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A couple of outstanding micro-terrains, impressive technical specs, beautifully detailed and great performance considering the 2m cell size, I think Bushlurker would be very impressed given the love he had for micro-terrains. You work reaches new heights with every terrain you release.
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I'm not keen on sharing personal info on forum boards but happy to share that haleks is still around and doing fine, maybe just a little fatigued from modding in general. And regarding modding Reforger....https://forums.bohemia.net/forums/topic/238966-ravage/?do=findComment&comment=3522580
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Correct, I believe the vehicle module just deals with ambient wrecks/vehicles, the bandit vehicles are handled by a separate script/function.
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I think that's intended, I believe bandit vehicles are scripted to spawn with damaged textures applied using the setObjectMaterialGlobal. (I'm certain this applies to all vanilla A3 vehicles, not sure it extends to custom vehicles from other mods....)
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I respectfully disagree, content versus price point is a very subjective argument and comparing one CDLC with another isn't entirely fair, each one has different scope and aims. Most criticism I've read (and watched) reference the small amount of new playable assets while completely ignoring the generous amount of highly original playable content on offer. And let's not forget the awesome soundtrack that's included which is on totally on point with the rest of the content, I'm a musician myself and the creation of new original music should never be overlooked or taken for granted. And regarding those playable assets, I love pistols and goddam those new pistols are very lovable. All in all a cool new piece of Arma 3 content.
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Ahh, so that's the MP Save Menu, every time you join any MP Ravage mission it creates and saves your character for that particular mission/server. Kodabar made a short, informative video about that.... Hope that helps.
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It would help if you defined the "weird 3D menu" a little better.....are you using mods other than Ravage itself?
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The problem stems from both mods using DefaultWorld as a map inheritance for certain Environmental soundsets, so loading Ravage, with or without modules present, is overriding the CfgEnvSounds class from Chernarus 2035. Maybe a small patch for either mod is your solution.
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[Resource] Grid Cells and Sizes Information
EO replied to D3F3CT3D's topic in ARMA 3 - TERRAIN - (BUILDER)
Have you checked out the WIKI?.... lots of info on how to get setup correctly. -
You can add destruction effects to static objects with a config modification..... Here's a link to a small mod that adds destruction effects to the olive portable server as requested.... https://www.dropbox.com/scl/fo/htb89qoj77kpsjwuob6xa/h?rlkey=sc1lghdoqzen5fhnynrryfab1&dl=0
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
EO replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey there @tpw and a belated Happy New Year to you. If your still working on the mod I wanted to put forward a suggestion for TPW AIR to make it a little more "immersive"... A new variable that adds 50% damage to ambient aircraft, something like tpw_air_damage 0 = Yes, 1 = No, 2 = Random Aircraft are still flyable at 50% but they emit lots of exhaust gases/smoke particles that could make for some interesting random flybys......- 5762 replies
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Thanks to @TPM_Aus for making an awesome storyboard style video that introduces the mission perfectly....
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That's some damn fine looking lighting.
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How can you turn on and off the main menu screen music ?
EO replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The easiest way to turn music on/off in the main menu is found within the Parameters settings within the Launcher. Check the World parameter and select Empty World, with this checked, and regardless of your loaded mod-set or CDLC, it will show a static screen with no music, simply uncheck for music.