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EO

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Everything posted by EO

  1. 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?
  2. 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?
  3. 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?
  4. 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.
  5. 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
  6. 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)
  7. Mods: Prilivsko (Flooded), Sullen Skies, Agile Zodiac (Electric Version), ReColor.
  8. 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.
  9.  EO

    Ravage

    @Vald77r Yulakia has been updated and is now fully compatible with Ravage.😉
  10.  EO

    Ravage

    @Vald77r Just a heads up, the next update for Yulakia should see full compatibility with Ravage return, just hold tight buddy, Icebreakr is on it.
  11. Good stuff! I tried retexturing/modifying some vehicles when reforger first came out, made some decent progress but the first major platform update completely broke the UAZ-469's I was working on. It also broke my motivation to try and fix it, my own fault for modding while it was in EA, shoulda waited till 1.0, lesson learned. Nice to see you back in and around the forums mate, missed ya!
  12.  EO

    Ravage

    Regarding Yulakia, there's a particular pbo inside the Yulakia mod folder that is causing the conflict with the Ravage Loot module which in turn is stopping it from populating structures on Yulakia with loot, that same pbo is also throwing up an error on start up whether Ravage is loaded or not, I've pointed this out to icebreakr so hopefully he may address it in an update, in the meantime I might upload a temporary fix for Ravage users. Regarding night camps, they still work as intended, even on Yulakia. (tried and tested)
  13. It would help if you provided the config your working from and maybe the error message too. Also, I'm assuming your repacking the mod for your own private use?
  14. 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...
  15.  EO

    Prilivsko

    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.
  16.  EO

    Ravage

    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
  17.  EO

    Ravage

    Correct, I believe the vehicle module just deals with ambient wrecks/vehicles, the bandit vehicles are handled by a separate script/function.
  18.  EO

    Ravage

    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....)
  19. 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.
  20.  EO

    Ravage

    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.
  21.  EO

    Ravage

    It would help if you defined the "weird 3D menu" a little better.....are you using mods other than Ravage itself?
  22.  EO

    Ravage

    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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