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EO

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Everything posted by EO

  1.  EO

    Ravage

    I'm not keen on sharing personal info on forum boards but happy to share that haleks is still around and doing fine, maybe just a little fatigued from modding in general. And regarding modding Reforger....https://forums.bohemia.net/forums/topic/238966-ravage/?do=findComment&comment=3522580
  2.  EO

    Ravage

    Correct, I believe the vehicle module just deals with ambient wrecks/vehicles, the bandit vehicles are handled by a separate script/function.
  3.  EO

    Ravage

    I think that's intended, I believe bandit vehicles are scripted to spawn with damaged textures applied using the setObjectMaterialGlobal. (I'm certain this applies to all vanilla A3 vehicles, not sure it extends to custom vehicles from other mods....)
  4. I respectfully disagree, content versus price point is a very subjective argument and comparing one CDLC with another isn't entirely fair, each one has different scope and aims. Most criticism I've read (and watched) reference the small amount of new playable assets while completely ignoring the generous amount of highly original playable content on offer. And let's not forget the awesome soundtrack that's included which is on totally on point with the rest of the content, I'm a musician myself and the creation of new original music should never be overlooked or taken for granted. And regarding those playable assets, I love pistols and goddam those new pistols are very lovable. All in all a cool new piece of Arma 3 content.
  5.  EO

    Ravage

    Ahh, so that's the MP Save Menu, every time you join any MP Ravage mission it creates and saves your character for that particular mission/server. Kodabar made a short, informative video about that.... Hope that helps.
  6.  EO

    Ravage

    It would help if you defined the "weird 3D menu" a little better.....are you using mods other than Ravage itself?
  7.  EO

    Ravage

    The problem stems from both mods using DefaultWorld as a map inheritance for certain Environmental soundsets, so loading Ravage, with or without modules present, is overriding the CfgEnvSounds class from Chernarus 2035. Maybe a small patch for either mod is your solution.
  8. Have you checked out the WIKI?.... lots of info on how to get setup correctly.
  9. You can add destruction effects to static objects with a config modification..... Here's a link to a small mod that adds destruction effects to the olive portable server as requested.... https://www.dropbox.com/scl/fo/htb89qoj77kpsjwuob6xa/h?rlkey=sc1lghdoqzen5fhnynrryfab1&dl=0
  10. Hey there @tpw and a belated Happy New Year to you. If your still working on the mod I wanted to put forward a suggestion for TPW AIR to make it a little more "immersive"... A new variable that adds 50% damage to ambient aircraft, something like tpw_air_damage 0 = Yes, 1 = No, 2 = Random Aircraft are still flyable at 50% but they emit lots of exhaust gases/smoke particles that could make for some interesting random flybys......
  11. SIRENS is an open world survival horror mission influenced by Silent Hill, and powered by Ravage. Story Overview: Moschyni Island has been laid to waste..a strange malevolant force has taken over it's towns and villages. The distant wail of the siren brings out the dead, shrouding everything in a creeping fog. Only evil remains..... You are Edgar Olsen, a Norwegian explosives expert living and working in nearby Chernarus. You received news your father was killed while trying to silence the Sirens of Moschnyi Island. Haunted by dreams of your late father you return to your homeland to avenge his death... Gameplay Overview: SIRENS is an objective based walking simulator open world survival mission. On screen text prompts will reveal the players objectives as they are generated. Objective markers will appear when generated, and disappear when completed. As objectives are completed the next one is generated. There are 8 Sirens spread over Moschnyi Island, you are equipped with 8 explosives...use them wisely! Gameplay Features: Zombies - Manifested and driven only by the low frequency subsonic sound of the Sirens, these zombies are almost oblivious to all other sound but will react to light sources (flares) and sudden movements, don't get too close. No Vehicles - SIRENS is designed to be played out on foot. (SIREN "Events" will only work as intended when entered on foot, besides Moschnyi is a beautiful little island for a survival horror stroll.) Ambient Music and Musical Cues - In-game music must be enabled and best enjoyed through headphones. Renegades - Hostile locals have taken over the Island and are friendly to no one. Safe Houses - Places of sanctuary to get warm and save your progress. Light Survival Mechanics - Loot, Eat, Drink, Thrive, Survive. Moschnyi Island Redux designed exclusively for SIRENS: Moschnyi is a small island located east of Novigrad and south of Primorsk. It's the most southerly of the Chernarussian Territories. The island has a small Emergency Airfield located SW of the town of Moschnyi. The town of Moschnyi has the only fuel station and large market on the island. The old harbor in the town of Moschnyi and the new harbor in Novakvice can be found along the northern coast. Water and power on Moschnyi are provided by the mainland of Chernarus and connected via underwater cables. The two main towns on the island are Moschnyi and Novakvice. Smaller towns include Lipnice, Murnice, and Kyslin. Moschnyi Island Redux features: Sullen Skies. Ambient Birds. Vegetation adjustments. Wind affected Autumn Leaves. Longitude/Latitude adjustments. Livonia Environmental Ambience. 90% of all Arma 2 structures replaced with their Arma 3 Livonia equivalents. (This aspect is part of the mission file) Highly recommemnded mods: m3mory by Haleks. Death and Hit Reactions by WebKnight. Advanced Vault System by WebKnight. Credits: Jakerod for allowing me to use his beautiful Moschnyi Island for this project. Haleks for creating Ravage, and being an inspiration for all my ARMA 3 content. Leopard20 for providing code that literally saved this project from being abandoned. Mark Lambert for allowing me to use his version of "Theme for Laura" from Silent Hill. Kodabar, Tourist, TenuredCLOUD, Reason Unknown and POLPOX for kindly playtesting and sharing ideas. TPM for his awesome mission introduction. Known Issues: Ravage loot system will sometimes spawn items not relevant to the mission, any items related to the Vehicles and Sleep/Rest systems are not needed. (couldn't figure out how to remove certain items from the Loot System)
  12.  EO

