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EO

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Posts posted by EO


  1. All good man, and thanks for the details.

     

    The ability to tweak their visual detection would be a great addition, regarding audio, I still prefer to have my zombies almost deaf as I still find their reaction to gunshots is to sometimes revert to that “conga” style path finding especially around road networks which is sometimes a little immersion breaking.

     

    Thanks again for the insights, they’re always invaluable. 

     

     

    • Like 1

  2. Hey @haleks

     

    For hand placed zombies, is there a way to control their visual and audio detection independent from the Ambient Zombies module settings?

    I have my zombies spawned by the module configured to be fairly docile but I'd like my hand placed zombies to have more of an "edge".

    My hand placed zombies are already running the code you shared a while back that "tethers" zombies within a certain radius.  

    :icon_biggrin:

     


  3. 4 hours ago, haleks said:

    I will look into it, but iirc, magazines won't show up in the editor if they aren't linked to a weapon or an object (I guess "standalone" mags aren't supposed to exist from the engine point of vue).

     

    Make's perfect sense. ^^

    No worries man, the addMagazineCargo command does a great job of utilizing Ravage items from within the Editor. 

     

    • Like 1

  4. 2 hours ago, Raining6 said:

    I have also made the small mod to remove the shadow (Massive thanks thanks also, EO!:).

    A little guide for posterity: add shadow=1 to GalleryLabel_01_F class in config.cpp in props_f_aow\a3\props_f_aow\Civilian\Gallery, put the config.cpp into some folder and make pbo of the folder with PboManager, create a folder structure like steamapps/common/Arma3/!Workshop/@MyLittleMod/Addons, put the newly made pbo into the Addons folder, launch Arma, select add local mod, choose and activate the @MyLittleMod.  (Mikero's PboProject I could not get to work, all it does is throw errors and play sad Pachelbel's music 🙂 ).

     

    Here is an edited config that disables the shadow on the GalleryLabel object....

    Spoiler
    
    class CfgPatches
    {
    	class Invisible_Shadow
    	{
    		addonRootClass="A3_Props_F_AoW";
    		requiredAddons[]=
    		{
    			"A3_Props_F_AoW_Civilian"
    		};
    		requiredVersion=0.1;
    		units[]={};
    		weapons[]={};
    	};
    };
    class CfgVehicles
    {
    	class NonStrategic;
    	class Items_base_F;
    	class GalleryLabel_01_base_F: NonStrategic
    	{
    		scope=0;
    		scopeCurator=0;
    		model="\a3\Props_F_AoW\Civilian\Gallery\GalleryLabel_01_F.p3d";
    		DLC="Aow";
                    shadow=0;
    		icon="iconObject_1x1";
    		editorCategory="EdCat_Signs";
    		editorSubcategory="EdSubcat_Gallery";
    		displayName="$STR_A3_CfgVehicles_GalleryLabel_01_base_F0";
    		hiddenSelections[]=
    		{
    			"Camo_1"
    		};
    		hiddenSelectionsTextures[]=
    		{
    			"a3\props_f_aow\civilian\gallery\data\gallery_label_01_f_co.paa"
    		};
    		class Attributes
    		{
    			class ObjectTextureCustom0
    			{
    				displayName="$STR_3den_object_attribute_objecttexturecustom0_displayname";
    				tooltip="$STR_3den_object_attribute_objecttexturecustom_tooltip";
    				property="ObjectTextureCustom0";
    				control="Edit";
    				expression="_this setObjectTextureGlobal [0,_value]";
    				defaultValue="(getObjectTextures _this) param [0,'',['']]";
    			};
    			class ObjectMaterialCustom0
    			{
    				displayName="$STR_3den_object_attribute_objectmaterialcustom0_displayname";
    				tooltip="$STR_3den_object_attribute_objectmaterialcustom_tooltip";
    				property="ObjectMaterialCustom0";
    				control="Edit";
    				expression="_this setObjectMaterialGlobal [0,_value]";
    				defaultValue="(getObjectMaterials _this) param [0,'',['']]";
    			};
    		};
    	};
    };

     

     .....you can pack the config into an addon if it helps, or alternatively here is a link to the mod itself, packed and unpacked for your pleasure...

    https://www.dropbox.com/scl/fo/bs9a1544xs7u9o6mrw83h/h?dl=0&rlkey=lqmnewjpcoj9anf0mtykpqzrj :rthumb:   

    • Like 2
    • Thanks 1

  5. 8 hours ago, Raining6 said:

    Will try 0 spawn BIS_fnc_configViewer (is that what you are using?) tomorrow, thanks for the cool tip!

     

    I used the Config Viewer screenshot only to show that there is in fact a property that can be edited, in this case shadow=0 , by default this is shadow=1.

    Once edited the config needs to be packed into a pbo to produce the second screenshot.:icon_biggrin:

     

     

     

    • Like 2

  6. @Robin Burger

     

    From the Forum Rules...

    Quote

    13) Write in English

    Please write only in English on the public forums. Avoid writing in any other language or any kind of slang or txt speak since the majority of the members most likely won't understand. In private messages you are of course welcome to write in any language you wish

     


  7. On 1/26/2023 at 5:14 PM, haleks said:

    If you have any suggestion for bug fixing or improvements, now would be a good time chaps.

