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Everything posted by EO
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I was curious how the Dead Rising feature would work with the Ghosts.... It works really well for the most part, the AI resurrect with most of the Ghost ppeffects, the only issue is the reanimated Ghost will still be wearing his original outfit, partially obscured by the ppeffects but not a full on Ghost...Can this be tweaked to have them reanimate as a full on Ghost?
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Remove Inventory from obj
EO replied to Black_Ice931's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What object are you trying ti disable? -
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.
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@Less Grav, there are no dogs in Ravage, maybe your running Vandeanson's Apocalypse alongside Ravage?
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ZKs -=LOST=- MP Survival Mission (Now With Base Building)
EO replied to zonekiller's topic in ARMA 3 - USER MISSIONS
Nice to see this getting a lick of paint. If the server is still up over the weekend I'll hop in for a wee while.- 371 replies
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Had my first observation of the awesome AI Looters feature earlier, the mission is a Renegades only affair, so no Bandit squads. All encounters had different results, for instance when an AI kills another AI, if there is no other immediate danger around he will go right up to his prize, loot him and move on. If, however the AI has other distractions around like zeds or renegades, he will still loot a corpse but does so at a greater distance, in these instances the looting action distance to a corpse can be anything up to 10-15 metres Overall it's a top notch new feature and in a Renegade only scenario this new feature makes the battlefield much more dynamic. I haven't observed Bandit squads looting yet, can't wait to see how they roll with it.
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Ravaged and Frithified Gear has been updated. Includes 3 Weathered Dome Tents. The tents are configured to act as an inventory object capable of storing a realistic chunk of loot, or they can be used as a simple object via the special states attributes. Each tent is configured to spawn with a couple of useful inventory items. They can be found in Eden under Things>Camping.
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I think 3 will do for a little more variety... What i'm happy about with these tents is the new skills I've learned from using Object Builder/Bulldozer for the very first time, these tents are actually ported from the available Arma2 models and don't have hiddenSelections. The tents are configured to act as an inventory object capable of storing a realistic chunk of loot, or they can be used as a simple object via the special states attributes. Each tent is also configured to spawn with a useful inventory item, like a map, compass or a FAK.
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@CrazyCorky, https://discordapp.com/invite/ff8F4Jz
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I'm in agreement with these fine gentlemen, this is definitely an update for the post apocalyptic voyeur.
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@Troopgun, I'm fairly certain order doesn't matter. You can gather classnames from any of the methods you mentioned above, for vanilla weapons the CfgWeapons wiki is also good spot.
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Currently working on adding some weather-beaten tents... Vanilla tent is on the left.
- 136 replies
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Captive zeds should always be named Bub.
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My bad, the code needs an extra set bracket/semi colon..... this spawn { _uStayThere = getpos _this; while {alive _this} do { sleep 1; if (_this distance _uStayThere > 5 && isNil {_this getVariable "_zTarget"}) then { _this doMove _uStayThere; _this forceSpeed 2; }; }; }; That will work. Keep expectations very low my friend, it's really just a very small taster of a larger mission yet to be published.
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Lol, I should have mention the zeds will still get pissed when they see a player....you could still bump the zeds visual detection to near zero, that would help too.
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Is your fenced off area populated by hand placed zeds?.....if so, then it's possible to achieve this. Add this code to the init of a hand placed zed.... this spawn { _uStayThere = getpos _this; while {alive _this} do { sleep 1; if (_this distance _uStayThere > 15 && isNil {_this getVariable "_zTarget"}) then { _this doMove _uStayThere; _this forceSpeed 2; }; }; The zed will wander no more than 15m from where you placed him. (the distance can be edited to suit your needs) The great thing about this is it makes your hand placed zeds act independently from the Ambient Zombie module, so you can have "captive" zeds as well as regular roaming zeds. All credit to @haleks for the code, which helped greatly when I was creating my Sirens mission. Here's a little clip of the code in action...
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terrain Chernarus Redux [WIP Release]
EO replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice touch guys. ^^- 258 replies
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terrain Chernarus Redux [WIP Release]
EO replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds interesting, is it an easter egg to be found?- 258 replies
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You can turn those ammo boxes into simple objects by ticking the simple object box in the objects special states section. This will turn the ammo box into a piece of scenery.
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mod release Vandeanson’s Apocalypse
EO replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you checked out the Animation Viewer in Eden Editor, you can find all animations and their classnames, those can be used with playMove.- 303 replies
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mod release Vandeanson’s Apocalypse
EO replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Speaking of bandages, I worked on an idea a while back with the help of das attorney, that combined healing plus the head bandages...I thought it was fun wee script.- 303 replies
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Ravaged and Frithified Gear has been updated. To be fair this update is a little light on content, but it should at least brighten up your day...night. A hand held Flashlight that can be equipped from the sidearm slot of your Inventory, once equipped toggle the L key for light on, light off. Credit and thanks to I3lueVein for sharing the Flashlight source files.
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@DnA, Could you confirm if any changes have been made recently to the Skate Helmet, I've looked back over all the recent changelogs and can't see any documented changes. The Skate Helmet now has a very peculiar looking flat matt finish where before it was shiny.
