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Found 6 results

  1. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  2. Hello everybody, after a long period of work on this mod it is finally time to share it with the Arma3 community. Here the links where you can get it. Steamworkshop Armaholic Enjoy !! B@Co
  3. Note that this mod is still a work-in-progress. State : Alpha Have you always secretly wanted to have a tiger in Arma? Well, now you can have your own (super dangerous) pet tiger. This is an early version of the mod which only includes the model, textures and animations for the moment (so no tiger chasing you through the thick jungle of Cam Lao Nam or Tanoa - unless you want to script it yourself). This mod adds a basic tiger to the game. The unit is not an animal but a civilian. You can spawn it from the editor by typing tiger. We plan to add a module later. Classnames : Edaly_Tiger Edaly_Tiger_White List of animations: TigerStandIdle TigerIdle02 TigerWalkFront TigerTactFront TigerRunFront TigerAttack TigerAttackClaws TigerSleep TigerTurnLeft TigerTurnRight TigerDie The current entity does not have its own tracking/attack system. This feature will be added in a future update. If you want to script the animal yourself, you can do so as long as you don't re-upload this mod or modify it. Sounds: The tiger has 3 sounds but only one sound is implemented right now. This is something we will update in the next update (very soon). This content is distributed under the APL-ND license. Re-uploading this content is forbidden without written permission from the author. If you wish to modify or re-upload this mod, contact us directly on Steam or Discord. You can read the license here: https://www.bohemia.net/community/licenses/arma-public-license-nd About us: Projets Edaly is a french non-profit organization that brings together video game enthusiasts and developers. We create mods and multiplayer environments for communities of various games offering modding capabilities. Website: https://edaly.fr Discord: https://discord.com/invite/SUCBQk3 Artstation : https://www.artstation.com/edaly/albums/all Changelog : v0.51 - Added: Bikey - Added: all tiger variants as classic Arma animals. Found in the editor, under the name 'Tiger (Friendly)'. These are peaceful versions that behave like Arma rabbits/goats. Classnames of the friendly versions: Edaly_Tiger_FRND Edaly_Tiger_FRND_White Edaly_Tiger_FRND_Zombie v0.50 Content: - Added: New tiger model - Added: 30 new animations - Added: Camera movements - Added: Transition animations - Added: Ability to attack as a unit (left click) - Added: New zombie model - Modification : Fire Geometry improvement - Modification : Audio improvement - Changed: Improved first person view - Removed: Footprints Content coming/planned but not ready: - Damage visualization on the model (blood) - Damage visualization on the model (animations) - Melee AI - Zombie animations Known issues: - Unit gets stuck in water - Unit gets stuck after an attack - Unit gets stuck during some animations - Bullet hit sound when attacking - Unit turns into a giraffe after death (long neck) v0.37 - Added: The tiger can now move its head freely - Added: Easter Eggs - Fixed: Hitpoints were badly positioned. - Fixed: Memories were badly positioned. v0.36 - Added: glowing eyes at night - Fixed: legs were doing weird stuff - Tweaked : Idle anim + secret stuff v0.35 Added: Unit is now available in zeus Added: 2 more resLODs for better performance Added: Shadow LOD Tweaked: Idle01 anim should look a bit more natural Fixed: The sound played while in idle Fixed: Missing model in first person view
  4. Hi All, having a little problem ; When I use the following piece of code, the script works (Arma 3 Animals: Override Default Animal Behaviour Via Script). Here the working code : _Master = _this select 0; _DogAgent = createAgent ["Alsatian_Sand_F", (getPos _Master), [], 5, "CAN_COLLIDE"]; _DogAgent setVariable ["BIS_fnc_animalBehaviour_disable", true]; _DogAgent playMoveNow "Dog_Sprint"; while {alive _DogAgent} do { _DogAgent moveTo (getpos _Master); }; When I perfect this script, the dog no longer follows me and walks in a straight line to infinity. Here my reworked code : _Master = _this select 0; _DogAgent = createAgent ["Alsatian_Sand_F", (getPos _Master), [], 5, "CAN_COLLIDE"]; _DogAgent setVariable ["BIS_fnc_animalBehaviour_disable", true]; while {alive _DogAgent} do { if ((_DogAgent distance2D player) > 12) then { sleep 0.01; _DogAgent playMoveNow "Dog_Sprint"; sleep 0.01; hintSilent "SPRINT"; }; if (((_DogAgent distance2D player) > 6) && ((_DogAgent distance2D player) < 12)) then { sleep 0.01; _DogAgent playMoveNow "Dog_Run"; sleep 0.01; hintSilent "RUN"; }; if (((_DogAgent distance2D player) > 2) && ((_DogAgent distance2D player) < 6)) then { sleep 0.01; _DogAgent playMoveNow "Dog_Walk"; sleep 0.01; hintSilent "WALK"; }; if ((_DogAgent distance2D player) < 2) then { sleep 0.01; _DogAgent playMoveNow "Dog_Sit"; sleep 0.01; hintSilent "SIT"; }; sleep 0.01; _DogAgent moveTo getPos player; }; I want the dog to follow me, sprint when I'm away from him, walk when I'm near him, and sit down when he is very close to me. If someone found a solution I'm interested ! Bye
  5. We continue our development story of the "Great White Shark" in this thread. @John1 We have the intension to create more sea creatures, inculding more shark species, saltwater croc and more. Gr. B@Co
  6. If I spawn animals via script using _animal = createAgent [_animal,_pos,[],0,"NONE"]; they only seen to be able to walk in a straight line when spawned on a Dedicated Server They seem to still do their Animations but walk or run only in one direction. but in SP they move in any direction and I can use the MoveTo command. Anyone else seen this ? Is this just a update bug or do we also have to write our own animation scripts if you want Animals injected into your mission Via script. Hopefully someone has a work around.
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