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brunohxcx

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About brunohxcx

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    Lance Corporal

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  1. brunohxcx

    Ravage

    I set it to 99 it makes a lot of ammo to spawn, but still a lot of them arent compeatible with the weapons i placed on custom weapons arrays. M9 ammo is the one i found more often, there is no M9 on custom weapons arrays, and i never found any M9.. but lots of m9 ammo. I know its made this way, cuz its meant to be hard to find stuff.. i get it.. I want to set a low ammo % chance, but if i keep finding useless ammo. If we could reduce the number of ammo types on a mission, we can reduce the % chances to find ammo, but only, if i can use it... What i mean is... if i live in a "world" of only AKs, why should i keep finding STANAG? Only RHS is set to YES and arma 3 is limited. If i use the custom weapons arrays, other weapons still spawn? cuz im still finding weapons that arent on custom weapons arrays.
  2. brunohxcx

    GF Status Bar Script

    awsome... its excluding the zombies, but its counting a kill when i respawn or kill myself, and still counting ai killing ai.. even after removing "_count_dead = format ["%1 ",count allDeadMen];//Returns the person's score in SP." thanks anyway.. great script
  3. brunohxcx

    Ravage

    Im using rhs, with limited vanilla content, and after one hour looting, i found zero 5.56 mags, the only way i found ammo was from npcs (using GF drop loot script), I have found 8 diferent ammo types and every single ammo i found has no weapon to use with since they arent on the weapons array. If i only find useles things and have no control on loot table, also need to use other loot scripts to complement ravage loot, that makes it totaly useless for me.. since i have to use scripts who does almost the same thing that ravage loot does. If we can choose the wepons on loot table, at least the ammo should be compatible with them right?
  4. brunohxcx

    GF Status Bar Script

    Dunno what i did wrong.. but now its counting even the ai killing ai.. i think ill stay with your vanila script them..
  5. brunohxcx

    Ravage

    yes, i mean, even choosing the weapons that will appear on loot, i keep finding ammo from weapons that arent on the list
  6. brunohxcx

    GF Holster script - Mod

    I know how to disable it tru options, but if I publish my misssion, i ll have to ask everyone who download it to change theier keybinds?
  7. brunohxcx

    GF Holster script - Mod

    i want to disable the game default menu
  8. brunohxcx

    GF Ravage Status Bar script

    I mean zombies kills, I want to keep the ai kills, but without the zombie kills, cuz right now, its counting everything.
  9. brunohxcx

    GF Holster script - Mod

    were should i change?
  10. brunohxcx

    Ravage

    will we ever be able to choose exactly what spawns on loot? cuz its anoying to keep looting ammo that dont even have weapons to use with on my mission.. not even talking about the hundreds of land mines... -.- since the work around has been removed from wiki, the only way i can imagine, is to make a modded version of your mod, with an edited loot table.. if we can choose the weapons, at least the ammo should be compatible right? Your loot system is amazing, but without the power to choose what will spawn, it becomes totaly useless... making ppl to go back to those old scripts where loot spawns on the floor, like LS_lootspawn...
  11. brunohxcx

    GF Holster script - Mod

    any way to turn off the default keybind (Open Menu (Status)) from key 5?
  12. brunohxcx

    GF Ravage Status Bar script

    any way to not count zombies?
  13. brunohxcx

    Ravage

    Omg i forgot that... thank you sir.
  14. brunohxcx

    Ravage

    Hello, I'm doing a mission on the Malden map and I have a few questions, Indep Raiders are not attacking me if I do not attack them, should that be? (I'm nato btw) In several missions I've seen a mark at the airport on editor, does it do anything? Would it be possible to improve the loot in the irradiated areas? If so, how? Ai's are not using flashlights (I know its not a smart move), but if I can not see, they should not see too, right? (They can not see me, but how can they see where they are going? At least they should walk slowly and not run around in blind) How can i make the night less darker? (Because clear nights with no fog still very dark) I'm sorry if these questions have already been answered.. Thanks.
  15. brunohxcx

    Ravage

    is there any way to call a custom .sqf like "cfgBuildingList.sqf" or "lootLists.sqf" on my init.sqf? thanks
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