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EO

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Everything posted by EO

  1. SIRENS is an open world survival horror mission influenced by Silent Hill, and powered by Ravage. Story Overview: Moschyni Island has been laid to waste..a strange malevolant force has taken over it's towns and villages. The distant wail of the siren brings out the dead, shrouding everything in a creeping fog. Only evil remains..... You are Edgar Olsen, a Norwegian explosives expert living and working in nearby Chernarus. You received news your father was killed while trying to silence the Sirens of Moschnyi Island. Haunted by dreams of your late father you return to your homeland to avenge his death... Gameplay Overview: SIRENS is an objective based walking simulator open world survival mission. On screen text prompts will reveal the players objectives as they are generated. Objective markers will appear when generated, and disappear when completed. As objectives are completed the next one is generated. There are 8 Sirens spread over Moschnyi Island, you are equipped with 8 explosives...use them wisely! Gameplay Features: Zombies - Manifested and driven only by the low frequency subsonic sound of the Sirens, these zombies are almost oblivious to all other sound but will react to light sources (flares) and sudden movements, don't get too close. No Vehicles - SIRENS is designed to be played out on foot. (SIREN "Events" will only work as intended when entered on foot, besides Moschnyi is a beautiful little island for a survival horror stroll.) Ambient Music and Musical Cues - In-game music must be enabled and best enjoyed through headphones. Renegades - Hostile locals have taken over the Island and are friendly to no one. Safe Houses - Places of sanctuary to get warm and save your progress. Light Survival Mechanics - Loot, Eat, Drink, Thrive, Survive. Moschnyi Island Redux designed exclusively for SIRENS: Moschnyi is a small island located east of Novigrad and south of Primorsk. It's the most southerly of the Chernarussian Territories. The island has a small Emergency Airfield located SW of the town of Moschnyi. The town of Moschnyi has the only fuel station and large market on the island. The old harbor in the town of Moschnyi and the new harbor in Novakvice can be found along the northern coast. Water and power on Moschnyi are provided by the mainland of Chernarus and connected via underwater cables. The two main towns on the island are Moschnyi and Novakvice. Smaller towns include Lipnice, Murnice, and Kyslin. Moschnyi Island Redux features: Sullen Skies. Ambient Birds. Vegetation adjustments. Wind affected Autumn Leaves. Longitude/Latitude adjustments. Livonia Environmental Ambience. 90% of all Arma 2 structures replaced with their Arma 3 Livonia equivalents. (This aspect is part of the mission file) Highly recommemnded mods: m3mory by Haleks. Death and Hit Reactions by WebKnight. Advanced Vault System by WebKnight. Credits: Jakerod for allowing me to use his beautiful Moschnyi Island for this project. Haleks for creating Ravage, and being an inspiration for all my ARMA 3 content. Leopard20 for providing code that literally saved this project from being abandoned. Mark Lambert for allowing me to use his version of "Theme for Laura" from Silent Hill. Kodabar, Tourist, TenuredCLOUD, Reason Unknown and POLPOX for kindly playtesting and sharing ideas. TPM for his awesome mission introduction. Known Issues: Ravage loot system will sometimes spawn items not relevant to the mission, any items related to the Vehicles and Sleep/Rest systems are not needed. (couldn't figure out how to remove certain items from the Loot System)
  2.  EO

    [SP] S I R E N S

    UPDATE: Added a black and white version of SIRENS as this was my original vision of the scenario. Happy Halloween! Steam Workshop.
  3.  EO

    [SP] German Paratrooper

    I get it, but if you go as far as publishing a mission and only one person subscribes and gets a kick out of it then that's the bonus right there, It's a shame bro' your missions are fun to play and are always immersive. Personally I make all my content, first and foremost, for myself and if I share then it's in the lap of the gods, take the good with the bad and move on with life but leave your legacy behind you.
  4.  EO

    Ravage

    @Vald77r Again, I thought Vehicle Damages just handled the visual appearance of hand placed vehicles and in this regard still works as intended, ON for rusty textures, OFF for vanilla textures. It's my understanding the Vehicles Intact Ratio percentage handled the mechanical integrity of both hand placed and spawned vehicles.
  5.  EO

    Ravage

    Vehicle Damages ON/OFF works fine and as intended for me, from my understanding this feature is for existing vehicles, meaning hand placed vehicles and doesn't cover vehicles/wrecks spawned by the module. No?
  6. Super cool stuff JB, nice to see you wrangling with A3's crazy AI again.
  7.  EO

    Ravage

    Maybe a small adjustment to your playstyle would help, ease off on the dumpster diving and maybe scavenge from roaming AI instead, the rewards after the battle taste much sweeter. Joking aside, I think it's important to understand what's going on behind the scenes in any Ravage scenario, there are limitations, especially with performance, which is why I gently suggested a tweak to your playstyle, it might help in the long run.
  8.  EO

    Ravage

    Great concise and sensible advice from @Gunter Severloh, as usual, what a legend this guy is. I think the problem may be that your playing a series of missions (Outbreak) that were last updated nearly five years ago, and more importantly, all of which are running versions of Ravage that are outdated by quite a significant margin. I'd imagine that a lot of the non Ravage scripts (and mods) required for these missions could be running outdated code too, superseded by all the major platform updates Arma 3 has received.
  9. Maybe I should have been clearer, I meant is there a particular building you need the coordinates for, or is it any/all Arma 3 structures. If it's for structures used on Altis/Stratis, this might help.... These are the door handle positions (or as near as possible) taken from the Automated Doors scripts by Heeeere's Johnny!
  10. Missions (my own) are loading and playing just fine on latest Dev Branch.
  11.  EO

