-
Content Count
4211 -
Joined
-
Last visited
-
Medals
-
Medals
Posts posted by EO
-
-
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.
-
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.
- 1
-
I guess what I was looking to achieve was a quick way to create a Ravage stash from within the editor, so for my current purposes I'm using the addMagazineCargo command.....
SpoilerThere's also addMagazineCargoGlobal for MP.
- 2
-
The tent is only shown as an example, plus Ravage tents are already configured to have an inventory, I created the configs for it.
The request was aimed at @haleks as a possible QoL improvement as part of his legacy update.
- 2
-
Is there any way Ravage items configured under cfgMagazines can be included in the Object: Equipment Storage feature below, would be super useful if possible.
-
Sorry folks, I forgot you can use the use the "rvg_owned" variable on the object...
this setvariable ["rvg_owned", true, true];
....works as long as the object is named something.
-
Is there a way to blacklist a particular object from the loot scan script?
In this case the Chest_EP1.p3d (Land_Chest_EP1)
-
Mods: Ravage, CUP, RHS, Moschnyi Island, Sullen Skies, ReColor.
- 7
-
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....
Spoilerclass 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
- 2
- 1
-
-
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.
- 2
-
1 hour ago, johnnyboy said:It casts a shadow.
Would require a small mod but....
A simple config edit can disable object shadows...
- 2
- 1
-
From the Forum Rules...
Quote13) 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
-
Insane details, nice beats.
- 1
-
17 hours ago, berniemacbern said:so hyped for this, is it too soon to speculate a release date?
I think we're all hyped for this four legged friend but let's try and follow good forum etiquette as asking for release dates is considered spam.
- 1
-
3 hours ago, cmw71 said:. I cleared out a village and some time later the zombies re-spawned and made a conga bee line straight for me from quite a substantial distance away.
Been a while since I've seen the conga....
- 1
-
16 hours ago, UnDeaD. said:I assume the same happens on other maps that use CUP fuel stations.
Can confirm, I get that same error from the solitary fuel station on Moschnyi Island. my workaround was to replace the pumps with the ones from Altis.
- 1
-
1 hour ago, panzergrenadier3 said:This one doesn't work, no matter wich order the items have:
https://pastebin.com/embed_iframe/9jQmBd08
What have I done wrong? For sure, there has do be something wrong. Thanks in advance!
That code works for me...
....seems to pick randomly 8 out of the 10 items you listed.
-
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.
-
Might help to post your trader code?
There's also info on the wiki about custom traders.
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.
-
11 hours ago, haleks said:Untested, but gimme a shout if it doesn't work. 😉
SpoilerApologies for the profanity on a Sunday.
- 1
-
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...
SpoilerWorks 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)
-
Looks good now...
SpoilerHere's your updated config, tidied it up a bit and lint checked. (no errors)
Spoilerclass 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.
- 1
-
No problem, currently at work so I’ll look into it this evening. 🙂
- 1
Ravage
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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.