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Everything posted by EO
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What is the object?
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Yes, i think froggy is referring to the twitch from the fifth soldier in your latest video showcase, he looks like he's been stung by a bee rather than taking a bullet...
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Could use a little guidance for a few things... I want my playable character to remain in the same uniform from start to finish, (he's just a regular joe dressed in civilian clothes) It's important that the player can loot "Boss Zeds" but I don't want the player to be able to equip "Boss Zeds" uniforms...Is it possible to deny the player access to uniforms? I'd also really like the player to complete the mission with a pistol, but at the moment all my hand placed zeds are proving just a little too strong...Is there any way to "nerf" zombie health to a more "arcadey" level?
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I want to garner some opinions on this so please hear me out...I'm currently making a mission, my first for quite a while, and while i'm having much fun bringing all the elements together, I'm beginning to wonder at what point does a mission become a modification.... TL;DR...I would like to make "optional" mods "requirements" for my mission. (I think this topic is in the proper section, but a moderator can move it if need be.)
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@RZNUNKWN, those soundscapes are deep and dark man, very nice indeed. Tension Imminent and When Night Falls have grabbed me the most, I would love to slip a little bit of them somewhere into my SIRENS mission.
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
EO replied to Placebo's topic in ARMA 3 - GENERAL
Mods: Ravage, ReColor, Sullen Skies. Mission: S I R E N S. (WIP) -
JBOY Burning/Exploding Barrel script - released
EO replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just played the demo mission, the showcase is setup perfectly for some awesome belly laugh action. Micheal Bay ain't got shit on this my friend! I'd definitely like to try and apply these scripts to fuel canisters and gas tanks too. I'm looking for some inventive ways to blow up an objective...using this would be great. -
Yes, I could use something like "You are not running the mods recommended for this mission, expect an inferior experience from here on in"
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Thanks George, that is indeed an excellent solution.
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That would be a great solution, I didn't know publisher tools could turn optional mods into actual requirements....based on that i'll upload a quick dummy mission to the workshop to see that in action. Thx.
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Last wee teaser pic before I open a dedicated thread over in user missions... It's shameful I've never released a bona fide Ravage mission thus far....better late than never!
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
EO replied to Placebo's topic in ARMA 3 - GENERAL
Mods: Ravage. Mission: S I R E N S. (WIP)- 6859 replies
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Regarding deleting a Radiation Zone mid-mission, I've went for a different approach that fits perfectly for my needs... I place the trigger directly over my source object, when said object is destroyed I can delete the trigger with... deletevehicle rad1; With a Geiger Muller counter activated the radiation level starts to fall and simply dissipates away.
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Linear survival horror influenced by Silent Hill powered by Ravage, mission progression is tied to loot acquisition. Boss zeds, once conquered, will give up certain loot items that are key to players survival and progression to next task, there's also that overriding Silent Hill kicker. So far, no outside scripts or mods required, just Ravage! (and CBA of course)
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Thanks again haleks, with all these questions you can surely tell i'm working on a wee mission....man, it's been a while since I played around in Eden, I'd forgotten how much fun it is!!
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A couple of curios... Just noticed the Ravage oxygen rebreather has no ballistic protection or explosive resistance.....by design? The Radioactive Zone Placement module...Once placed, is there any way it could be deleted mid mission via a trigger?...I have one placed over an object, the object being the source that emits the radiation, I want to destroy this object and in doing so stop the radioactivity. Is this possible?
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Holy smokes man, that works perfectly and really adds the finishing touch to a mission idea I've toyed with for a wee while now. Edit, here's the code in action...
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Yeah man, you can make a custom pledge, and you can also edit your custom pledge amount at any time.
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thanks man, i'll try out that "great remedy" later. ^^ Awesome news about you Patreon page man, I wish you the best of luck and hope it bears some fruit for all your labours of love.
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Och, these guys are being single-minded and downright stubborn, they're still wandering. I'd like them to guard the loudspeakers.
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Cool pics man, Tanoa trees on Altis look fab! ^^ Annihilation suffered badly from a few things....It would have played out much better if it were shown in a cinema having been directed by David Cronenberg, the master of viral mutations.
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Trying to find a way to have finer control over the Editor placed zombies units. Is there any way to override their current behaviour? I'm looking to have them guard, or at the very least remain close too, an objective for the player. Setting "Wandering Behaviour" between 0-10 works great for zombies spawned by both Ambient and Horde modules, however I only want to use my hand placed "Boss" zeds, and they are misbehaving and wander off from the players objective...Ideally I'd like to keep them within a 10-20 meters radius from the players objective.
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You can create a zedBlacklist zone via a trigger...
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
EO replied to Placebo's topic in ARMA 3 - GENERAL
Mods: Ravage, Sullen Skies, ReColor.- 6859 replies
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