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Everything posted by EO
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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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spawner [Release] Vandeanson's Apocalypse - the Mod:
EO replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice work man, no mean feat turning your script pack into a mod. It's Evolution Baby! -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
EO replied to Placebo's topic in ARMA 3 - GENERAL
Malden, June 2035 Quarantine Zone #03 Mods: Ravage, Sullen Skies, ReColor. Mission: Ghost Hunters (Ravage showcase mission)- 6859 replies
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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
"Ali Bomaye" Mods: Ravage. -
Paste the code into the debug console, execute the code by pressing "LOCAL EXEC".
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Ever thought about using your music within future Ravage projects...
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I see it slightly differently, the showcases are self explanatory, to showcase what Ravage can offer, and they have equal worth in the complete Ravage package. Who are we to question how/when/why this mod (or any mod for that matter) is updated or structured, Ravage has been created for free and then generously shared for our own pleasures. (btw haleks, how's the Patreon page coming along?) Regarding server management, it takes but a few minutes to update a server with an updated mod and server key (it's still a relatively lightweight mod) and in it's history, Ravage has rarely been micro-updated or hot-fixed. So for me, these showcases have their place within Ravage and I would imagine these showcases also pique haleks enthusiasm to come up with even more content and features for Ravage further down the line, so we all profit.
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So far so good... ...the only thing that doesn't spawn from the loadout are the rvg_eyeprotectors. Another cool thing I've learned today: If you hand place a zed unit in Eden they will happily do there own thing and deal, what I assume is, default damage, however if you add an Ambient Zombies module those same hand placed zeds will inherit any values you've edited within the module (i.e Damage Output, Dirty Uniforms etc.)
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Cool man thank you, I'll try that out later and post the results. 😉
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Awesome work.^^ Remember this guy... ...any tips on how to apply the "No Face" head to the editable zombie units in Eden. (I want to make a few "Boss" Zeds) Pasting a loadout from the VA into the zeds init along with, this setVariable ["BIS_enableRandomization", false] works fine for headgear, facewear and uniforms, but for some reason ignores this setFace "rvg_no_face"...zed will always spawn with regular Ravage zed head. Even choosing the "No Face" head through the Object Identity section of Attributes is unreliable too, again the zed will spawn with a regular Ravage zed head. Any Ideas?
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I rarely lead a squad that big, but It really is a lot of fun when you do...(don't open the spoiler if you haven't played the mission)
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terrain HEBONTES - AAF/NATO MILITARY TRAINING GROUND
EO replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@DAGGER ARMANET, the Alive mod is checking to see if you have a custom index for Hebontes, and as it hasn't been indexed (yet) that is why the pop up is generated. From my experience this is normal for all maps that haven't been indexed for Alive, and it shouldn't affect the functionality of the Combat Support modules. -
Haleks, I just have to say the "Ghosts" are superbly done, you've managed to create a completely new and original adversary, perfectly formed and downright scary
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So with the release of Malden on the Development Branch, we get a whole bunch of new and re-worked buildings, some of these look right at home on Altis.... Individual buildings can be replaced by placing this code into the init of proposed building... buildingZ = (position this nearestobject ID); this setPos [(getPos buildingZ select 0), (getPos buildingZ select 1), 0]; this setDir (getDir buildingZ); buildingZ hideObjectGlobal true; replace "ID" with the building ID you want to replace. My question is can this code be used on a grander scale?
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@Defunkt I don't think using a HC has ever been properly explored within a Ravage environment but your example sounds intriguing. I recall a conversation with cosmic10r back when we were testing MP compatibility (early 2016) HC was mentioned then but never pursued. As far as I'm aware Ravage Zombies (who spawn as agents) are distributed across all computers but don't use a HC. I've dabbled with HC on my dedicated box in the past but always seemed to get myself into some terrible trouble (purely down to my own knowledge, or lack off) maybe it's time to re-read Monsoon's HC guide again...
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terrain HEBONTES - AAF/NATO MILITARY TRAINING GROUND
EO replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@DAGGER ARMANET, I don't think Hebontes has been indexed for Alive, however some maps don't necessarily require indexing for the combat support modules to work. I have an Alive/Ravage mission set on Hebontes which utilizes the Combat Support (Transport) module, works just fine. (at least in SP) -
Yep, Z@D hasn't been updated in quite a while now, whereas Haleks keeps Ravage in tip-top shape! Definitely keeping my eye on this now.
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Some nice ideas within this mission, I think the recycle bins are a touch of genius, especially in survival scenario where one can acquire a whole load of unnecessary junk while scavenging. I only wish this was compatible with Ravage, I'm not so much a fan of Zombies and Demons. Thanks for sharing.
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Cut my PC gaming teeth playing SWAT 4, then one day I watched Dslyecxi's cinematic trailer for ArmA2....I'm still here.
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Did someone say ghosts...
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@bl2ck dog, I'm aware of it's limitations within a realism based sandbox, It's just a fun little script that's not to be taken too seriously. 😉
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Shouldn't be necessary if you already have the "Clean-up System" enabled in the Ravage Settings module.
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