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14 GoodAbout RangeCreed
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terrain Chernarus Redux [WIP Release]
RangeCreed replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh thats actually amazing. Thanks for the info.. can actually go back to what I was doing :p- 269 replies
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terrain Chernarus Redux [WIP Release]
RangeCreed replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh right well maybe add DLC tag in the workshop? Just because I can imagine people bitching to server admins about being shot through objects by non-dlc owners.- 269 replies
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terrain Chernarus Redux [WIP Release]
RangeCreed replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just be careful if you are using Apex assets, I noticed a few down there. It would make the DLC a requirement as clients without the DLC will not see the object. Unless this was changed? But when we spawned in buildings added by the DLC and had a non-dlc client join he would not see them.- 269 replies
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terrain Chernarus Redux [WIP Release]
RangeCreed replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Such a shame we don't have a decent multiplayer survival mod to pair this with :l- 269 replies
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Community Upgrade Project - CUP
RangeCreed replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am wondering if you guys have investigated the possibility off replacing buildings ingame with the ones in this thread. https://forums.bistudio.com/topic/171990-wip-buildings-of-russian-village/ (This thread contains SOURCE files, located on page2) They are just existing buildings with interiors. They do however need ALOT of work to meet the CUP standards as they are a few bugs with each building. Maybe an entire re-texture of the insides aswell. Will flesh out alot of Arma 2 maps lacking enterables. PHOTO ALBUM (Not all buildings in here 1-2 missing as they need quite abit of work) http://imgur.com/a/qCIXb -
[WIP] Terrain "X-Cam-Taunus"
RangeCreed replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Whats the average FPS on this map? -
Hello: Currently using some custom weapons that use there own reload animation independent of Arma 3 however, no matter the ammo count of my current magazine it will always play the same animation as it should. For example I will always chamber 5 rounds into my mosin rifle regardless to the actual ammo count. So for example, I have 3 rounds left but when I reload I will always chamber 5 rounds because that is how the reload animation is played. How would I get it to play custom animations dependant on my current ammo count and how would I even reference this in a config? Would each mag need its own entry in a config? So we have 1x_7.62, 2x_7.62, 3x_7.62, 4x_7.62 , 5x.7.62 But how would you actually define in a weapons config to play a different animation dependant on the ammunition type being loaded? Also if I fire a round with mag 5x_7.62 reload into a fresh 5x_7.62 and then reload back into the previous mag now 4x_7.62 would the game automatically define properties from the config or would it still see that mag as 5x_7.62 with 1 less round. I know this sounds complicated but I really want to know if this would work. Thankyou ~RangeCreed
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Need Help to Cross Ref a Weapon & It's Ammo w Eden Editor
RangeCreed replied to Deathrow Bo Dean's topic in ARMA 3 - QUESTIONS & ANSWERS
I believe you are looking for MMG_02_sand_F (This is the LMG you want in sand) bipod_01_F_blk (Black Nato bipod) 130Rnd_338_Mag (Magazine) Can't help you with the Acog scope you are after as it is not present in the default Arma 3 game. Need to know what mod it is from -
[BETA] Open Chernarus Project - Plug AND Play - All Map Support - Dynamic Simulation
RangeCreed replied to DirtySanchez's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah no worries, I'll post it tonight :) I think it's to do with how certain things are read since APEX released, some models of my own worked flawlessly before but now suffer the same issue -
[BETA] Open Chernarus Project - Plug AND Play - All Map Support - Dynamic Simulation
RangeCreed replied to DirtySanchez's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MASSIVE BUG/ABUSE - people in buildings are invisible after 50-70m because it loads a LOD that doesn't show any interior. You can only see them if you scope or zoom with right mouse. Basically their are little to no LOD's and as a result this is awkward to use in a PVP enviroment -
wip buildings of russian village
RangeCreed replied to argument's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'll get it sorted tonight/tommorow and post here, shouldn't take more than 15 minutes. -
wip buildings of russian village
RangeCreed replied to argument's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If you still need someone to do this let me know, can be done easily with a config override. -
Using config override to replace a building added by another mod
RangeCreed replied to RangeCreed's topic in ARMA 3 - QUESTIONS & ANSWERS
UPDATE So I have sorted it ingame and got it replacing correctly, what I am noticing though is some buildings (but not all) are moving ever so slightly and not retaining original position. What parameters do I need to use to prevent this happening? Example http://imgur.com/a/xeO95 -
Using config override to replace a building added by another mod
RangeCreed posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hello everyone: I was wondering if anyone can lend me a hand. I am currently trying to rack my brain around the best way to use config override to replace a non-enterable building added by CUP with another (an enterable one). The building I wish to replace it with is not in Arma 3 but from another source, it is though configured correctly and works flawlessly ingame. I have done a decent amount of research on this matter but such documentation on actually replacing a building with another in this such way has come up short, and my attempts have been unsuccessful. The process seems to be a little more complicated than it normally is when using CfgPatches to replace textures,uniforms or weapons. I presume I do not have to add things such as interior textures to the config as these should just be pulled from the model itself correct? TLDR - Override a building added by a mod with another, while keeping that mod active. Some assistance with this issue would be most welcome. -
Latest update has broken vehicle sounds for the new military 4x4's . The vehicle will produce sound when you start the engine but is 100% silent while on the move. No engine sounds or anything of the sort.