Arma 3
Remnant
187 Comments
Marki 25 Mar @ 5:42am 
Walking sim in a walking sim?
H Y D R A 24 Mar @ 4:22pm 
Ah yes, walking simulator in Arma
ariel 20 Dec, 2024 @ 7:04pm 
Dear mod author:
I would like to ask the following:
It turns out that I have experimented with zero gravity, using a script.
The little that I was able to achieve is reduced to the possibility that the player can "float".
However, it would be very interesting if the bots could also float, even better if they could do it at a great height.
I see that in your mod you have managed to make the ghost bots float.
Would you be so kind as to share how to achieve that effect?
I would like to use it with the SC2100 mod
HypedAngel 4 Dec, 2024 @ 2:50am 
So I have a spawner placed and in zeus I see them spawning, but they get deleted instantly. ANy ideas?
knivesseveren 26 Sep, 2024 @ 12:42pm 
я 6 часов бегал по карте в поисках хоть какого то транспорта.
ты правда считаешь игроки будут бежать в другой конец карты, ДА ЕШЁ В РИЖИМЕ СТЕЙЛСА?!
Syriem Haristov (Skye) 28 Mar, 2024 @ 6:43pm 
I can't seem to find the singleplayer scenario for some reason.
A. Ares 23 Dec, 2023 @ 8:14am 
Well @Marki, I believe that's what they are supposed to do. But I believe that I can not help you anymore. As far as I know, Phantoms have their own scripted behaviour so, I believe that they don't really care if you are unconsious or not. Also, I believe that this mod has its own health system (although I also believe that you have to "enable" it) and Phantoms have been "set up" with this system in mind. But for my side, I don't think that I can help you more. I think you should ask @Haleks for more info!
Marki 22 Dec, 2023 @ 3:29am 
@A. Ares I am pretty sure if they dont kill you, they keep trying after you are unconscious again and again.
A. Ares 22 Dec, 2023 @ 12:46am 
@Marki, not 100% if I am right but I believe that by lowering the damage the Phantoms do, may solve your problem, at least partially!
Marki 20 Dec, 2023 @ 8:09am 
Question, I noticed that Remnants outright kill players (I am using ACE). Is there a way to do it so it would injure player making him unconscious and making it move on?
UEemperor 20 Jul, 2023 @ 2:12am 
Question: Phantoms dont seem responsive to me throwing chemlights/other throwables in the showcase scenario.

Is there something i am missing as to how the mechanic works? Do i have to do extra things?

