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lordbooka

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Everything posted by lordbooka

  1. WarfareThai System Mod is a mod which aimed to turn ArmA 3 into a Semi-Arcade Shooter game and make the game easier for new players. Also, this mod can provide players to play a little aggressive toward AIs. WarfareThai System Mod IS NOT compatible with WarfareThai EX Mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2654384601 Recommend to play on WarfareThai Veteran difficulty (a custom difficulty preset from this mod). Features: - Arcade-ish body armor system which can absorb many hits before it breaks and will refill overtime until full. This feature only available for BI Revive and VN Revive. - Unconscious player can do self-gaining consciousness (self-revive) if Medikit type items or First Aid Kit type items are available in player's inventory. This feature only available for BI Revive and VN Revive. - Player can activate Isekai's Arsenal Loadout which provide an ability to use any Arsenal loadout without the restriction from BIS Arsenal (for example using modern-futuristic loadout on S.O.G. Prairie Fire CDLC's official missions). - Custom Vcom AI that AI can call for mortar strike or drone support. Need to manually activate from WarfareThai settings. - The AIs are little bit harder to be killed unless got shot to the head. This feature only available for BI Revive and VN Revive. This feature will be disabled if native/original Vcom AI with VCM_RAGDOLL is active (due to the AIs will be nearly impossible to be killed). - Player can drag an unconscious player (still WIP) - Player can pull out an unconscious player from vehicle (still WIP). - Player can do a self-healing when the Medikit is available in player's inventory. - Player can do jump when pressing SHIFT + V. - Player can do sliding down from the steep angle terrain when pressing SHIFT + V. - Player can climb over walls/fences. - Player can do a simple take down enemy (still WIP). - Player can do a simple repair vehicle when has Toolkit inside player's inventory. - Player can reserve a primary weapon to the back. - Player can do an arcade-ish target spotting (do the ADS then press Reveal Target button -default is T). - Player can convert any frag-type grenade into Booby trap. - Player can deploy either mini recon drone or mini autonomous turret from Drone Case item. - Player can deploy parachute while being dive down from the sky. - Player can perform a self-blowing up during unconscious state, if player has any mine inside inventory. Player will be able to attach Western Sahara CDLC's Portable Shields to UGV_01, UGV_01_rcws, and UGV_02. New Items: - Hydra Revolver (require Kart DLC), a revolver which can fire 12 Gauge shotgun shells, .45 ACP, and 20mm Flares. - Concussion Grenade, a low damage grenade which can knock out AI (no effect on player). This item will do effect only when WarfareThai System Mod is active. - Improvised Booby Trap, a trap which are converted from the frag grenade. - Drone Case, an item which can be deployed into either Mini Recon Drone, or Mini Autonomous Turret (this turret can be rearmed with any vanilla and CDLCs 5.56 magazine). - Rally Point (Portable), a portable rallypoint which player can use for teleporting to other teammates. - Some cosmetic headgears and goggles. Note: - You can manually activate BIS Revive system (if there is no other revive system presented) from clicking on WarfareThai system settings icon inside player's inventory. With this, you can use BI Revive system on Global Mobilization CDLC's official MP missions and official Escape missions. Version:
  2. lordbooka

    WarfareThai System Mod

    v0.0.8 - ADDED: WarfareThai System mod settings values can be saved to serverNamespace and the saved values will be automatically loaded upon mission started. v0.0.7.1 - FIXED: WarfareThai System mod will crash the game when open WarfareThai System mod settings menu with ACE mod enabled. v0.0.7 - FIXED: WarfareThai System mod now will be disabled only when ACE medical module has been detected. - ADDED: WarfareThai System mod settings values can be saved to profileNamespace. v0.0.6 - ADDED: Ability to adjust player armor value in WarfareThai System mod settings menu. - ADDED: 2 new cosmetic head gears. - ADDED: 1 new uniform with 3 color variations. v0.0.5 - FIXED: Armor value display has been faded out after quite a while (hope so). - ADDED: Ability to disable AI Unconscious in WarfareThai System mod settings menu. However, this will also disable the kill-assist notification feature. - ADDED: Ability to disable unit map markers in WarfareThai System mod settings menu. - ADDED: Ability to adjust self-revive time values in WarfareThai System mod settings menu.
  3. lordbooka

