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EO

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Everything posted by EO

  1. 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.
  2.  EO

    Ravage

    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.
  3. 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.
  4. 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.
  5.  EO

    Ravage

    @CrazyCorky, https://discordapp.com/invite/ff8F4Jz
  6.  EO

    Ravage

    I'm in agreement with these fine gentlemen, this is definitely an update for the post apocalyptic voyeur.
  7.  EO

    Ravage

    @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.
  8. Currently working on adding some weather-beaten tents... Vanilla tent is on the left.
  9.  EO

    Ravage

    Captive zeds should always be named Bub.
  10.  EO

    Ravage

    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.
  11.  EO

    Ravage

    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.
  12.  EO

    Ravage

    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...
  13. Nice touch guys. ^^
  14. Sounds interesting, is it an easter egg to be found?
  15.  EO

    Ravage

    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.
  16. Have you checked out the Animation Viewer in Eden Editor, you can find all animations and their classnames, those can be used with playMove.
  17. 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.
  18. 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.
  19. @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.
  20. @zukov, Although the priest textures are present, I think the model has been removed.
  21. All credit must go to you my friend, you did all the heavy lifting.
  22. Courtesy of the source files provided by I3lueVein, I plan on adding his simple flashlight to pack... Quote from I3lueVein... License / Disclaimer: You may use this with any mod, I don't mind if you want to download it and put it in your own pack. (Yes this means it doesn’t need to be a dependency - just remember who made it)
  23. Thanks buddy! I'll try that embedded link on my next screenshot.
  24.  EO

    Ravage

    I'd say yes to all of the above. What your intending to do with inventory items is no different to what I did with say a vest, hat or backpack.
  25. @jeza, just curious how you manage to achieve posting a much larger screenshot. I usually post my screenshots via Imgur at the same resolution as yourself (2560x1440) however my screenshots are much smaller....
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