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EO

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Everything posted by EO

  1. Would require a small mod but.... A simple config edit can disable object shadows...
  2.  EO

    [GER] LAPD:FR

    @Robin Burger From the Forum Rules...
  3. Insane details, nice beats.
  4. I think we're all hyped for this four legged friend but let's try and follow good forum etiquette as asking for release dates is considered spam.
  5.  EO

    Ravage

    Been a while since I've seen the conga....
  6.  EO

    Ravage

    Can confirm, I get that same error from the solitary fuel station on Moschnyi Island. my workaround was to replace the pumps with the ones from Altis.
  7.  EO

    Ravage

    That code works for me... ....seems to pick randomly 8 out of the 10 items you listed.
  8.  EO

    Ravage

    Is it possible to remove the action to treat zeds if your carrying a FAK? Granted you have to be really close to activate the action but if your zeds are set to be nearly blind and you want to sneak real close to them, that action can become a bit annoying.
  9.  EO

    Ravage

    @panzergrenadier3 Might help to post your trader code? There's also info on the wiki about custom traders. It's always important to define the classes correctly for custom traders so.... Ravage survival items are defined as CfgMagazines. Weapons, weapon accessories, headgear, uniforms, vests are defined as CfgWeapons Facewear are defined as CfgGlasses.
  10.  EO

    Ravage

    Looking for a little help with a trigger/game logic set-up.... I'm spawning a Zombie Horde module via a trigger, where the horde module is named h1... Works as intended, spawns 10 zombies within a 40m radius of the horde module position. What I want to achieve is, when a certain object is destroyed, in this case a loudspeaker named s1, set the damage of any remaining zeds (spawned by the horde module) to 0. Any ideas folks? (I was going to post this in mission editing/scripting but it's Ravage specific)
  11. Looks good now... Here's your updated config, tidied it up a bit and lint checked. (no errors) Hope that helps.
  12. No problem, currently at work so I’ll look into it this evening. 🙂
  13. Oh shit yeah, forgot about that PM thing, it’s related to my forum name apparently. If your comfortable providing a link to your pbo here, I’m still happy to take a look, or if you prefer send me a Steam friend request, we could do it that way.🙂
  14.  EO

    Ravage

    That would be a fantastic addition to Ravage, wreck placement in Aradus looks and feels much more immersive and I've never noticed any partially sunken wreck models that can sometimes happen with the Ravage wrecks module.
  15. If your willing to send me your pbo (by PM) I'd be happy to take a look at what you have and try and fix it for you.
  16. Hey man, wrong section, maybe should have been posted in configs and scripting. To my very untrained eye there are a few things wrong or missing from your config.... Maybe try this config with the above changes....(not tested)
  17. I pulled the script from the latest Dropbox link, launched A3 with no mods or CDLC other than CBA A3, added the script to a fresh mission, placed down one unit and called the script (as per the instruction) from the units init. 0 = [10,300,2,[50,250,500],0] execvm "tpw_air.sqf"; Previewing the scenario generates the error, but the script still works as intended.
  18.  EO

    SOG AI

    Quality entertainment JB. Thanks for continuing to add to this already feature rich and essential mod.
  19. I should have mentioned I'm using the script version, I can get it too work now. (no idea what my previous issue was) However the script version generates this error message upon loading a mission, the same error message also appears when the tpw_air_aircraft array is filled with a few custom classanmes, once clicked the mission loads and the script works as intended.
  20. Any other avenue for non FB users...
  21. Simulation turned off means unticking the enable simulation box, It works. Add this to the init of your object... this addEventHandler [ "ContainerOpened", { h = [] spawn { waitUntil{ !isNull findDisplay 602 }; closeDialog 1; }; }];
  22. Probably a few ways to do this, but you can.... 1. Click on the object and uncheck enable simulation (this stops the player from picking the item up) 2. Set the object's health/armor slider to 0. (this removes the take action)
  23. Mods: Ravage, CUP, RHS, Moschnyi Island, Sullen Skies, ReColor.
  24. @tpw It's super awesome to still see this beloved mod being worked on, also loving the texture work on your uniforms mod too, those are just great, thanks for keeping the A3 faith brother. Found a couple of typos in the tpw_air script that stop it from running... Lines 30 and 67 read tpw_air_include instead of tpw_air_aircraft I've also found adding any custom classnames to the tpw_air_aircraft array locks the mission upon loading. ....those ambient bird flocks sound interesting too, y'all know I'm a sucker for the birdies.
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