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Everything posted by EO
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Thanks man! I'll look into implementing that for this scenario and the next few "episodes". This was more like a wee tech demo for future episodes anyway so any and all feedback is most welcome. Thanks again. 😉
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- single-player
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Okay folks, go easy on me....
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spawner [Release] Vandeanson's Apocalypse - the Mod:
EO replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you signed your pbo it would have created a BIKEY file as well as your private BIPRIVATEKEY file. The BIKEY file should be copy/pasted then inserted within a folder named "key" or "keys" as part of your upload package to Steam. Only the BIKEY file should be distributed to the public with your content. 🙂 -
From the pics most of the stuff looks suitably grimy already, but yeah if its allowed I'd love to give them a little R@F. From what i'm hearing tho' the data files will be in EBO format....at least initially.
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Primed and ready!
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Do you have traders in your mission?....that pop-up also references the trade_init.sqf
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Seems like the best place to post this... Place any unit equipped with any handgun. With handgun lowered, crouched and walking at limited speed there is no movement sounds, raise weapon and movement sounds return. Happens on all vanilla terrains, even the VR map. Not sure if this is intended or a bug, just seems weird to me.
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It's inherent, given the sandbox nature of Arma, the desire to create a grand plan when we open the Editor, however given how complex the game is in general it's no real surprise when performance issues crop up. From my (limited) experience as a mission maker Ravage, when used prudently, is still a very performance friendly mod. Overlaying the Ravage framework with scripts and mods, whether they are optimized or not, will always come at a cost, even more so when transferred into a MP environment. Regarding the micro-stutter that's been mentioned in recent posts, while play testing my (SP) Sirens mission this week I see no evidence of micro stutters, that being said my mission file is very lean, the ingame action is generated through triggers and engine based scripting commands, and a minimum modset. Ravage/CBA/Derelict/SullenSkies. Loot Module for trash loot. Ambient Zombie Module for zed event handlers. (no ambient zeds are spawned, only hand placed zeds are present) Safe System Module for SP saves. Settings Module for 1:1 time acceleration. Survival System for increased hunger/thirst.
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[CINEMATIC SP] Action-Horror Mission (Updated)
EO replied to Alert23's topic in ARMA 3 - USER MISSIONS
Any chance you could list the mods required as apposed to downloading 2.2GB to find out. -
Unless your using the vests that were just recently added, there's no need to run Ravaged and Frithified Gear alongside Ravage as all the assets from R@F are part of the Ravage mod.
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Arma 3 Creator DLC: Global Mobilization - Cold War Germany
EO replied to mondkalb's topic in ARMA 3 - CREATOR DLC
I posted these thoughts in the Creator DLC Discussion thread but I think the points are still valid here... Seems strange that while the DLC's will be available here on Bohemia Interactive's very own Store, the Creator DLC team are reminding everyone to wishlist it over on Steam, even the Global Mobilization Team link the Steam Store page as the first reference point. Remember, Valve will get a portion of each Creator DLC sale on Steam, whereas buying it here the revenue will be split 50/50 between BI and Creator DLC Developers...this is my understanding. If I were to buy the DLC on Steam will BI absorb the portion given to Valve, in other words will Creator Developers still get 50% of the Steam sale as they would if the DLC was purchased here. -
Seems strange that while the DLC's will be available here on Bohemia Interactive's very own Store, the Creator DLC team are reminding everyone to wishlist it over on Steam. Remember, Valve will get a portion of each Creator DLC sale on Steam, whereas buying it here the revenue will be split 50/50 between BI and Creator DLC Developers. Edit: Following on from my comments above, If I were to buy the DLC on Steam will BI absorb the portion given to Valve, in other words will Creator Developers still get 50% of the Steam sale as they would if the DLC was purchased here.
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Not long winded or boring at all, in fact it's pretty refreshing hearing your take on the current climate. Thanks man!
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Seems to be the way these days, but not everyone is a fan of Discord, here's hoping you guys still keep us forum dwellers regularly posted. 🤞
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Of course there has been no official word on whether this will be the case, but based on a tweet from @bludski, GM will be a requirement for Vidda....but then again bludski does enjoy spreading false rumours and misinformation.
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Upon reading the Creator DLC FAQ, the pricing structure for this project still seems a little vague at this current time, and in regard to the Global Mobilization DLC, which is scheduled to drop in little under 2 weeks time, there is still no firm price detail available. Surely at this late stage of the process the pricing for this DLC will have been agreed already. Revealing a storefront page both here and on Steam without the cost is not the end of the world but is a little disheartening. EDIT: The pricing for the GM DLC is 19.99 EUR / 22.99 USD / 16.99 GBP respectively, found here.
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Looks very bad, spire has just collapsed. 😞
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The things you do to keep Ravage fresh.
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This sounds very exciting indeed ^^ I wonder how this will work with my most favourite A3 weapon, the ASP-1 Kir, will the new system be able to identify it's built in suppressor? I know it's not audio related but this makes me curious about muzzle flash as attaching a suppressor reduces it's effect, do zeds detect muzzle flash at the moment?
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Dynamic Zeus (SP) - looking for testing, feedback and ideas
EO replied to .kju's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If it helps, this is more a mod than a mission, so there is no mission file to find. This simply allows you to load straight into a fresh Zeus mission without the need to open the Editor and place the Zeus modules manually. It's also worth remembering this is an English language forum. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
EO replied to Placebo's topic in ARMA 3 - GENERAL
A quiet spot to ponder my next move... Mods: Ravage.- 6859 replies
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Spent an hour or so in the MySt, a pretty mind blowing experience that turns the original Ravage demo mission on it's head and some... From the gargantuan trees to the creeping mist, my eyes and ears were really starting to play tricks on me, flipped on my headphones, The Phantom Song kicks in, playing some eerie but ever so soothing music offering a welcome distraction to my surreal surroundings. It's getting dark...I find an abandoned Taru Pod, seems like a good place to hunker down for the night and ponder my next move...
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I think that's located in the loot_action.sqf ^^ The only thing i would say about wanting to make the action a little shorter, if you make it too short the rummage sounds may get knocked out of sync. (the current search time is around 1.75 seconds, the rummage sounds are around 2.8 seconds) If you still plan on editing it check out BIS_fnc_holdActionAdd for a better description of whats going on
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Lol, maybe we should hit up the moderators for some extra emojis just for the Ravage thread.