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EO

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Everything posted by EO

  1. Interesting piece from the BBC regarding the Beirut port explosion. https://www.bbc.co.uk/news/extra/x2iutcqf1g/beirut-blast
  2.  EO

    [COOP] Seven Samurai

    Hazar-Kot Valley could easily pass for an authentic piece of Mexican land, small performance friendly with several named villages, the only drawback being the size of the villages. There are two decent sized villages that could easily cope with the mission objective, the others may be a bit on the small side. But for immersion purposes it would get my vote.
  3. Defining a new uniform in your mission file's description.ext is the wrong approach, if you want to a new retextured uniform to be available in the VA then you have to create an addon. I'd recommend reading the guide again my friend. If it's any help here is an example of what a config.cpp should look like for a retextured uniform... class CfgPatches { class eo_uniforms { units[]={}; weapons[]= { "" }; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F_Exp" }; }; }; class CfgWeapons { class UniformItem; class U_B_CTRG_Soldier_F; class eo_bandit: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit"; containerclass="Supply80"; armor=50; mass=30; }; }; }; class cfgVehicles { class B_CTRG_Soldier_base_F; class eo_bandit: B_CTRG_Soldier_base_F { scope=1; displayName="EO Bandit Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_bandit"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; };
  4. This guide will give you everything you need to achieve your goal. https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
  5. Steam Workshop. Steam Workshop. Thanks to the Unsung Team for permission.
  6. Sullen Skies tweaks the Cloud and Overcast system for various Arma 3 terrains. Features: Darker, more turbulent clouds, No cloudless skies, Lower base cloud. Media: Sullen Skies collection on Steam Workshop. Ambient Birds adds crows and eagles to the Ambient Animal System for various Arma 3 terrains. Media: Ambient Birds collection on Steam Workshop. Arma 3 Animals Module - Extended: This small modification takes the existing Animals Module and adds: Crows-Eagles-Kestrels-Bees-Houseflies-Dragonflies-Fireflies-Mosquitoes-Dogs-Cockerels-Rabbits-Turtles-Cat Sharks-Mackerel-Mullet-Ornate-Salema-Tuna-Snakes. It creates a group of animals and handles their basic behaviour. Hopefully it will help add a little more finer detail when creating missions/scenarios/screenshots etc. Media: Arma 3 Animals Module - Extended on Steam Workshop.
  7. A selection of non-military styled GM Gear, designed to give an armed civilian look to the Global Mobilization universe. Parkas: Field Dress Uniforms: Combat Uniforms: Battle Uniforms: Requirements: Global Mobilization - Cold War Germany. Classnames: Credits: Vertexmacht for kindly sharing their texture templates. Download links: Steam Workshop. Armaholic. License: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Please be respectful of the license.
  8.  EO

    Ravage

    @Romanops Ravage is totally modular, if you don't want zombies in your scenario just leave out the Ambient Zombies module. If, however, your referring to the Altis Demo mission that ships with Ravage that would require editing the mission file itself in order to remove the Ambient Zombie module.
  9.  EO

    [COOP] Seven Samurai

    Sounds exciting. good luck! ^^ Regarding icewindo, it's a real shame he's not around anymore, Arma 3 would have had a much richer tapestry if he was still making content.
  10. This error keeps popping up in Eden... All other units in the NATO (Woodland, EMP) faction have editorpreviews with the exception of the ammo bearer, just running your mouse over this unit in Eden produces error message. No other mods loaded other than Contact.
  11.  EO

    [COOP] Seven Samurai

    I mean this with the greatest of respects, but did you give them time to arrive? My observations on solo playthroughs, and depending on the town location, bandits can sometimes take a good few minutes to start their attacks.
  12. Backpacks configured to spawn a tent with an Inventory. Backpacks can be found in the VA and in Eden under Equipment. Server Key Included. Preview Videos: Steam Workshop.
  13. @R0adki11, The respawn backpack system was the inspiration for this, however this modified config removes the respawn functionality to make way for a simple tent with Inventory. 😉
  14.  EO

    [COOP] Seven Samurai

    Mods I've used in the past to create a Western feel ...Frith's Ruin, DBO Horses, IFA3, CUP.
  15. Configured to add an inventory to all Arma 3 camping tents, including the solar tents from Contact DLC. Also configured to be used as simple objects via their "special states" attribute. Unbinarized config file, feel free to edit maximumLoad or TransportItems classes to suit your own needs. Current Maximum Load: 2000 Current TransportItems: First Aid Kit, Map, Compass. Steam Workshop.
  16. I do indeedy, and already implemented.
  17. First run seems to have worked out okay, a selected backpack assembles an enhanced tent, and as you can see you can pack some gear into the tent, disassemble it, move on, reassemble tent and your gear is still there. I'll try and add this extra functionality soon.
  18. Hey there, so taking the above description.ext as an example, the numbers relating to sfxsound are as follows... sfxsound[]={"sound\OutbreakRadio1.ogg",10,1,18,1,1,1,0}; Where 10 is soundVolume, 1 is soundPitch, 18 is maxDistance, 1 is probability, 1 is minDelay, 1 is midDelay, 0 is maxDelay I think for your purpose you need to edit maxDistance. This wiki page might help too. https://community.bistudio.com/wiki/CfgSFX Hope this helps.
  19. @RCA3 cool idea mate, i'll look into that for sure!
  20. Are you serious? Does it really matter how someone refers to it. ^^ It's spelt they way it's been used for all promotional/retail purposes throughout the years going back to Armed Assault. Pernickety to say the least.
  21. A wee aquatic update of sorts... A retextured UAV backpack, a retextured Zodiac, combined they create the EO Zodiac Backpack. The backpack can be found in the VA and Eden under Equipment > Backpacks. The Zodiac can be found in Eden under the Civilian > EO Civilian Expansion > Boats. Steam Workshop.
  22. 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.
  23. @tpw, I'm sorry to report another upload of your work to Steam...https://steamcommunity.com/sharedfiles/filedetails/?id=2011323957&searchtext=tpw
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