    WarfareThai System Mod

    update 0.0.4 of WarfareThai System: - Fixed the WarfareThai System settings menu is not function properly. (Thanks to user2g). - Added: Western Sahara portable shields can be attached to UGV_01, UGV_01_rcws, and UGV_02. - ADDED: WS Arabic Shout button in WarfareThai System mod settings menu which will make Western Sahara factions randomly shout in Arabic (while normally they speaking french ).
  4. WarfareThai EX by Roh_Z the Lord_Booka More medias at: Description: WarfareThai EX (WFT EX) is aimed at adding the various faction forces to Arma 3. It includes Thai Armed Forces (Modern), Thai Armed Forces (CSAT-2035), Free Thai Movement (2035), Takistan Kingdom Army, Takistani Insurgents, Chernarus Defense Force, Chernarus Insurgents, Terrorists (Middle East), and some minor factions. It also includes new weapons, new various map objects, and consumable items: food (heal) and drinks (restore stamina). Although the name implied as Thai Armed Force(s), in fact, this mod attend to focus more on weaponry, opfor units, and factions. Download: Steam Workshop WarfareThai EX v0.1.5.9 (Pending) Features: Thai Armed Forces (Modern) - possibly current TAF. Thai Armed Forces (2035) - future TAF which has joined CSAT side. Free Thai Movement - freedom fighters who want to liberate Thailand from CSAT. Takistan Kingdom Army - for A3MP, ALiVE, and Zeus. Takistani Insurgents - for A3MP, ALiVE, and Zeus. Chernarus Defense Force - for A3MP, ALiVE, and Zeus. Chernarus Insurgents - for A3MP, ALiVE, and Zeus. Terrorists (Middle East) - for A3MP, ALiVE, and Zeus. Pirates (African) - for A3MP, ALiVE, and Zeus. African Insurgents - for A3MP, ALiVE, and Zeus. New Uniforms. New Vests. New Headgears. New Weapons. New Vehicles for TKA and CDF. Consumable Items. Note: Completed lists of the Classnames http://pastebin.com/RS4MK8kt Consumable items can be consumed by double-clicking item pictures on inventory screen. Raw food can be processed by double-clicking in front of any inflame object. PPSh-41 and FN Minimi Para can swap magazine interface by dragging the alternated one then dropped-over on current active magazine slot. Optional to compatible with ASDG Joint Rails by copy COREVCompatibleItems.pbo and bisign (respectively) from \Compatibles to \Addons. Optional to compatible with RHS:Escalation by copy COREVCompatibleRHS.pbo and bisign (respectively) from \Compatibles to \Addons. Player can select any insignia by holding CTRL then double-click at uniform icon (uniform slot) on inventory screen. Bomb Vest can be activated by holding CTRL then double-click at vest icon (vest slot) which is showed on inventory screen. When enabled 3D target spotting: aim down (iron sights or scope) at the target then press "Lock Target" or "Reveal" button (default "T"). When enabled spotting distance report: aim down (iron sights or scope) at the target then press "Lock Target" or "Reveal" button (default "T"). Known issues: Some vehicles, and weapon models, and reload animations, are still WIP. Sometimes, when spawned units in Zeus mode on Dedecated Server, they can contained only one magazine in their pocket. According to http://www.legion-arma3.de/forums/topic/warfarethai-ex-thai-armed-force/page/2/ 3D Spotting Target can increased network traffic and lead to desync. Credits & Thanks: Bohemia Interactive - the game and sample models. Aplion - ArmA2 UK vehicles Unbinarized. Rusty - Various Camo Patterns. Toadie's SmallArms and Animations - AK reload animation & G3 reload animation More in readme.txt which is included in mod folder. Changelog: v0.1.5.8 - WarfareThai Launch84mm_M3 now can accept Tanks DLC's MRAWS magazines. - WarfareThai Launch130mm_9K115 now can accept Tanks DLC's Vorona magazines. - Fixed some minor issues.
  5. lordbooka

    WarfareThai EX Mod

    I have to apologize that the activity for this mod may not quite be frequently updated because I busy with my real life right now Thanks for the reports and feedbacks. For all addressed issues, I will try to fix them once I have a free times. Here is a little update to compatible with Tanks DLC weapons v0.1.5.8 - WarfareThai Launch84mm_M3 now can accept Tanks DLC's MRAWS magazines. - WarfareThai Launch130mm_9K115 now can accept Tanks DLC's Vorona magazines. - Fixed some minor issues.
  6. lordbooka

