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EO

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Posts posted by EO


  1. Regarding the Ambient Animal System, the config values for Altis, Stratis and Malden 2035 are...

    		class AmbientA3
    		{
    			maxCost=500;
    			class Radius440_500
    			{
    				areaSpawnRadius=70;
    				areaMaxRadius=200;
    				spawnCircleRadius=30;
    				spawnInterval=4.6999998;

    but on Tanoa and Enoch they are...

    		class AmbientA3
    		{
    			maxCost=500;
    			class Radius440_500
    			{
    				areaSpawnRadius=440;
    				areaMaxRadius=500;
    				spawnCircleRadius=30;
    				spawnInterval=4.6999998;

     The areaSpawnRadius and areaMaxRadius on Tanoa and Enoch are too large, this means animals in that class group (rabbits, crows, seagulls, kestrels) on Tanoa and Enoch won't spawn around the player as they do on Altis, Stratis and Malden 2035. They do spawn but are just too far away to be noticed.

     

    @DnA Does this need a ticket or is it a design choice for Tanoa and Enoch?

     

    • Like 1

  2. @doc. caliban

     

    Hand placed zeds in my Sirens mission (SP) have this in their init. (courtesy of haleks)  they all have various distance checks, some 15, some 5 etc.

    this spawn { 
     _uStayThere = getpos _this; 
     while {alive _this} do { 
      sleep 1; 
      if (_this distance _uStayThere > 15 && isNil {_this getVariable "_zTarget"}) then { 
       _this doMove _uStayThere; 
       _this forceSpeed 2; 
      }; 
     }; 
    };

    Maybe it can give you something to riff off. 🙂

    • Like 2

  3. 4 hours ago, Panzerkette28 said:

    RHSPKL is absolutely epic! Love it! But about RHSKATYA - will Global Mobilization absolutely necessary or is there a possibility to add the GM buildings into a separate Mod like RHS Terrains Core that doesn't require GM?

     

    Probably needs clarification from bludclot, but GM ownership shouldn't be necessary as there is GM DLC Compatibility Data for Non-Owners.   

    • Like 4
    • Thanks 1

  4. On 1/31/2020 at 5:36 AM, whiteface73 said:

    Does Ravage work (random loot/furniture) on Livonia now?

    semi-supported, you won't get spawned furniture compositions but you can still loot various outdoor objects.(wrecks, trash bins, rubbish piles etc.)

     

     

    • Like 3
    • Thanks 1

  5. On 1/30/2020 at 4:15 AM, Wonder_Bra said:

    Thats my opinion, whats yours?

     

    If Arma 3 didn't exist....

     

    The Czech Red Cross received $43,944 courtesy of the Karts DLC.

    The International Committee of the Red Cross (ICRC) received $176,667 courtesy of the Laws of War DLC.

     

    ....there's much more to life than just playable content. 

     

    • Like 6

  6. Frozen VR has been updatedAdds ACE compatibility.

     

    Apparently the Ace Arsenal and the Frozen Arsenal were both competing for the same button when loaded together, this update adds an extra button so ACE users can load both mods at the same time and access both the Ace Arsenal and the Frozen Arsenal.

     

    ACE users will see this...

    Spoiler

    wUYRxjo.jpg

     

    Non ACE users will see this... 

    Spoiler

    Pfacx06.jpg

    Happy days! ☺️ 

     

    • Like 1

  7. sI4LsX8.png

     

    Converts the VR map into a flat frozen landscape.


    Try out every asset Arma 3 has to offer in the "Frozen Arsenal"

     

    "Frozen Arsenal" can be found under the Virtual Arsenal in the Tutorial Section.

     

    Features:

    Snow system.
    Ambient Birds.
    Character footsteps.

    Weather and Cloud system.
    Breath fog. (courtesy of Haleks)

     

    Credits:
    @haleks for allowing me to include his breath fog function.
    @Dedmen for his advice on the forum.

    @CUP for the snow system.

     

    ❄️ Steam Workshop. ❄️ 

    • Like 10
    • Thanks 6

  8. @icebreakr, since Panthera/Winthera utilizes CUP Core, the following code added to the Winthera config will replace rain particles for snow.

    Spoiler
    
    		class Rain
    		{
    			texture="CUP\Terrains\cup_terrains_weather\data\cup_snowflaker_ca.paa";
    			raindrop="\CUP\Terrains\cup_terrains_weather\cup_snowflaker.p3d";
    			speed=0.5;
    			levels[]={8,2};
    		};
    		class RainParticles
    		{
    			rainDropTexture="CUP\Terrains\cup_terrains_weather\data\cup_snowflaker_ca.paa";
    			texDropCount=1;
    			minRainDensity=0.1;
    			maxRainDensity=9;
    			effectRadius=10;
    			windCoef=20;
    			dropSpeed=1;
    			rndSpeed=0.5;
    			rndDir=0.80000001;
    			dropWidth=0.029999999;
    			dropHeight=0.029999999;
    			dropColor[]={0.91000003,0.95999998,0.99000001,1};
    			lumSunFront=0.1;
    			lumSunBack=0.1;
    			refractCoef=0.5;
    			refractSaturation=0.30000001;
    		};

     

     

    • Like 5

  9. 2 hours ago, Piloh Jolie-Schitt said:

    iI'd appreciate any advice you folks can give!

     

    If it's for something small scale you can add additional equipment by editing single zombie units straight from the editor, dress them up as you would like then add the following code to the zombies init...

    this setVariable ["BIS_enableRandomization", false]

     

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