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EO

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Everything posted by EO

  1.  EO

    Ravage

    Ah yes, the five steps to infection....
  2. Mods: Spearpoint, Goose Green, Sullen Skies.
  3. Rather than cfg mods, try adding a mod.cpp file to your main root folder. 😉
  4.  EO

    Ravage

    I'll try to answer your questions to the best of my ability.... Not much if anything has changed regarding loot tables, if it's been a few months since you used your mission it's probably worth taking a fresh look at how your Gear Pool module is set-up, but generally speaking CUP/RHS equipment should definitely spawn if enabled in the Gear Pool module. To my knowledge Ravage Zeds have never spawned loot, you can however utilize the Killed EH in the Ambient Zombies module, fellow Ravager chernaruski combined George Floros' drop loot script with the Ambient Zombie module Killed EH to great effect. Ravage doesn't include but does support those mods, and obviously they have to loaded and configured correctly to work with Ravage.
  5.  EO

    Remnant

    Nice!!....getting excited for this.
  6.  EO

    Remnant

    Hoping the spawn module can be flexible enough to spawn phantoms based on time of day/night. Be nice to have them only appear during nighttime....something like this?? Regarding special weapons/devices, remember a while back I asked if it were possible to use a flashlight as a form of weapon, à la Alan Wake, possibly difficult to achieve but would be super cool.
  7.  EO

    Remnant

    Sounding phantastic mate, bring them on!
  8. Always bugged me that kestrels in Arma 3 were just given a dummysound, this little mod rectifies that and let's them call. Steam Workshop.
  9. Just reporting that V2 is working well. Cool mod. Edit: A patrol, sentry or fire team of fighters would/could be a neat addition.
  10. @taro8, getting this error when previewing scenario... CUP isn't loaded, just vanilla Arma + CBA3
  11. Regarding the Ambient Animal System, the config values for Altis, Stratis and Malden 2035 are... class AmbientA3 { maxCost=500; class Radius440_500 { areaSpawnRadius=70; areaMaxRadius=200; spawnCircleRadius=30; spawnInterval=4.6999998; but on Tanoa and Enoch they are... class AmbientA3 { maxCost=500; class Radius440_500 { areaSpawnRadius=440; areaMaxRadius=500; spawnCircleRadius=30; spawnInterval=4.6999998; The areaSpawnRadius and areaMaxRadius on Tanoa and Enoch are too large, this means animals in that class group (rabbits, crows, seagulls, kestrels) on Tanoa and Enoch won't spawn around the player as they do on Altis, Stratis and Malden 2035. They do spawn but are just too far away to be noticed. @DnA Does this need a ticket or is it a design choice for Tanoa and Enoch?
  12.  EO

    Ravage

    @haleks, not sure if you have a Twitter account, but Ravage definitely deserves it's place here.
  13. Only just realized that the CUPdate circa. 21st December 2018 (v.1.11.0) broke the CfgPatches for Ambient Birds, all fixed now. Steam Workshop. 🦅
  14.  EO

    Ravage

    @doc. caliban Hand placed zeds in my Sirens mission (SP) have this in their init. (courtesy of haleks) they all have various distance checks, some 15, some 5 etc. this spawn { _uStayThere = getpos _this; while {alive _this} do { sleep 1; if (_this distance _uStayThere > 15 && isNil {_this getVariable "_zTarget"}) then { _this doMove _uStayThere; _this forceSpeed 2; }; }; }; Maybe it can give you something to riff off. 🙂
  15. Video and tune go hand in hand together, love the little break where it takes you underwater. A sweet collaboration. I'm hoping that "special unannounced project" is Arma related. 🙂
  16. Hi Ho Hi Ho, it's off too work we go.... Mods: CUP, Sullen Skies.
  17.  EO

    F3llout

    You can't....it's still a WIP as stated in the OP. 😉
  18. Probably needs clarification from bludclot, but GM ownership shouldn't be necessary as there is GM DLC Compatibility Data for Non-Owners.
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