    [SP] S I R E N S

    Thanks to @TPM_Aus for making an awesome storyboard style video that introduces the mission perfectly....
  13.  EO

    HDR 2020

    That's some damn fine looking lighting.
  14. The easiest way to turn music on/off in the main menu is found within the Parameters settings within the Launcher. Check the World parameter and select Empty World, with this checked, and regardless of your loaded mod-set or CDLC, it will show a static screen with no music, simply uncheck for music.
  15. It's no bug, the main menu screen is essentially playing a mission in the background that includes music. It's possible to create your own custom main menu without music but it will require building a mod.
  16. Maybe then, after purchasing a legitimate copy of Arma 3, you will find these forum boards much more helpful.
  17.  EO

    [SP] S I R E N S

    Wishing everyone who played through SIRENS a Merry Christmas and a happy holiday!! Nearly 3,000 subs in total at it's peak and currently sitting around 1,700 subs. Never thought it would achieve those kind of numbers so thank you one and all.
  18.  EO

    HDR 2020

    Apologies for not mentioning the inheritance structure. All CDLC terrains inherit from CAWorld with the exception of gm_weferlingen_winter...
  19.  EO

    HDR 2020

    Some CDLC support would be sweet...(classnames in bold) Western Sahara - SefrouRamal S.O.G. PRAIRIE FIRE - cam_lao_nam vn_khe_sanh vn_the_bra CSLA - stozec GLOBAL MOBILIZATION - gm_weferlingen_winter gm_weferlingen_summer SPEARHEAD 1944 - SPE_Normandy
  20.  EO

    HDR 2020

    Hey, nice work mate, subtle and very effective, I love it, makes me wanna have a tinker with those tonemaps too. Worth mentioning it's not working with Livonia, class name for Livonia is Enoch.....always catches me out that one.
  21. Ignore this troll and raise a ticket on the feedback tracker.
  22. You can click on the Report Post link, located top right of each post, submit a report with or without optional message and a Moderator will eventually delete the thread or move it to it's proper location.
  23. Creating a new thread in the wrong section when you've already posted the same question in the proper section is questionable.... Double posting goes against forum rules/guidelines.
  24. 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.
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