-
Content Count
4248 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by EO
-
@jeza, just curious how you manage to achieve posting a much larger screenshot. I usually post my screenshots via Imgur at the same resolution as yourself (2560x1440) however my screenshots are much smaller....
-
TPW MODS: enhanced realism and immersion for Arma 3 SP.
EO replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
tpw helped me out with a similar question a while back, here is a modified version of tpw_air script that spawns Lennards IronFront reskins, just edit tpw_air_aircraft (line 35 if you use notepad++) to add classnames for aircraft you would like to spawn... Hope this helps.- 5767 replies
-
- 3
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
Youtube Ravage Channel
EO replied to GEORGE FLOROS GR's topic in BI Forum Ravage Club's Forum Topics
I rarely, if ever, have disagreed with the great GS, but I'd say Vandeanson's Apocalypse is maybe not directly affiliated with Ravage but it's plain to see it exists because of Ravage... The video may showcase VD's mod but the video also features Ravage too. ⚖️ -
@haleks, Having fun using the Ghosts on Chernobyl Zone, just curious if there is anything that could be added to the myst_z.sqf to only spawn Ghosts during night time hours. Edit: Brainfade, scratch that. ^^
-
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
EO replied to Placebo's topic in ARMA 3 - GENERAL
Ghosts of Pripyat. Mods: Ravage, Chernobyl Zone, Sullen Skies.- 6859 replies
-
- 13
-
mod release Vandeanson’s Apocalypse
EO replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shouldn't... look a little more like this...- 322 replies
-
- 2
-
- vandeanson
- spawner
- (and 15 more)
-
Ghosts of Pripyat...
-
mod release Vandeanson’s Apocalypse
EO replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice showcase VD. Do you plan on adding animations, maybe not so much for pill consumption but an animation for using the injector would be a nice addition.- 322 replies
-
- vandeanson
- spawner
- (and 15 more)
-
Maybe a good opportunity to create some post-apo trader posts that reflect what the trader sells....a junkyard for a trader who deals in vehicle parts, a ramshackle refinery for a trader who deals in fuel....
-
mod release Vandeanson’s Apocalypse
EO replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They already react to gunfire, they react to human presence too. 😉- 322 replies
-
- vandeanson
- spawner
- (and 15 more)
-
mod release Vandeanson’s Apocalypse
EO replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dig in my friend.- 322 replies
-
- 1
-
- vandeanson
- spawner
- (and 15 more)
-
mod release Vandeanson’s Apocalypse
EO replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Vandeanson, Would it be possible to add support for Wildboars to the animal spawner? Classname:- 322 replies
-
- vandeanson
- spawner
- (and 15 more)
-
I'm thinking it might just be possible to upload this soundtrack as a proper workshop mod for Ravagers to subscribe then use with the Ravage Custom Music feature. There is a "Legacy Sounds" mod on the DayZ workshop that contains a range of samples from the Arma 2 mod, it also includes the Chronos/Klankbeeld music. This mod is covered by the ADPL-SA and hasn't, as yet received a DMCA. From what I can see there is legitimacy to release the soundtrack to the Arma 3 workshop under the same ADPL-SA licence. Any thoughts or fears folks?....
-
I already have another soundtrack pbo that has the original DayZ samples, I think there are around 35 samples in total. I'd be happy to share if you like.
-
The advanced AI driving is making a huge difference to general gameplay, the drivers are so smart now they are finding new ways to garbage collect zeds...
-
There a couple of ways...you could define CfgMusic within an individual mission via Description.ext plus a music folder. Personally I prefer the way haleks suggested and create your own personal soundtrack addon, this way you can store all your tunes in the one place then just add the classnames to the Ravage Custom Music array. I've prepared a small template for anyone unsure of the process of creating your own music pbo, the zip file contains a working pbo and a de-pbo version, just swap/add your own tunes to the music folder for profit. https://www.dropbox.com/sh/eat2kd73k3mf2zw/AABobx2chk8QfFsYVawjYuSba?dl=0
-
I defy anyone to play Ravage+Hildur Guðnadóttir's Chernobyl score and not feel it in the gut.
-
Good call. ^^ That music still sparks up a feeling.... Speaking of Dayz mod soundtrack, I still have an unpublished mod for DayZ that implemented the original soundtrack back into the terrain itself, so the music changed dynamically as you traversed the terrain. I didn't release it because of licence uncertainties. Mind you, those videos have been up for a while now and I've never been flagged for licence infringement.
-
From someone who's been using Ravage since Day1, the custom music feature is probably my favourite recent addition. I have a few playlists down already, currently digging my Paul Lemel Dramaturgy/Cosmogony playlist on winter Weferlingen. @acebelew Add this to the init of a single zombie unit: this setVariable ["BIS_enableRandomization", false]
-
While I can't say I've come across that particular phenomenon very often, I think Gunter sums it up pretty well. ^^ Hell, I'm on the other end of the spectrum, I still love posting about my WIP stuff, especially on the eve of a wee update.
-
EO GM Uniforms has received another small update: Added 2 additional Field Uniforms. (as pictured above. ^^) Steam Workshop.
- 38 replies
-
- 6
-
- global
- mobilization
-
(and 3 more)
Tagged with:
-
@Zakuaz, @RZNUNKWN, The "Insufficient Resources" is not related to Ravage, it's been a Zeus "thing" since before Ravage was even released.....have you guys looked into using the Zeus Manage Resources/Set Costs modules, you can add resources available to Zeus using those modules, that may help your issue with Ravage AI.
-
A few more GM Field Uniforms on the way.... Mondkalb has shared a headgear template pack on Discord so I plan on adding some headgear soon too.
- 38 replies
-
- 3
-
- global
- mobilization
-
(and 3 more)
Tagged with:
-
@haleks I'm finding I cannot gut the Boars....would the omission of Wildboar_F from the rvg_animals list stop me from doing so? They are present in the rvg_animalsArray, just not rvg_animals.
-
@sniperb, I'd imagine it works for all buildings supported by the zombie spawner script. Beyond that it would be for @haleks to comment further as I don't recognize any of the classnames you've posted above, especially the ones in your spoiler.