Jump to content

haleks

Member
  • Content count

    2767
  • Joined

  • Last visited

  • Medals

Community Reputation

3715 Excellent

About haleks

  • Rank
    Warrant Officer

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

2577 profile views
  1. Ravage Mod

    You can - depending on the time of day : at noon zombies will most likely spot you before you have a chance to sneak past them (something I'll need to tweak a bit), around dusk or dawn, it will be eaiser to go past them.
  2. Ravage Mod

    this forceSpeed 0 should do the trick too. To cancel that, use this forceSpeed -1
  3. Prei Khmaoch Luong

    @bludski: isn't that because I configured your map to inherit from Tanoa (some time ago when I was helping you configuring ambiant sounds)? It makes sense it requires Tanoa, since the map not only use Apex objects, but pretty much all of the config from Tanoa.
  4. In a very distant future... Addons : Prei Khmaoch Luong CUP terrains OPTRE_Z MGSR Helix Helmet Ravage
  5. Ravage Mod

    The next update will change a lot of stuff regarding loot spawns : what object is found when looting will be determined by the type of the nearest building. Loot should feel much more consistent, even when looting static objects (right now those only use the "civilian" loot table). So no matter what settings you may use with the new loot module, looting inside a military area will, in most cases, yield items you won't find in towns or anywhere else. On the next update topic : development has been on hold for the last couple weeks on my end, RL has kept me awfully busy... :/ Re-thinking the loot system is no small task and, eventhough the basic concept is working great already, its actual implementation is going to be time-consuming. Depending on what free time I can find, I might release the update without the new loot system, as the current dev build already has a lot of tweaks and fixes. Here's what's 100% done and implemented so far :
  6. Nice to see you back in action LordBooka! :D If I may ask, what are the new HandleDamage EH for?
  7. Ravage Mod

    Depends how you set up those tasks : are they scripted or is it 100% done in Eden editor? One solution, if you're comfortable with a bit of scripting, would be to store variables on the host profileNameSpace - those will be persistent and can be used to check what tasks have been done already etc... But I'm not familiar with making MP missions, I'm sure there is a more practical solution.
  8. Maybe we will soon add RHS to that list : their latest version has a female speaker profile too.
  9. Yeah, sure there is; but I was thinking beyond zombies : for instance if someone use a vanilla unit as a scripted terminator (for instance), there is a good chance he will use either the "noVoice" speaker or one of the VR speakers. In most cases, having the mod ignoring said speaker profiles would probably make sense. ;) (That or maybe an evaluated variable if one wants to exclude a specific unit.)
  10. Let's hope "fix the damn clutter LODs" is in there.
  11. Ravage Mod

    More or less, zombies from that mod and the ones from Ravage will attack each others. Here you go mate. :) { [_unit, _x] remoteExec ["addAction", 0, true]; } forEach [ ["Recruit Unit", "\ravage\actions\recruit.sqf",[_unit], 1, false, true, "", "alive _target && {group _target != group _this}"], ["Dismiss Unit", "\ravage\actions\dismiss.sqf",[_unit], 1, false, true, "", "alive _target && {group _target == group _this}"] ]; Yeah, it's a compatibility issue Ravage has with 3rd party grenades; it's a configuration problem I'll fix eventually, but that's not high priority right now.
  12. Ravage Mod

    I'm afraid the modules aren't designed for that : all factions share the same equipment pool. The easier solution for now (until I tweak that) would be to use a different AI spawn script along with Ravage. :/
  13. Ravage Mod

    From what I can see, all of his missions do require Ravage, so I don't see any problems there. ;)
×