Arma 3
178 ratings
Max WereWolf Mod
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Data Type: Mod
Mod Type: Animation, Character
File Size
Posted
24.225 MB
6 Sep, 2023 @ 9:52am
1 Change Note ( view )

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Max WereWolf Mod

Description




Max WereWolf Mod By Maxjoiner

This Mod adds WereWolves faction
You can find the WereWolves as Civilian/ShiFi Faction.
The WereWolves'll attack everything in Map.
They can smell a prey up to 200 meters away.
Warning: Also the Houses and Buildings are not safe
with a Werewolf around!

Features:
- New WereWolf 3D model
- WereWolves AI and Players
- New Player Actions

Tutorial:
https://youtu.be/RkZc5eWWtSI

Known Bugs:
-If You use ShowScriptError Sometimes appears an error,
don't consider it the mod works fine

Notes:
If You Enjoyed with my Mod Like To Support My Content Click This Link:
https://www.paypal.com/paypalme/maxjoiner1970
Subscribe at my Youtube Channel:
https://www.youtube.com/user/maxjoiner

License to use:
-It's possible to use only the page of download authorized by the author,
re-upload elsewhere is not allowed.
-It's not possible to modify my MOD without my permission.
-It's not possible to use parts of my MOD without my permission.
-It's not possible to use my MOD on private servers
without my permission (servers like Altis Life or similar,
especially, servers to payment).
-It's not possible to resign my MOD without my permission.
For information contact me:
70max.bevilacqua@libero.it
94 Comments
Maxjoiner  [author] 23 Jun @ 1:21pm 
I don't remember but probably the value of _DM is called from another string into a database script
Briggs 22 Jun @ 11:36pm 
in line 91 of your brain.sqf script, i think you've got a typo. The line is calling for var _DM, but that's not referenced anywhere else in the file, changing the var to _DT got the mod to work perfectly for me and not throw errors. Not sure what your using _DT for since i didnt look too thoroughly at the file but hey it worked.
Druid 22 Jun @ 10:31pm 
The werewolf can not damage players with ace mod on
Minimurder28 14 Apr @ 3:50am 
Baller, thank you!
Maxjoiner  [author] 13 Apr @ 1:03pm 
Minimurder28 12 Apr @ 4:17am 
Is it possible to modify/force them to fight for one faction? Trying to do something rather silly, but having them attack their "allies" is inconvenient.
Maxjoiner  [author] 24 Jan @ 8:47am 
.:steamsad:
Captain 23 Jan @ 1:33pm 
coz ace f.u.c.k.i.n.g hates melee
Captain 23 Jan @ 1:32pm 
hey thats good enough, should work with ace NO medical then
Maxjoiner  [author] 23 Jan @ 1:02pm 
I've inserted the Ace command in its functions but I never have try it