    WarfareThai EX Mod

    v0.1.5.8 - This iteration is for multiplayer testing purpose, the sooner update might be certainty expected to come. - Added WarfareThai Enable Reserved Weapon module (COREV_Logic_ReservedWeaponEnable), which can store current primary weapon into reserved slot, which mean this module can make player to carry 2 primary weapons at the same time. - Added new headgears: Wig (Long) and its variants. - Added (experimental) shotguns:Remington M870 (Shotgun12Ga_M870), Mossberg 590 (Shotgun12Ga_MB590), Franchi SPAS-12 (Shotgun12Ga_SPAS12), M4 Super 90 Entry(Shotgun12Ga_M4S90), Ithaca 37 Stakeout(Shotgun12Ga_M37),and 12 Gauge Shells (1Rnd_12Gauge_BuckMagnum,1Rnd_12Gauge_SlugMagnum,1Rnd_12Gauge_Flechette,1Rnd_12Gauge_FragHE). - Fixed the Touch Screen config and model. - Adjusted the muzzle velocity formula for some WFT weapons. - Fixed some minor issues.
  7. lordbooka

    WarfareThai EX Mod

    Thank you! The next version will be (just for an experimental system) shotguns, and weapon reserved system.
  8. lordbooka

    [SP/CO-10] A Night to Remember Tanoa

    Thanks! - About the scores, I still have no idea what is cause this. - About the zombies, right now, they are just for Ryan Zombies. However, they are intentionally to work with Ravage at the first place (until Ravage gone gold on Steam Workshop). -Now, we are talking the same language about 80s flicks :-D
  9. This mission is still in WIP state. [SP/CO-10] A Night to Remember Author: Lord Booka Notification 1. Due the entities density in this mission is quite high, player may experience framerate unstable in some various occasions. However, running this mission on Dedicated Server can solve this issue. 2. The mission is still work in progress, especially for the later part of the mission. It is still need more time to polish. Steam Workshop Introduction: You are an ex-military/veteran, who recently quit your career, and started to travel to Tanoa as your vacations. However, something went wrong and you have to escape from the island as soon as possible. The mission: Investigate the mystery of people disappearing and dead persons arise, also survive from all this mess. Playable: 1-10 players (recommended 3-6 is the best). Description: This is not a survival/RP type mission. Instead, it is a classic SP/COOP mission which heavily took an inspiration from Celery’s Chernarus Apocalypse series. Features: -(Almost) authentic environment in Adventure game style. -JIP support. -Limited equipment; players need to manage their roles wisely. -Player can only live once; the disconnected player will be count as the dead. -Dead player will be a spectator. -Player can climb over an obstacle. -Player can take down zombie by bare hands. -Using only 2 mods: WarfareThai EX and Ryan’s Zombies and Demons. -Heavily customized Ryan's Zombies behavior. -BIS revive. Useful Tips: -Mission Intro which can be skipped by holding SPACEBAR key. -Food can heal the HP, and Drinks can restore stamina. -Player can cook raw ingredient at a camp fire or a microwave. -Player can fill the water to canteen at any water source (mostly the a sink, water barrel, water cooler, etc.) -Dead players can be respawned once the teammates reached the Data Center. Requirement: -WarfareThai EX -Ryan’s Zombies and Demons Screenshots: Known Issues: -Sometimes, zombies will ignore their target and stand still with no reason. It is the affect of dynamic scripted AI interferes behavior AI. -Framerate drops in some occasions. -Missing or disappearing some parts of the conversation dialogues. Still have no idea what is the cause of the problem. -The dynamic compositions usually spawned float above the ground or outside the buildings. Credits: -Ryan’s Zombies and Demons -Engima's Civilians by Engima. -KP Fuel Consumption Script by Wyqer. -Infantry Occupy House by Zenophon. -Various Prop Objects by Shinawat Thurdnampetch. -Various Zombie Faces by Komsan Smile.
  10. lordbooka

    WarfareThai EX Mod

    v0.1.5.7.1 - Fixed the security issue. - Fixed the VIEW GEO on Ceiling Fan. - Fixed the Wounded Normal Zombie Faces. - Improved WarfareThai Ryan Zeds Modules. - Fixed some minor issues.
  11. lordbooka

    [SP/CO-10] A Night to Remember Tanoa

    Thanks! I guarantee that they will be found. :-D
  12. lordbooka

    [SP/CO-10] A Night to Remember Tanoa

    http://steamcommunity.com/sharedfiles/filedetails/?id=1269387926 The mission has been released on: Steam Workshop
  13. You can visit here: or you can comebine Grahame's with this code in init code (suppose to be zombies.sqf) if (isServer) then { private _var = selectRandom ["list","uniform","textures","on","the","same","model","here"]; _zombie setObjectTextureGlobal [0,_var]; };
  14. lordbooka

