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EO

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Everything posted by EO

  1.  EO

    Ravage

    Before embarking on further virtual botany the question of available vanilla assets, or lack off, would need to be discussed... I've already created a bunch of compositions similar in theme to what I posted above, however these were created using the vegetation from CUP Core and kju's ShowEnochVegetation mod. Using these create a dependency in the mission file which leave a couple of choices going forward: · Use CUP Core. (still creates a dependency and could restrict the user-base) · Create our own vegetation config for inclusion with Ravage. (everyone benefits) · Insert any other suggestions here...
  2.  EO

    Ravage

    Ambient Overgrowth? Clearly visible radius would have to be quite large as to avoid seeing the overgrowth spawning in, but.....it does look nice.
  3. Solid representation of an iconic pistol. (The download link in your last post doesn't work for me, I'd suggest tagging a moderator and get this little beauty in the Complete section.)
  4. BB gone but not forgotten, JB keeping the faith. A perfect companion piece for the SP.
  5. Not entirely sure cell size can be read in-game, you can use EliteNess to open the .wrp file, I think you can get cell size info from there.
  6.  EO

    Ravage

    Forgive me as this isn't directly Ravage related, but i'm fairly certain Ravagers will have some fun on a cracking wee terrain that's just been released....Toresk Terrain.
  7. ...those little ankle-biters would be awesome on Tria. (sorry for being off-topic)
  8. Spot the sniper... Mods: Ravage, Sullen Skies, ReColor.
  9. Another trigger based idea, add this code to the condition field of a trigger synced to the Animals module will spawn chickens at 06:30 in-game time... floor daytime >= 06 && floor (60 * (daytime % 1)) >= 30; 🦃🐔🐓
  10. Don't use the Sites module, use the Animals module found under Others in the Editor, this module works with triggers. Edit: If you want to add a few cockerels into the mix, I made a little mod that adds more animals to the Animals Module, be aware however it will add a dependency to your mission.
  11. @accuracythruvolume Thanks for the kind words and feel free to integrate any aspect of the mod into your map. For further reading I'd recommend checking out some of the official documentation from truSKY, most but not all of those variables have some relevance to SimulWeather and Overcast classes used in Arma 3. They certainly helped me in giving a better understanding of what's involved in cloud creation within the Arma engine. Experimenting with some of those variables can give some shall we say other-worldly results...
  12.  EO

    Ravage

    Livonian Partisans from Sparfells Missing Units.
  13.  EO

    USP Gear & Uniforms

    If your new to the forum, take a little time to read the rules and guidelines before asking about updates etc. They are generally regarded as spam, hence the unhelpful comment you received earlier.
  14. Not sure if this know but AI can fall through the floor of the big airfield building if it's in a damaged state....
  15. Hey bro, tried to simulate your issue at the exact same spot in your video...couldn't replicate it, bodies don't disappear.....however, If the building takes damage then they do fall through the floor. I ran a little test after catching the last few seconds of your test video, I noticed there was a wrecked vehicle and some fallen walls just outside the right hand side window, so maybe the building had taken some damage when you ran your test, It's possible this is a bug that's went unnoticed by the developers...
  16. Obviously this will become my go-to retreat from the ravaging hordes... ...awesome script man, thanks for sharing it.
  17.  EO

    Ravage

  18.  EO

    Ravage

    @Jamie_STi, you may need to uncheck No Logs in your Launch Parameters.
  19. Splendid work indeed Chairborne. 😎
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