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rhett

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Everything posted by rhett

  1. rhett

    Ravage

    Alright, thanks for the response! Would love an option for both weapons and ammo. :) Keep up the good work!
  2. rhett

    Ravage

    Howdy, enjoying the mod so far. Added it to one of my favorite missions and am tweaking it, etc. However, I had a question about the loot spawner. It seems (so far) that it is only pulling loot (besides "trash" like cans) out of vanilla/apex ARMA 3, and not RHS or CUP. Besides enabling the loot spawner, do I have to do anything else to enable these mods for the loot table? Also, is it possible to make weapons spawn with their ammo types? Thank you. I apologise if this has already been answered, I very very rarely use these forums.
  3. rhett

    co10 Escape

    I understand, I was just hoping some of the included scripts may have been updated, such as the one that generates civilian traffic for roads, since Tanoa came out. It's clearly going to be a bigger hurdle/issue on Tanoa, sadly, but ah well. Still worth it. My friends and I sincerely appreciate all work put into this project.
  4. rhett

    co10 Escape

    ^ Also wondering. Last time I tried Tanoa (Apex beta), it had some AI pathfinding issues/civilians weren't spawning. - Is it being worked on by chance? We're all really anxious to try Tanoa again. :)
  5. rhett

    co10 Escape

    Sounds awesome! Are you playing on a dedicated server? If not, how does it affect performance? I'm looking into getting a ded server started, primarily for this map, after playing exclusively on listen servers... I feel like the extra zombie AI might bog down a listen server though. :X And what's WS_Weapons? All I can find on it, is that it seems related to RHS, but I see you already play with RHS.
  6. rhett

    co10 Escape

    I might wait and see if they're put in for the next release. Currently quite happy playing with CUP weapons after adding them in.. I highly recommend anyone interested in weapon variety (forsaking realism... but I mean, it's a game!) check it out! http://www.armaholic.com/page.php?id=27489 It's also on the Steam workshop. There's also a vehicles and units pack, for the oldschool ARMA 2 vehicles and infantry. The weapons are pretty decent quality, all the ARMA 2 + OA weapons brought up to ARMA 3 standards, with the ability to accept most of the ARMA 3 ammo and attachments.
  7. rhett

    co10 Escape

    Wow, I don't suppose the enemy AI attacks zombies, do they? That's really cool. Maybe a bit overkill on the # of zombies though, haha. My group would love this. And we had similar issues with that damn RHS/RHS CAF heli. I just changed it myself, to an armed little bird. It's under Unitclasses, under a3e_arr_searchChopper. Lastly, since we started getting irritated at that loud-as-hell alarm going off, I figured out how to disable that as well. I understand why it's there, it's just annoying that it can't be turned off or anything, in-game. :) To disable it, go to fn_briefing.sqf (under Mission folder -> Functions -> Common), look for "AlarmSFX" and change it to $NONE$ It should look like this: _trigger setSoundEffect ["$NONE$", "", "", "AlarmSFX"]; changed into: _trigger setSoundEffect ["$NONE$", "", "", "$NONE$"]; Still anxiously awaiting the next update!
  8. rhett

    co10 Escape

    Well, there are plenty of ways to play the mission. That's why it kicks ass and is so much more enjoyable than 90% of whatever missions are tossed up on the workshop, for example. I really wish there were more dynamic free-flowing missions like this. Me and my friends often don't even try to escape, just try to survive and have fun (though we have escaped a few times). I still just really wish all enemies could have randomized loadouts that included mods and their weapons/attachments though. I'd be satisfied with any new features though. Still looking forward to the next version (coming up on 4 months!), and hope the creators are doing well. :)
  9. rhett

    co10 Escape

    Please! Me and my friends have been waiting months for the next release. :) Especially looking forward to the "fixed" AI difficulty... changing personal profile configs doesn't seem to help that much.
  10. rhett

    co10 Escape

    Hey, love the map (as always, still by far my most favorite map). However, I'm worried that the new patch might break it. A few things: Playing it with no mods (Vanilla), on Dev branch (at time of posting, soon to be the official release), there are several errors that pop up at the start (comm center distance-related), mid-mission (search leader, and "surprise" drone, etc). Mission plays fine, but these errors cover the screen for a good portion of the game. Playing it with RHS (RHS version obviously), the mission on any island will not load. It goes to a black screen and says "Loading...", but if you hit escape it's a view of a general area, like it's hanging on something. Additionally, possibly dev branch related, sometimes the main weapons on the starting guards are "broken", or the magazines in them are bugged, and they resort to their pistols. If you, yourself, pick up said weapon, you have to reload it before you can fire it. Lastly, some more non-bug-related-things... 1: Will there ever be a built-in feature to randomly add weapons and ammo from enabled mods onto randomly generated patrols? Is this possible? This is my most desired feature, but I get the feeling it might not be that easy to implement. 2: The green bag is hard to find in the middle of the grass at times, due to its size and color. Damn you, camoflauge! 3: The arsenal in the newest update lets you make loadouts for soldiers and save them to be exported into missions (Arsenal). I'm hoping this can be utilized somehow? Love everything you guys are doing. Keep it up!
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