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Posts posted by EO
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A couple of outstanding micro-terrains, impressive technical specs, beautifully detailed and great performance considering the 2m cell size, I think Bushlurker would be very impressed given the love he had for micro-terrains.
You work reaches new heights with every terrain you release.
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15 hours ago, Donnie_Plays said:Is Haleks still around?
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
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19 minutes ago, Donnie_Plays said:So the vehicle module itself has no effect on this? The module specifically references damage and retexture if you leave the option on. I suppose I could remove the module completely and see what happens. For some reason it seems like in the past I remember having AI drive clean vehicles back in the day but it's possible I'm confusing this project with a different one.
Correct, I believe the vehicle module just deals with ambient wrecks/vehicles, the bandit vehicles are handled by a separate script/function.
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1 hour ago, Donnie_Plays said:This issue seems to be specific only to the AI that spawn and drive vehicles.
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....)
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54 minutes ago, mickeymen said:@Rotators Collective - please add at least more weapons and uniforms, otherwise it's catastrophically poor content. 2-4 samples of weapons or uniforms in different skin, this is very small, for paid content...
I will support your work one way or another, but it seems to me that before the release, you should add more stuff
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.
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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.
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1 hour ago, fossil said:but when I try to load that game back up in that weird 3d menu, it doesn't really say exactly how you load that save.
It would help if you defined the "weird 3D menu" a little better.....are you using mods other than Ravage itself?
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16 hours ago, honger said:Ravage seems to be removing environmental sounds from the Chernarus 2035 map, any ideas why would this mod do that and how to fix this? On it's own the terrain works perfectly fine, once Ravage is added - with or without needed modules - every ambient sound except footsteps is gone.
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.
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10 minutes ago, pvt. partz said:So I am having a lot of trouble getting a new project started in Reforger Enfusion. I've been diving into the deep end hoping things will somehow work and I can finally start seeing something that looks like a terrain. I'm failing miserably so I decided that I would step back and try to learn how terrains are made (structured)....
Have you checked out the WIKI?.... lots of info on how to get setup correctly.
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On 1/31/2024 at 10:42 PM, za0 said:But I wanted this object to be destroyed if it was hit by something, like the code there that works with the units as I explained.
You can add destruction effects to static objects with a config modification.....
On 1/31/2024 at 10:42 PM, za0 said:The object in question is "Land_PortableServer_01_olive_F".
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
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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......
Spoiler- 2
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Thanks to @TPM_Aus for making an awesome storyboard style video that introduces the mission perfectly....
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That's some damn fine looking lighting.
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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.
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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.
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18 minutes ago, Pubg Devil said:After building my PC my account has been empty so my income will come about 16 days later
Maybe then, after purchasing a legitimate copy of Arma 3, you will find these forum boards much more helpful.
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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.
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6 hours ago, RCA3 said:I added them to CAWorld since you didn't mention.
Apologies for not mentioning the inheritance structure.
All CDLC terrains inherit from CAWorld with the exception of gm_weferlingen_winter...
Spoiler- 2
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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_braCSLA - stozec
GLOBAL MOBILIZATION - gm_weferlingen_winter
gm_weferlingen_summer
SPEARHEAD 1944 - SPE_Normandy
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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.
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On 12/5/2023 at 2:50 PM, borjamari said:Seems they are the two achievements on the list that are bugged.
Ignore this troll and raise a ticket on the feedback tracker.
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3 minutes ago, Invisual_33 said:how can I delete
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.
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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.
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Sullen Skies, Ambient Animals, Animals Module-Extended
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Forgive my ignorance on this matter, but given Sullen Skies is map specific, why would you load a Sullen Skies mod if you aren't loading the required compatible terrain? I'm don't quite understand the logic.
I'm happy to look into updating them but there's currently over 50 versions on the Workshop...