     

    Is it possible to remove the action to treat zeds if your carrying a FAK?

    Granted you have to be really close to activate the action but if your zeds are set to be nearly blind and you want to sneak real close to them, that action can become a bit annoying. :icon_biggrin:


  8. @panzergrenadier3

    Might help to post your trader code? 

    There's also info on the wiki about custom traders. :rthumb:

     

    It's always important to define the classes correctly for custom traders so....

    Ravage survival items are defined as CfgMagazines.

    Weapons, weapon accessories, headgear, uniforms, vests are defined as CfgWeapons

    Facewear are defined as CfgGlasses.

     


  9.  

    Looking for a little help with a trigger/game logic set-up....

     

    I'm spawning a Zombie Horde module via a trigger, where the horde module is named h1...

    Spoiler

    RjKRMY5.png

    Works as intended, spawns 10 zombies within a 40m radius of the horde module position.

     

    What I want to achieve is, when a certain object is destroyed, in this case a loudspeaker named s1, set the damage of any remaining zeds (spawned by the horde module) to 0.

    Any ideas folks?

     

    (I was going to post this in mission editing/scripting but it's Ravage specific) 


  10. Looks good now...

    Spoiler

    eZLFXQh.png

     

    Here's your updated config, tidied it up a bit and lint checked. (no errors) 

    Spoiler
    
    class CfgPatches
    {
    	class ccg_police_clothes
    	{
    		author="y-shin";
    		name="CCG British Police Clothes";
    		requiredVersion = 0.1;
    		requiredAddons[] = 
    		{
    			"A3_Characters_F",
    			"A3_Characters_F_Beta",
    			"A3_Characters_F_Bootcamp"
    		};
                    units[] = {};
    		weapons[] = {};
    	};
    };
    class cfgVehicles
    {
    	class B_Soldier_base_F;
    	class CCG_U_Police_Uniform_1: B_Soldier_base_F
    	{
    		scope = 1;
    		displayName="CCG Police Uniform";
    		model="\A3\Characters_F\Civil\c_poloshirtpants.p3d";
    		modelSides[] = {3,2,1,0};
    		uniformClass="CCG_U_Police_Uniform_1";
    		hiddenSelectionsTextures[]=
                    {
                            "\ccg_police_clothes\data\ccg_uniform_police_1.paa"
                    };
    	};
    };
    class cfgWeapons
    {
    	class H_Cap_police;
    	class CCG_H_Police_Cap_1 : H_Cap_police
    	{
    		author="y-shin";
    		scope=2;								
    		scopeCurator=2;						
    		displayName="CCG Police Cap";	
    		picture="\ccg_police_clothes\icon\logo_small.paa"; 
                    model = "\A3\Characters_F\common\capb";	
    		hiddenSelectionsTextures[]={"\ccg_police_clothes\data\ccg_cap_police_1.paa"}; 
    		editorCategory="EdCat_Equipment";
    		editorSubcategory="EdSubcat_Hats";
    	};
    	class ItemCore;
    	class Vest_Camo_Base: ItemCore
    	{
    		class ItemInfo;
    	};
            class CCG_V_Police_Vest_1: Vest_Camo_Base
    	{
    		author="y-shin";
    		scope=2;								
    		scopeCurator=2;			
             	displayName="CCG Police Vest";	
    		picture="\ccg_police_clothes\icon\logo_small.paa"; 							
    		model="A3\Characters_F\Common\equip_tacticalvest"; 	
    		hiddenSelectionsTextures[] = {"\ccg_police_clothes\data\ccg_vest_police_1.paa"}; 
    		descriptionShort="$STR_A3_SP_AL_I";
    		class ItemInfo : ItemInfo
                    {
    			mass = 10; 					
    			containerClass = "Supply80";
    			uniformModel = "\A3\Characters_F\Common\equip_tacticalvest"; 
    			class HitpointsProtectionInfo 
    			{
    				class Chest
    				{
    					hitpointName="HitChest";
    					armor=8;
    					passThrough=0.5;
    				};
    				class Diaphragm
    				{
    					hitpointName="HitDiaphragm";
    					armor=8;
    					passThrough=0.5;
    				};
    				class Abdomen
    				{
    					hitpointName="HitAbdomen";
    					armor=8;
    					passThrough=0.5;
    				};
    				class Body
    				{
    					hitPointName = "HitBody";
    					passThrough = 0.5;
    				};
    			};
    		};
    	};
    	class Uniform_Base;
    	class UniformItem;
    	class CCG_U_Police_Uniform_1: Uniform_Base
            {
    		author="y-shin";
    		scope=2;
    		scopeCurator=2;
    		displayName = "CCG Police Uniform";
    		picture = "\ccg_police_clothes\icon\logo_small.paa";
    		model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
    		hiddenSelections[] = 
    		{
    			"camo"
    		};
    		hiddenSelectionsTextures[] = 
    		{
                            "\ccg_police_clothes\data\ccg_uniform_police_1.paa"
    		};
    		class ItemInfo : UniformItem
                    {
    			uniformModel="-";
    			uniformClass="CCG_U_Police_Uniform_1";
    			containerClass="Supply20";
    			mass=60;
    		};
    	};
    };
    

     

     

    Hope that helps. :rthumb:

    • Thanks 1
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