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Everything posted by EO
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I just tested this in the editor before posting and both traders have an inventory to sell so i'm not sure what your issue could be dude. Sorry! I guess you will have to wait for haleks thoughts. Edit....Here is a link to the test mission i just created.... https://www.dropbox.com/sh/uhmw2qmop9mm2fr/AAAXO-hIluq43i4jwNivE5kLa?dl=0
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If you want an arms trader add this to any units init.... this setVariable ["isTrader", "rvg_arms_s", true] If you want a supplies trader add this to any units init.... this setVariable ["isTrader", "rvg_supplies_s", true] If you want your trader to remain static you will need to uncheck the unit's "Enable Simulation" Also make sure you have placed an Ambient AI module. I think this should cover it.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
EO replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If your calling the script from your players init, just edit the numbers from there. Take a look at the script again and look to the "spawning" section to understand how they are spawned.... // Spawning 25 = tpw_firefly_radius // Firefies will be spawned within this distance (m) of player 5 = tpw_firefly_time // Max seconds between spawning each firefly/swarm 50 = tpw_firefly_maxflies // Maximum number of fireflies around player 5 = tpw_firefly_swarmsize // Maximum number of fireflies per swarm (must be less than tpw_firefly_maxflies) 0.1 = tpw_firefly_largeswarm // Chance of a large swarm (5 X tpw_firefly_swarmsize) spawning near player. 0 = never, 1 = always For more small groups as per your request i believe you will need to.... Increase "tpw_firefly_maxflies" (default is 50) Decrease "tpw_firefly_swarmsize* (default is 5) So try this in your players init... 0 = [4,18,5,25,5,75,3,0.1,[250,220,100],0.8,0.05,1,0.075] execvm "tpw_fireflies.sqf"; This will increase the maximum number of fireflies around player to 75, and decrease the maximum swarm size to 3. I think this should help....- 5764 replies
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She's a beauty, loving the the subtle undulations in the forest pictures. Best of luck with the project!
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[REQUEST] Animal spawner module
EO replied to Caluu66x's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
TPW_MODS has an ambient animal script. It's worth checking it out, might be just what you need. -
Just had the most enjoyable hour in the VA with this gorgeous pack. The FG42 might just be my new favorite battle rifle, what a beast on full auto!!.I think I've just dislodged a few fillings.
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- iron front
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Maybe R0adki11 could pull a few strings behind the scenes to extend that five member limit for PM's...... .....or alternatively, he can have my spot in the DEV thread, my scripting knowledge/feedback is still negligible to say the least.
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Regarding the "bad version gutting knife/hose" errors.....how exactly are they being created?......when double clicking said item?....I ask because I haven't had any issues using the gutting knife. Some guy in the "Roads for Ravage" thread has reported the same issue also.
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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
Ravage Demo mission on Tanoa. -
@redarmy.....awesome post dude.....who needs YT!!
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NDA was lifted, we can talk openly of these things now......can't we?.....oh shit, this is the main thread. edit....off topic for sure, had many beers.
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Be careful what you wish for......you have to undertake a bathing ritual involving milk and grapes, benson can give you the details.
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The season of goodwill to all Survivors, Bandits, Renegades and Infected is nearly upon us...... Happy holidays fellow Ravagers.
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@Caluu...when you place your ambient zed module, what is your "sun factor" setting?......having it set to "yes" will significantly decrease zed spawns during daytime...it can vary from a 30% chance during daytime to 90% at nighttime.
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Hey guys, while preparing body and mind for this paragon...regarding AIA TP...there are 3 different versions, Full, Lite and Data...which pack is recommended for running Taunus. Thanks.
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@road runner, at this point there is no hope, you can only do so much.......eejits!
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- Namalsk
- Namalsk Arma 3
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@Axon1, rather than breaking forum etiquette with what you feel is a valid request, why not check out this thread instead. btw, ^^ this is not really required.....nobody on this forum is "entitled" to anything.
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- Namalsk
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Maybe I'm wrong here, but signatures seem to be much more obtrusive with this new software.....some look okay, while others take up way too much real estate.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
EO replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You'll have more control using the script version....here is a modified script that will spawn some BTT's and a few M-900 variants. You can choose what aircraft to spawn by adding classnames to this part of the script...- 5764 replies
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This was suggested, and it seems ignored, when the last revamp took place, now we have upgraded to new forum software, the same software that the DayZ forum uses, and they have a dark theme as default.....so why not over here too?......pretty please with sugar on top!
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A lot of these issues have already been tweaked on the Dev Branch.
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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, WarfareThai, IFA3, CUP, Kholm......and introducing, The No Horse Hangin' Posse!- 6850 replies
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This should have been posted here. Anyway...looks like you need to drop the "@" from @MS_Sounds Try this. :) class CfgPatches { name = "MS Sound"; author = "Midnight"; url = "themedicstation.net"; requiredVersion = 1.66; requiredAddons[]={}; units[]={}; weapons[]={}; }; class cfgSounds { sounds[]={}; class MS_Alarm { name = "MS-Alarm"; sound[]={"MS_Sounds\sounds\alarm.ogg",0.8,1,30}; titles[] = {0,""}; }; };
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......when the wife stops putting out!
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Try these....