. spookygnu

    RSO Buildings pack

    only benghazi
  17. spookygnu

    RSO Buildings pack

    We are having a few little issues getting this onto a dedi server atm, Can anyone advise please? I have been packing Benghazi to test on a dedi server and RSO is a required addon. When the map is packed, RSO gets packed in the same process just before the map is packed and the addon pbo is placed in the @benghazi folder along with RSO_misc. As yet RSO_misc is not showing errors. But each time the map is uploaded it comes back with 23:05:15 Warning Message: Addon 'Benghazi' requires addon 'RSO' 23:09:39 Warning Message: Addon 'Benghazi' requires addon 'structures_f_exp' the structures_f_exp is part of the apex expansion objects, This throws back aswell. Really weird because we are all update with the latest versions of everything Arma. Has anyone had similar issues? Do you know the cause of what this might be? Also, I have made server keys and asigned the pbos, to my knowledge I have done this right, but its my first time doing keys and signing pbos so if that is the cause I would not know any different. Please help us out if you can, an update is planned for release soon, so the buildings pack can go on dedi servers too.
  18. spookygnu

    [WIP] Terrain "Benzopila"

    only downside to this is (although achievable if well thought out) is ai pathing.
  19. spookygnu

    [WIP] Terrain "Benzopila"

    Thats a good way of thinking dude. I thought the same thing about our custom builds for rso. But you can proxy stuff together aswell. So maybe do the rooms as a proxy to save on the face limitation. Or you could have one or two floors accessible.
  20. spookygnu

    [WIP] Terrain "Benzopila"

    Didn't someone release some enterable cherno buildings? Found the link. http://www.armaholic.com/page.php?id=31819 Maybe using some of them will get you closer to your vision. But i think we all agree ya doing a fantastic job so far.
  21. spookygnu

    Paul “Bushlurker” Pelosi (1960-2017) Rest in Peace

    @rogerbodger, I think all here are indebted to his greatness within the forum community. He put his hand out to anyone and everyone. He will definitely not be forgotten for a very very long time. Respects to you and his family at this sad time for you all.
  22. spookygnu

    Terrain Processor

    Kinda my point really.
  23. spookygnu

    [WIP] Terrain "Benzopila"

    Having it accurate to terrain and building placement and vegetation is a good thing, but to make it truly accurate for 1:1 you are going to find it hard to recreate the area you are working on with limited skills. 1:1 can mean one of two things, scale, or accuracy. Accuracy means EVERYTHING, from the exact placement of every bush and tree to the look and style of the buildgins you use. Map making does involve artistic license, but it depends on how far you want to take that license to make it your own, and, how much effort you are willing to put in to make accurate. Making Benghazi for me, I have had to adopt a lot of artistic license for the map, not only because the place is so fecking huge but I just don't have the skills to replicate every building there might be in the city. I intend to put in some major map specific buildings for Benghazi, like the Tibisti hotel, and the Green Office ( a teepee looking building) and the catholic church on the water front, I already have a WIP build of the lighthouse. But I don't intend to place buildings in the exact location they should be on the map. I suppose making a city is slightly different to making a rural area, but there are some rural areas in my map too, that I need to look at carefully to make it feel right. I've contemplated using the village buidlings for Takistan in these areas but I know that geographically they might not sit right. Thats where your artistic license comes in and you have to make a decision on what you want to do for the realism of the map. I think the key is to catch the feel and essence of the location you are recreating. I have had test games on Benghazi with friends and each one has said it feels just like a city should, intimidating highrises, narrow streets, lurking alleyways, blind corners etc, fighting in a built up area is scary enough in real life, and its just as scary in game. Like I said if you capture the feel and essence you are on to a winner.
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