    Ravage

    Without knowing anything other than a vague description it's hard to give advice, a little more context would help..... What are your main module settings?....Have you enabled ambient furniture? (I heard of some folks experiencing issues with this settings over prolonged game sessions in the past).....Are you using any external scripting over and above Ravage/CBA? Have you tried using haleks excellent M3MORY mod?
  12. To my eye there's a mismatch in your uniform class entries. In your class CfgVehicles entry, try changing... uniformClass = "UCA_Prueba"; to.... uniformClass = "UCA_Base";
  13. As the title says. I want to update my Gorkas and Gear mod but when I launch Publisher I find there are a bunch of my mods missing from the Published Items column, out of 113 mods I've uploaded only 88 are showing up. Has anyone experienced this? Any ideas what could be causing this?
  14. No, not really, I had a similar situation when configuring Frith Factions, also using Drongo's tools., never did find a solution either so just stuck to having separate pbo's for each config and didn't look back. Curious as to why the necessity to have them bundled into one pbo?
  15. Looks like Land_fs_Feed_F uses 6 different destruction effects upon explosion, not sure that will be easy to script into a solution for you.... class CfgVehicles { class House_F; class House_Small_F; class Land_fs_feed_F: House_Small_F { author="$STR_A3_Bohemia_Interactive"; mapSize=0.88999999; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=0.82599998; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_fs_feed_F.jpg"; _generalMacro="Land_fs_feed_F"; scope=2; scopeCurator=2; displayName="$STR_A3_CfgVehicles_Land_fs_feed_F1"; model="\A3\Structures_f\Ind\FuelStation_Small\fs_feed_F.p3d"; icon="iconObject_3x2"; editorCategory="EdCat_Structures_Altis"; editorSubcategory="EdSubcat_Services"; vehicleClass="Structures_Commercial"; cost=10000; memoryPointSupply="Refuel_pos"; transportFuel=50000; disableInventory=1; class DestructionEffects { class FuelStationSmk1 { simulation="particles"; type="FuelStationSmk1"; position=""; intensity=0.15000001; interval=1; lifeTime=0.001; }; class Light1 { simulation="light"; type="ObjectDestructionLight"; position="DestructionFire"; intensity=0.001; interval=1; lifeTime=0.5; }; class FuelFire1 { simulation="particles"; type="FuelFire1"; position="DestructionFire"; intensity=0.15000001; interval=1; lifeTime=0.5; }; class FuelDestr { simulation="destroy"; type="FuelStationDestr"; position=""; intensity=1; interval=1; lifeTime=1; }; class FuelSmoke1 { simulation="particles"; type="FuelFire1"; position="ObjectDestructionSmokeFuelS"; intensity=0.15000001; interval=1; lifeTime=0.5; }; class FuelSmoke2 { simulation="particles"; type="ObjectDestructionSmokeFuelS1_2"; position="DestructionFire"; intensity=0.15000001; interval=1; lifeTime=0.5; }; }; }; }; Curious as to what prop your wanting to use?
  16. Try reading the forum guidelines before posting your bile, you've clearly forgotten about the first guideline and your last post certainly invokes the fourth. Embarrassing.
  17. An electric version of the Zodiac/Rescue boats. Replaces outboard motor sounds with an electric soundset. Tweaks the Zodiac making it more agile over water: Tighter turning circle. More responsive rudder control. Covers every vanilla faction. (BLUFOR, OPFOR, INDEPENDANT, CIVILIAN) Additional support for all FIA and APEX Factions. Zodiacs crewed by divers instead of soldiers. (NATO, NATO PACIFIC, CSAT, CSAT PACIFIC, AAF) SERVER KEY INCLUDED
  18. New Update: Tweaked electric sound in idle state. New classnames for all Zodiac/Rescue boats. Added additional support for all FIA and APEX factions. (This update creates the electric Zodiacs as their own asset within the Eden Editor) New Classnames: "B_Boat_Transport_01_E" (NATO) "B_Boat_Transport_02_E" (NATO PACIFIC) "B_Boat_Transport_03_E" (NATO FIA) "B_Lifeboat_E" (NATO) "B_Lifeboat_01_E" (NATO PACIFIC) "O_Boat_Transport_01_E" (CSAT) "O_Boat_Transport_02_E" (CSAT PACIFIC) "O_Boat_Transport_03_E" (CSAT FIA) "O_Lifeboat_E" (CSAT) "O_Lifeboat_01_E" (CSAT PACIFIC) "I_Boat_Transport_01_E" (AAF) "I_Boat_Transport_02_E" (INDP FIA) "I_Boat_Transport_03_E" (INDP Syndikat) "I_Lifeboat_E" (AAF) "C_Rubberboat_E" (CIVILIAN)
  19. Mods: Prilivsko (Flooded), Sullen Skies, Agile Zodiac (Electric Version), ReColor.
  20. Sullen Skies tweaks the Cloud and Overcast system for various Arma 3 terrains. Features: Darker, more turbulent clouds, No cloudless skies, Lower base cloud. Media: Sullen Skies collection on Steam Workshop. Ambient Birds adds crows and eagles to the Ambient Animal System for various Arma 3 terrains. Media: Ambient Birds collection on Steam Workshop. Arma 3 Animals Module - Extended: This small modification takes the existing Animals Module and adds: Crows-Eagles-Kestrels-Bees-Houseflies-Dragonflies-Fireflies-Mosquitoes-Dogs-Cockerels-Rabbits-Turtles-Cat Sharks-Mackerel-Mullet-Ornate-Salema-Tuna-Snakes. It creates a group of animals and handles their basic behaviour. Hopefully it will help add a little more finer detail when creating missions/scenarios/screenshots etc. Media: Arma 3 Animals Module - Extended on Steam Workshop.
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