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EO

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Everything posted by EO

  1. Having already published the "Deserted VR" map, which converts the VR map into a flat deserted landscape, my next goal is to publish a "Frozen VR" map, which surprise, surprise converts the VR map into a frozen landscape. Any changes made to the VR map through configuration also carry over into the Virtual Arsenal which leads me to a problem I have.... One of the features I've added is replacing rain particles with the snow particles from CUP Core, everything works just fine and as intended when you open the Frozen VR map through the Editor. Howevr what I'd really like is snow to fall when you open the Virtual Arsenal, but the official A3 scenario that loads you into the VA has benign weather settings, meaning Overcast is set to 0%...this means when I load into the VA there is no snowfall. 😞 As you can see here I have already pulled the official VA mission file and edited the weather values to 60% Overcast... This leads me to 2 questions I have... TL;DR Can I publish an edited version of the official Virtual Arsenal scenario that changes the weather settings? If this is even allowed, is it then possible to repackage this scenario with my mod in such a way that when it's loaded it overwrites the official VA scenario? Any help with this would be much appreciated. ☺️
  2. Some make mods for realism, some make mods for fun, I make mods for fun....isn't that the beauty of Arma?
  3. Adds destruction effects to various flammable related Eden objects. Search for "EO Exploding Objects" in the Asset Browser. Object destruction is roughly based on three factors: Size of object, distance from object, calibre of weapon fired. Steam Workshop.
  4.  EO

    Ravage

    @ContheJon Enjoy! ❄️
  5.  EO

    MyST

    Just recently updated, no mod requirements. https://steamcommunity.com/sharedfiles/filedetails/?id=1935595359
  6.  EO

    Ravage

    By any chance is this request for Napf Winter?...If so, I have a patch for Napf Winter that converts rain for snow it's currently private but I'd be happy to publish it if it's useful. ☺️
  7.  EO

    Ravage

    I think v161 is the build your after, that was the stable version around October 2018, v162 was released late November 2018. Sent you a PM. ☺️
  8.  EO

    Ravage

    What version are you looking for bud? 🙂
  9.  EO

    Ravage

    @ContheJon, Phantoms are part of haleks MyST project. 😉
  10.  EO

    Ravage

    Phantoms 10 - Zombies 1
  11.  EO

    MyST

    Jeez! these guys are really tough to conquer which makes me curious.....will the Phantom Spawn module eventually include some features similar to the Ambient Zombie module?....maybe like a Surge Damage Output (strength of surges delivered by Phantoms) btw, I love the work done on the Patchwork Survival Suit, that model/texture swap out is very cool indeed, I hope it stays.
  12. Does it show up in the Virtual Arsenal?
  13.  EO

    Ravage

    You might also have to update the "Usable Beds" array in the Survival Module. ^^ Nice to see you back on the forum bud! ☺️
  14. I agree with Dedmen, make a fresh start before you disappear down the rabbit-hole. 😅 Your welcome to take a look at my vest config, I should be fairly easy to follow as an example... Edit: When I put together one of my packs I found it a much easier process to make separate pbo's for each piece of gear, i think it helps keep the configs tidier and easier to work with.
  15. Very nice presentation buddy, I like it a lot, it has an "Escape from Tarkov" vibe which is no bad thing. Wish I could help out with mission design/implementation but it's not really my forte, however if you need a scene setter gimme a shout.
  16.  EO

    MyST

    Wow, these guys have really evolved, they sound fantastic....and the "killed" FX are very cool indeed. Really looking forward to what's in store gear-wise, especially some kind of Phantom only weaponry. An awesome start to 2020 mate!!
  17.  EO

    Dyatlov Pass Mystery

    An Interesting investigative report from the BBC about the Dyatlov Pass Mystery in the Ural Mountains... https://www.bbc.co.uk/news/extra/SoLiOdJyCK/mystery_of_dyatlov_pass
  18. Haha!...what a fantastic way to start the New Year. A very ingenious use of animations. Happy New Year JBOY. 🍻 edit: No biggie just a heads up, the test mission requires WarfareThai. 😉
  19. Sterling work on those interiors.
  20. I'm fairly certain mission title, overview picture, description, author name etc. won't show up as your expecting until you publish the mission, simply exporting it straight from the editor won't give all the mission fluff.
  21. Here's a working config for reference... class CfgWeapons { class UniformItem; class U_B_CTRG_Soldier_F; class eo_bandit: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit"; containerclass="Supply80"; armor=50; mass=30; }; }; }; class cfgVehicles { class B_CTRG_Soldier_base_F; class eo_bandit: B_CTRG_Soldier_base_F { scope=1; displayName="EO Bandit Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_bandit"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; }; Hope it helps. 😉
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