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EO

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Everything posted by EO

  1. Ravage mod has placeable zeds in Eden, find them under Civilian.
  2. Hey JB, nice to see you all fixed up and producing a sweet little script. I haven't tried it yet but I'm straight away wondering if this would work with AI against Ravage zeds(agents)? The same situation described in your OP often arises when AI are too close to Zeds, this script could potentially fix this immersion breaker too..... I'd love to see this walking pile of pus get pistol whipped+execution.
  3. Great work on the ground textures. I'm finding another DMCA for this particular terrain quite ridiculous, I hope it's removed as swiftly as the last one.....I also hope this second one won't dishearten your enthusiasm for this project going forward. Good luck.
  4. So I_Officer_F uses 2 separate textures to create the uniform, for the jacket it's the officer_spc_co.paa, for the pants it's the ia_soldier_01_clothing_co.paa both those textures are located in the characters_f_beta.pbo
  5. It would help to know what uniform you want to retexture, a screenshot or a classname maybe?
  6.  EO

    Ravage

    Crowbar or wrench are the only vanilla tools that spring to mind.
  7. It's possible he has just overwritten an original .paa file from the main game. I used to do this quite a lot when I first started to learn retexturing. @Hasselberg, Depending on what uniform your working on, Arma will sometimes use two separate textures to make one uniform, that could account for the pants loading as standard indep camo. For help writing a config check out this guide...https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration
  8. EO GM Uniforms has been updated....again. Added a bergen and safari hat in Hunter Camo to compliment the Hunter Uniforms. Steam Workshop.
  9. A selection of non-military GM uniforms, designed to give an armed civilian look to the Global Mobilization universe. Parkas: Field Dress Uniforms: Combat Uniforms: Requirements: Global Mobilization - Cold War Germany. Classnames: https://pastebin.com/YhpWwFAt Credits: Vertexmacht for kindly sharing their texture templates, Haleks (without Ravage these simply wouldn't exist) Download links: Steam Workshop. Armaholic. License: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Please be respectful of the license.
  10.  EO

    Ravage

    Regarding those issues with the loot search action I refer back to a post I made a few months ago... All of the above still happens in a vanilla Ravage environment, meaning running only Ravage/CBA while play testing on a vanilla map. I still don't think the Ravage loot search system should necessarily take the rap when it could be down to a clash/conflict with other external scripted features in a user made mission. The only thing that should be addressed, and was previously acknowledged by Haleks, is the deletion of empty weapon holders to be followed by the "empty" "nothing here" messages as has been suggested by @LSValmont
  11. EO GM Uniforms has been updated... Added a Gear Box that contains all retextured uniforms plus a selection of vanilla GM vests and backpacks. Steam Workshop.
  12. I don't wish to sound combative and I ultimately respect your decision but locking a thread for those reasons seems like skewed logic which can be seen to favour members who violate forum rules and etiquette, and much to the detriment of thread authors and members who try to follow proper forum etiquette.
  13. Was it necessary to lock the Dark Zone Terrain discussion thread because a couple of new members violated forum rules by asking for release dates? Seems a little over the top and denies members who practise good forum etiquette the opportunity to discuss the topic.
  14.  EO

    Ravage

    I believe rvg_fnc_detachBackpack {}; is the function in question, but I'm unsure how to blacklist it, our friend Haleks might have the answer.....😅
  15.  EO

    Ravage

    @Neto Penha, I'm pretty certain there is a displayed message whenever a backpack has been taken by a zed, at least there used to be...."You've just lost your backpack" if I remember correctly. Remember if this happens, the backpack will be lying on the ground where it was taken, so once it's safe to do so you can return to that spot and retrieve it
  16.  EO

    Ravage

    @Neto Penha, Indeed, zeds can swipe your backpack, it's a feature. Regarding the sleep feature, I believe it won't work in a MP environment, only SP.
  17.  EO

    Ravage

    From their github... https://gitlab.com/16AA/LSR/lsr-public/blob/309a325ace4ec082c3614fbd065a2e5a5e5646e1/addons/patch_contact_in_cup_c/CfgVehicles.hpp (patched) https://gitlab.com/16AA/LSR/lsr-public/blob/309a325ace4ec082c3614fbd065a2e5a5e5646e1/addons/patch_contact_in_cup_prep_c/CfgVehicles.hpp (deleted)
  18.  EO

    Addon builder.

    Then I guess the term "header" is misleading. 🤷‍♂️
  19. Inspired by Ravage and Friths Ruin... ...a selection of retextured backpacks, vests, facewear and headgear to enhance your post-apocalyptic survival experience. Screenshots, more screenshots...even more screenshots Classnames License Download: Steam Credits: Haleks for creating Ravage, and also being an inspiration for all my ARMA 3 content. Lordfrith for creating the work of art that is Frith's Ruin. Slatts for his retexturing tutorial. All the cool cats who visit the BI Forum. And lastly Bohemia Interactive.
  20. Ravaged and Frithified Gear has been updated. Added a Supply Box that contains all Ravaged and Frithified Gear... Supply Box can be found under Supplies in the Eden Editor. Steam Workshop.
  21.  EO

    Addon builder.

    Perhaps it failed because your config is structured wrongly, CfgPatches should be heading your config. Personally I've never had a problem with AddonBuilder, ever.
  22. Decals and destruction effects done... ... ...just the small task of filling it up now!
  23. Nice to see this still being worked on.
  24.  EO

    Ravage

    That's very nice to hear! ^^
  25. Adds destruction effects to various flammable related Eden objects. Search for "EO Exploding Objects" in the Asset Browser. Object destruction is roughly based on three factors: Size of object, distance from object, calibre of weapon fired. Steam Workshop.
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