    WarfareThai EX Mod

    v0.1.5.7 - Added new editor objects: Touch Screen (COREV_Object_TouchScreen), Analog Device (COREV_Object_AnalogDevice), Metal Barricade (COREV_Object_Barricade), and Safe (COREV_Ammobox_Safe). - Added new quest items: Key Card Red (ItmObj_KeyCard_A), Key Card Green (ItmObj_KeyCard_B), Key Card Blue (ItmObj_KeyCard_C), Key Card Yellow (ItmObj_KeyCard_D), and Key Card White (ItmObj_KeyCard_E). - Added WarfareThai Ryan Zeds Spawner Wave (COREV_Logic_RyanZedHookSpawnerWave), and WarfareThai Ryan Zeds Convert to Normal Zeds (COREV_Logic_RyanZedHookForceNormal). Requires Ryan's Zombies and Demon mod. - Fixed: the animation transition issue. - Fixed some minor issues.
  15. You can't because Ryan's zeds use custom CfgMoves than the standard A3 (the basic animation). That's why they can't change the uniform (in other words: they actually are uniform themselves). However, you can use @Grahame method combine with @Victruso. For my mod, I implemented the Ryan's zeds animations into base animations, then they can wear any uniform.
  16. lordbooka

    [SP/CO-10] A Night to Remember Tanoa

    The playable test version should be ready to deliver soon.
  17. lordbooka

    [SP/CO-10] A Night to Remember Tanoa

    Update more screenshots.
  18. lordbooka

    WarfareThai EX Mod

    v0.1.5.6 hot fix #1 - Fixed the compatible issues between WarfareThai and Ryan's zombies on Dedicated Server. - Fixed the bugs about zombies detecting ability on Dedicated Server. - Fixed the zombies were not spawned properly on Dedicated Server. - Fixed the damage system when being attacked by a zombie on Dedicated Server.
  19. lordbooka

    WarfareThai EX Mod

    v0.1.5.6 - This iteration is for multiplayer testing purpose, the sooner update might be certaintly expected to come (again). - Added new editor objects (furnitures): Old TV (COREV_Object_TV_Old_B), Radio Unit Type B to E (COREV_Object_RadioUnit_B -to- #E), Headphones (COREV_Object_Headphones), Kitchen Sink (COREV_Ammobox_KitchenSink), Metal Desk (COREV_Ammobox_MetalDesk), Metal Table (COREV_Ammobox_MetalTable), Toilet (COREV_Object_Toilet), Servers Rack (COREV_Object_ServersRack),Light Source Fluorescence #2 (COREV_Object_Light_C), Microphone Small (COREV_Object_Microphone_A), Microphone Table (COREV_Object_Microphone_B). - Reduced the total of Ryan's zombie classnames to COREV_Z_RyanZedHookFast, COREV_Z_RyanZedHookCrawler, COREV_Z_RyanZedHookMedium, COREV_Z_RyanZedHookSlow, COREV_Z_RyanZedHookSpider, COREV_Z_RyanZedHookWalker - Added WarfareThai Ryan Zeds Customize(COREV_Logic_RyanZedHook), and WarfareThai Ryan Zeds Spawner(COREV_Logic_RyanZedHookSpawner). Requires Ryan's Zombies and Demon mod. - Added a new weapon: CAR-15 model N-23 PDW 5.56mm Beta-C (Auto556x45_N23PDW_BetaC). - WFT consumable items now can support in a basic level for MCC and Ravage survival module. - Removed the redundant objects classnames which had not been used anymore. - Fixed some minor issues.
  20. lordbooka

