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EO

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Posts posted by EO


  1. It's possible he has just overwritten an original .paa file from the main game. I used to do this quite a lot when I first started to learn retexturing. 

     

    @Hasselberg, Depending on what uniform your working on, Arma will sometimes use two separate textures to make one uniform, that could account for the pants loading as standard indep camo.

    For help writing a config check out this guide...https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration 


  2. Regarding those issues with the loot search action I refer back to a post I made a few months ago...

    On 4/28/2019 at 11:56 PM, EO said:

    When I loot an object for the first time it only ever opens the inventory if it contains loot, otherwise I always get the "empty" "nothing here" messages.

    Upon returning to an object that has already given up loot it will open the inventory, but the inventory is empty because I've previously looted it. (In this situation, ideally the "empty", "nothing here" messages should be shown rather than opening an empty inventory but i personally don't see this as a "bug")

    All of the above still happens in a vanilla Ravage environment, meaning running only Ravage/CBA while play testing on a vanilla map. I still don't think the Ravage loot search system should necessarily take the rap when it could be down to a clash/conflict with other external scripted features in a user made mission.

    The only thing that should be addressed, and was previously acknowledged by Haleks, is the deletion of empty weapon holders to be followed by the "empty" "nothing here" messages as has been suggested by @LSValmont


  3. 5 hours ago, Dedmen said:

    The thread was locked to protect people who don't want to follow the rules, from actually violating them.

    To me the thread seems to be some kind of trap that lures people into violating the rules. So to protect people from themselves the thread was locked.

    Leaving it open will just lead to more people repeating the same behavior which will have them receive warnings or even be banned from the forums.

     

    I don't wish to sound combative and I ultimately respect your decision but locking a thread for those reasons seems like skewed logic which can be seen to favour members who violate forum rules and etiquette, and much to the detriment of thread authors and members who try to follow proper forum etiquette.

     

    • Like 1

  4. 34 minutes ago, Neto Penha said:

    Thats what I'm trying to figure out, our friend EO might have an answer.

     

    I believe rvg_fnc_detachBackpack {}; is the function in question, but I'm unsure how to blacklist it, our friend Haleks might have the answer.....😅 

     


  5. @Neto Penha, I'm pretty certain there is a displayed message whenever a backpack has been taken by a zed, at least there used to be...."You've just lost your backpack" if I remember correctly.

    Remember if this happens, the backpack will be lying on the ground where it was taken, so once it's safe to do so you can return to that spot and retrieve it

     


  6. @anfo,

    The mod is a simple config tweak, i'm not sure it can be converted into a script, even if it could scripts aren't my strong point. You could always try using George's exploding objects script a few posts above this one, it offers far more options than this.

    Regarding the client-side thing, again I'm not really sure as I play mostly SP, with that being said I'm guessing since it changes the configuration of some objects, if they were used in a MP scenario both client and server would need the mod loaded for maximum enjoyment, I included a server key to cover this. :rthumb: 

    • Like 1
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  7. 6 hours ago, GEORGE FLOROS GR said:

    If you want you can have any part of the code , but it's a totally different approach.

     

    Very nice George, indeed much more is possible with clever scripting but I'll stick with the humble config tweak.

    Spoiler
    
    class DestructionEffects
    {
    	class HouseDestr
    	{
    		intensity=1;
    		interval=1;
    		lifeTime=0.1;
    		position="";
    		simulation="destroy";
    		type="DelayedDestructionAmmoBox";
    	};
    };

     

    😉  

    • Like 2
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  8. Yeah man, tried and failed many times over the past few days.....I've had a bit more of an insight about this from HorribleGoat, some terrain objects are set as non-destructible and some don't have house simulation, therefore it's just possible the objects covered in this mod have neither which is why "terrain baked" objects don't inherit the config change.

    • Like 2
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