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EO

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Posts posted by EO


  1. From a coding point of view I'm curious how latitude settings influence zombie spawn rate...I plan to do a little test this weekend using Arctic Latitudes to see how Midnight Sun affects the zombie spawn rate, I'd also like to test spawn rates during a Polar Night....I'm genuinely curious how this plays out so a little "insider" information may prove useful.

     

    Edit: Maybe that piece of code we used to monitor spawn numbers during those MP tests would be useful here...

     

    • Like 2

  2. f5Bn4MJ.jpg

    What is Midnight Sun?

    Midnight Sun is a natural phenomenon that occurs in the summer months in places north of the Arctic Circle, when the sun remains visible even at midnight.

    What are Polar Nights?

    The opposite phenomenon, Polar Nights, occur in the winter months, when the sun stays below the horizon throughout the day.

     

    The coordinates used for this mod are taken from Alert, which is located in the Qikiqtaaluk Region of Nunavut, Canada.

    Alert experiences midnight sun from April 7 to September 4, and polar nights from October 14 to February 28.

    There are two relatively short periods of twilight from about February 13 to March 22 and the second from September 19 to October 22.
     

    Arctic Latitudes changes the Longitude/Latitude values for Altis, Stratis and Malden 2035 to those of the Qikiqtaaluk Region of Nunavut, Canada.

     

    Les Sables Bay, Malden, April 19th 03:35am.

    If you can dig it and would like to see a particular terrain supported just holler at me. :icon_biggrin:

     

    Steam Workshop Collection.

    • Like 8
    • Thanks 2

  3. Another one for the Vault Dwellers...

    n61BP2S.png

     

    What is Midnight Sun?

    WQjjlsG.jpg
    Midnight Sun is a natural phenomenon that occurs in the summer months in places north of the Arctic Circle, when the sun remains visible even at midnight.

     

    What are Polar Nights?

    GbdkZfA.jpg
    The opposite phenomenon, Polar Nights, occur in the winter months, when the sun stays below the horizon throughout the day.


    The coordinates used for this mod are taken from Alert, which is located in the Qikiqtaaluk Region of Nunavut, Canada.
    Alert experiences midnight sun from April 7 to September 4, and polar nights from October 14 to February 28. There are two relatively short periods of twilight from about February 13 to March 22 and the second from September 19 to October 22.

     

    Arctic Latitudes for Mojave changes the Longitude/Latitude values for Mojave to those of the Qikiqtaaluk Region of Nunavut, Canada.

     

    Steam Workshop.  

     

    Arctic Latitudes for various other Arma 3 terrains to follow... 

     

     

     

    • Like 7

  4. 1 hour ago, Armour_Fox said:

    I don't believe the DLC is required. I think BI has made the new offroads available to everyone regardless. I haven't been able to find any concrete evidence one way or the other, but if anyone knows otherwise I'd be happy to find out!

     

    I think the new covered offroad vehicles are indeed Premium Assets...

    Spoiler

    9NQR27H.jpg

     


  5. 5 hours ago, Ren Shah said:

    Hi, I have problem with Ravage Mod.

     

    1) rvg_uniforms requires addon A3_Data_F_Exp

    2) a3\functions_f\Debug\fn_isDebugConsoleAllowed.sql not found

     

    can anyone help me fix this problem? Thanks

     

    To answer question 1, A3_Data_F_Exp shouldn't be listed as a required addon, that is indeed an error on my part. I'll submit an amended config to @haleks for a future Ravage update. 

    Out of curiosity, I'm assuming you don't own the Apex Expansion?....otherwise you probably wouldn't have generated that error.  

     


  6. Just a few thoughts regarding Zeds forming in a straight line.....

    So if i recall, this behaviour was kinda stamped out with v135 which was a major update that included the first iteration of Ravage MP compatibility back in early 2016...remember the Conga video folks? 

    From my point of view that "conga" behaviour seems to have returned around the time the zed audio/visual tweaks were implemented, I don't think those particular tweaks are to blame by themselves because they work great, especially out in the sticks but something is definitely causing zeds when near roads to kinda ignore their destination based of those audio/visual coefs and revert back to that old school "conga" pathfinding. 

    I could be wrong but this is just my recent observations especially when playing on Weferlingen where the road/street network is concentrated.

    • Like 5
    • Thanks 1
    • Haha 1

  7. 16 hours ago, Bukain said:

    And where are the boars? I can't find a boar in Altis. Are they in Chenarus(seems like it, as Chenarus is like where boars should live, not Altis)? Or do i need additional add-on for the boar?

     

    If you play on Livonia you can spawn boars around the player by using this mod, which obviously requires this mod as was previously mentioned by the guys. :icon_biggrin:  

    • Thanks 1

  8. Update: Added a configured Vault Dweller to the Editor...

    h8NsZ7y.jpg

    Set up on the West side...

    Spoiler
    
    class cfgPatches
    {
      class Vault_Dweller
      {
        units[]={"Vault_Dweller"};
        weapons[]={"Vault_Dweller_hgun_Pistol_heavy_02_F_optic_Yorris"};
        requiredVersion=0.1;
        requiredAddons[]={"A3_Weapons_F_Items","A3_Weapons_F","A3_Weapons_F_Pistols_Pistol_Heavy_02","Vault_111_Suit","A3_Characters_F"};
      };
    };
    
    class cfgFactionClasses
    {
      class Vault_Dweller
      {
        icon="";
        displayName="Vault_Dweller";
        side=1;
        priority=1;
      };
    };
    
    
    class cfgWeapons
    {
      class hgun_Pistol_heavy_02_F;
    
      class Vault_Dweller_hgun_Pistol_heavy_02_F_optic_Yorris: hgun_Pistol_heavy_02_F
      {
        displayName="Zubr .45 ACP";
        scope=1;
        class LinkedItems
        {
          class LinkedItemsOptic
          {
            slot="CowsSlot";
            item="optic_Yorris";
          };
        };
      };
    
    };
    
    class cfgVehicles
    {
      class B_Survivor_F;
    
      class Vault_Dweller: B_Survivor_F
      {
        faction="Vault_Dweller";
        side=1;
        displayName="Vault Dweller";
        uniformClass="Vault_111_Suit_F";
        weapons[]={"Vault_Dweller_hgun_Pistol_heavy_02_F_optic_Yorris","Put","Throw"};
        respawnWeapons[]={"Vault_Dweller_hgun_Pistol_heavy_02_F_optic_Yorris","Put","Throw"};
        items[]={"FirstAidKit"};
        respawnItems[]={"FirstAidKit"};
        magazines[]={"6Rnd_45ACP_Cylinder","6Rnd_45ACP_Cylinder","6Rnd_45ACP_Cylinder","SmokeShellYellow","Chemlight_blue","Chemlight_red"};
        respawnMagazines[]={"6Rnd_45ACP_Cylinder","6Rnd_45ACP_Cylinder","6Rnd_45ACP_Cylinder","SmokeShellYellow","Chemlight_blue","Chemlight_red"};
        linkedItems[]={"ItemMap","ItemWatch","Vault_Helmet_F"};
        respawnLinkedItems[]={"ItemMap","ItemWatch","Vault_Helmet_F"};
        backpack="";
      };
    
    };

     

    Feel free to edit the config with a load out that suits yourself.

    Steam Workshop. 

    • Like 1
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