    WarfareThai EX Mod

    v0.1.5.5 - This iteration is for multiplayer testing purpose, the sooner update might be certaintly expected to come. - Renamed Mod from WarfareThai Ex. Thai Armed Force to WarfareThai EX. (the shorter the better) - Fixed WFT armored vehicles not show up in Zeus. - Fixed C130J static's ramps cannot be opened. - WFT MMGs now can be equipped with Suppressor. - Added new weapons: CAR-15 model N-23 PDW 5.56mm (Auto556x45_N23PDW), DOE 9mm SMG(Smg9x19_DOE), vz. 61 Skorpion (Pstl765x17_VZ61,20Rnd_765x17_VZ61), PP-9 Klin (Pstl9x18_PP9,20Rnd_9x18_PP9), MAC-11 (Pstl9x19_MAC11), Micro Uzi (Pstl9x19_MicroUzi), Flashlight (PstlTool_Flashlight), Handheld Spotlight (PstlTool_Spotlight). - Added new glasses: Halo (COREV_G_Halo_Ring). - Added new quest items: Generic Key (ItmObj_Key_A, ItmObj_Key_B, ItmObj_Key_C, ItmObj_Key_D), and Vehicle Key (ItmObj_Key_Veh). - Added new editor objects: Light Source Fluorescence (COREV_Object_Light_A), Light Source Bulb (COREV_Object_Light_B), Old TV (COREV_Object_TV_Old), and Radio Unit Type A (COREV_Object_RadioUnit_A). - Added new storage objects: Desk (COREV_Ammobox_TableDesk), Office Cabinet (COREV_Ammobox_OfficeCabinet_01), Office Table New (COREV_Ammobox_OfficeTable_01), and Office Table Old (COREV_Ammobox_OfficeTable_02). - Added animation source for C130J Static (this animationSource ["engine_hide_source",1,true]). - Added 4 new faces: COREV_LampreyHead_01, COREV_LampreyHead_02, COREV_LampreyHead_03, COREV_LampreyHead_04. - Added support for Ryan's Zombies and Demons mod. - Renamed COREV_Logic_StatusRegainDisable to "Item Consumtion Effect" Module. - WFT "Item Consumtion Effect" module (COREV_Logic_StatusRegainDisable) now can execute custom codes after eat, drank, and using money. The arguments will be who (_this select 0), item added after consumed (_this select 1), and value added afer consumed (_this select 2). For example: _this call {(_this select 0) setDamage 1}; : player will died after consumed the item. - Removed the redundant insignia patches. - Removed an ability to open virtual map on whiteboard objects. - Fixed some minor issues. Ryan's Zombies and Demons classes: "COREV_Z_RyanZedHookFast_A","COREV_Z_RyanZedHookFast_B","COREV_Z_RyanZedHookFast_C","COREV_Z_RyanZedHookFast_D","COREV_Z_RyanZedHookFast_E","COREV_Z_RyanZedHookFast_F", "COREV_Z_RyanZedHookCrawler_A","COREV_Z_RyanZedHookCrawler_B","COREV_Z_RyanZedHookCrawler_C","COREV_Z_RyanZedHookCrawler_D","COREV_Z_RyanZedHookCrawler_E","COREV_Z_RyanZedHookCrawler_F", "COREV_Z_RyanZedHookMedium_A","COREV_Z_RyanZedHookMedium_B","COREV_Z_RyanZedHookMedium_C","COREV_Z_RyanZedHookMedium_D","COREV_Z_RyanZedHookMedium_E","COREV_Z_RyanZedHookMedium_F", "COREV_Z_RyanZedHookSlow_A","COREV_Z_RyanZedHookSlow_B","COREV_Z_RyanZedHookSlow_C","COREV_Z_RyanZedHookSlow_D","COREV_Z_RyanZedHookSlow_E","COREV_Z_RyanZedHookSlow_F", "COREV_Z_RyanZedHookSpider_A","COREV_Z_RyanZedHookSpider_B","COREV_Z_RyanZedHookSpider_C","COREV_Z_RyanZedHookSpider_D","COREV_Z_RyanZedHookSpider_E","COREV_Z_RyanZedHookSpider_F", "COREV_Z_RyanZedHookWalker_A","COREV_Z_RyanZedHookWalker_B","COREV_Z_RyanZedHookWalker_C","COREV_Z_RyanZedHookWalker_D","COREV_Z_RyanZedHookWalker_E","COREV_Z_RyanZedHookWalker_F"
  21. lordbooka

    Ravage

    @BattleChief @haleks I have no idea how the Ravage's obj composition spawner works. However, If it can execute a code for each spawned objects, then you can input into some objects execution slot that you would like to be random disappeared: if ((selectRandomWeighted [0,0.45,1,0.65]) == 0) then {deleteVehicle _this;}; //<-- suppose that the argument would be "_this" for breaking the repetitive composition.
  22. lordbooka

    Ravage

    I think the zombie modules should have the event code executions for init, handleDamage, and Killed events. This should be easier for a mission maker to customize their zeds. Just give you an idea: Because I would like to use my WarfareThai zeds in Ravage!
  23. lordbooka

    Ravage

    The next update for my WarfareThai mod will contains these 2 editor objects: Light Source Fluorescence, and Light Source Bulb. I hope you can implement these into WFT-Ravage dyno comp templates.
  24. lordbooka

    Ravage

    @haleks My question may seem a bit redundant, but I seriously would like to know why don't you publish Ravage Mod on steam workshop? :-D I think it would be easier to manage (and also publish) a user content for this mod.
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