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Posts posted by EO
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The JBOY double album, easily on a par with Zeppelins' Physical Graffiti.

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I'm thinking the Phantoms as an adversary will satisfy the inevitable post Death Stranding Arma itch.
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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.
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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.
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Update: Added a configured Vault Dweller to the Editor...

Set up on the West side...
Spoilerclass 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.
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Sam Porter Bridges out on delivery...or just killing time till DS arrives?

Mods: Ravaged and Frithified Gear, Sullen Skies.
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I still have a bunch of other fallout themed gear, mainly worker coveralls with different vault numbers but they just aren't that good tbh, I think this viper fallout suit is just a one off, It's the one I put most work into, it has a really cool ballistic weave thing going on....it's also been hanging around my drive for a while and seemed a shame not to share it.

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Adds a Fallout style Vault 111 Suit and Helmet to the VA. (Basically a retextured Viper Special Combat uniform)

Adds a configured Vault Dweller to the Editor...

Vault Dweller config, edit to suit your needs...
Spoilerclass 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=""; }; };-
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I wouldn't be disappointed if it was set on Livonia.

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Haha, that's really sweet bro, thanks.

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My mediocre skills have always required a BI texture template to work from, the texture files for the Granit suit are currently "locked" under EBO format for obvious reasons.
With that being said I'm pretty happy with the content Ravaged and Frithified Gear has to offer so I now see it as officially retired.

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Invest in a SSD, you'll be pleasantly surprised by the gains over a whirring HDD.
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@miasdad we should be able too, boar support was added a few updates ago....however upon just checking it seems they are currently unable to be gutted.

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Anything that references Death Stranding.....i'm all in.

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@haleks Regarding the reports of sliding/floating AI related to the Dead Rising feature, I just want to confirm it doesn't on my end in a vanilla SP environment, meaning no other mods loaded or Contact DLC for that matter.

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Gotta love Arma...what other game lets you rifle butt a zed with a pumpkin head!!
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Nice one JB!!

Idea for a fun Halloween mission....JBOY Point Blank Melee+JBOY PumpkinHead+Ravage Zeds.
Ravage has a no face variant (rvg_no_face) so you can run your PumpkinHead script and spawn a zed with no head and replace it with a zed with a pumpkin head....should make that
melon pop, pumpkinhead pop outcome look pretty sweet. 😂-
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7 minutes ago, tinter said:Thank you! I've taken a look at them, and while it requires ravage mod, I did manage to open it without.
Yes, I noticed the Ravage dependency after posting the link, I've since removed the dependency and updated the link, sorry about that.

I'm glad you find them useful.
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@phronk, I posted a link in similarly themed thread for some furniture compositions I made, your also welcome to them if they are useful for this project.

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I don't really have the inclination to run these compositions through your script but your more than welcome to use them for this project.
SpoilerMalden Structures...

Tanoa Structures...

Some Livonia Structures...

Be aware Furniture_1 and Furniture_2 compositions were created for the Ravage mod so the layouts have a bit of a post-apo feel to them, Furniture_3 compositions are a bit more conservative.
https://www.dropbox.com/sh/5rsk84t2onxjmqw/AADItuhAoSKptgo_UGbe21yua?dl=0
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Ravage
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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.