I AM using 3 mods that might mess with this: LAMBS (AI), Animated grenade throwing and ACE3.
Jakarn DGB 18 May, 2023 @ 5:49am 
@Sutixela you need to wear the headgear specified in the field net to "Headgear". On deafault it's "H_EarProtectors_black_F", so the black ear protection, but you can change it to whatever you want. No need to sync the module to the player
Sutixela 2 May, 2023 @ 2:43pm 
I would like to know how to use the odracam in the editor. when i sync the module with the player, it doesn't appear in his head when playing.
Marki 29 Dec, 2022 @ 12:28pm 
Hey could you share a script that allows you to attach object to players body and make it actually move with the body?
Lango 23 Oct, 2022 @ 6:26am 
It seems the damage multiplier does not work. A character gets killed in one hit by a phantom regardless of the number I put there. Could it be something in the way it interacts with the ACE damage system?
Buzztr0n 19 Oct, 2022 @ 10:30am 
Sweet, thank you! :)
Haleks  [author] 19 Oct, 2022 @ 8:53am 
@BuzztrOn : except for hoods and a vest from Scion Conflict, everything is either vanilla or included in the mod. :)
Buzztr0n 13 Sep, 2022 @ 8:59pm 
Could you add some info in your workshop description about what mods you used for the cool looking sci-fi gear in those screenshots?
A. Ares 5 Aug, 2022 @ 4:16pm 
@Velocko, in the editor, on the right side pannel, you go to "modules" tab (if I remember correctly F7???) and there under the "Remnants" menu, you will find a module that it is called "Phantoms Settings", you place it on the map and double click on it!
Velocko 5 Aug, 2022 @ 12:04pm 
How i get into "Phantom Setting Module"???
A. Ares 31 Jul, 2022 @ 10:25am 
@ZAMBIETHEPYRO2012 mate, you have to change the parameters on the "Phantom Settings Module" to make phantoms "killable" otherwise, by default they take no damage from any kind of projectiles. The mod developer (Haleks) has made an amazing job and added a parameter that allows us to make the phantoms take damage only from specific kind of projectiles (so you can have for example specific "Phantom Killers" ammo). Change that parameter to "true" from "false" (by default) and all projectiles will damage the phantoms
Polski_Sebek1 26 Jul, 2022 @ 10:42am 
Mod and atmosphere seem really cool, but i cant figure how to escape these Phantom things, they ignore chemlights and just home in on me and zap me to death
Marki 23 Jul, 2022 @ 2:47am 
I am pretty sure you can shoot them to death, it takes a bit tho. I do not think you need any dlc
Degroot2019 22 Jul, 2022 @ 6:07am 
what downloadable content do i need to run this ?
Degroot2019 21 Jul, 2022 @ 7:12pm 
how do you fight those phantoms, are they unkilliable ?
A. Ares 8 Jun, 2022 @ 11:36am 
@Haleks mate, as of update to v 0.2.7 invisible phantoms won't reveal themselves unless they are attacking, could it be possible to make this an option instead of a "hard-coded functionality"? It would really convinient and helpful for mission makers to have this as an option to adjust the difficulty in many layers with different ways. Thank you in advance! Cheers mate! :)
4spooked 8 Jun, 2022 @ 10:14am 
this mod is terrifying i love it so much
Marki 8 Jun, 2022 @ 2:31am 
Hey, what kind of script did you use to attach boxes to players backpack?
Haleks  [author] 28 May, 2022 @ 7:12am 
@A. Ares : no worries buddy!

@CR Marki : this will be fixed soon - the next update is almost ready.
A. Ares 28 May, 2022 @ 6:45am 
Aaaaand yes, it is "Tchernobly Zone Redux" mod's issue. It is my bad that messed this. Probably unloading more than one mod at a time misled me! Really sorry again mate!
Marki 28 May, 2022 @ 6:44am 
Is there any way to prevent Phantoms from spawning with glasses alll thheee tiiimeeeee?
A. Ares 28 May, 2022 @ 6:43am 
Scrap last mate. It probably is a problem with "Chernobyl Zone Redux" mod and right now I am testing if it is a conflict with "Remnant" or it is "Chernobyl Zone Redux" mod's issue! Sorry for the upset mate! I will let you know! I will delete my messages after that!
Haleks  [author] 28 May, 2022 @ 6:34am 
@A. Ares : First time I'm hearing about that. Remnant does have a custom Ammo cfg, just like Ravage, but AFAIK it doesn't conflict with other mods. In any case, it is surprising that it should conflict with a terrain-related mod... I'll have to check the CUP cfgs.
A. Ares 28 May, 2022 @ 6:07am 
@Halek mate, I found a weird "bug". Whenever I load "Remnant" with "CUP Terrain - Core", I am unable to use vanilla frag hand grenades! They are in inventory but I can not throw them, they don't even show in HUD where selected hand grenade type supposed to be shown. Not tested with modded frag grenades. Smoke hand grenades work normally! Got any idea about that?
NeXuS Strife 26 May, 2022 @ 7:37am 
Ok thank you ! Hope to see more things coming into the mod, I love it !
Haleks  [author] 26 May, 2022 @ 6:50am 
@NeXuS Strife : the black hole itself should be easy to reproduce (look for "initintro.sqf" in the mission folder, it's just a retextured sphere object) - but its effects on terrain is more problematic outside of themporary scenes.
NeXuS Strife 26 May, 2022 @ 3:40am 
Very nice mod Haleks ! But may I ask you a question ? Is there anyway to reproduce on another map that black hole thing that we see on "Do not linder" ?
PantherPaw 10 Jan, 2022 @ 4:22am 
Kudos to you Haleks, this looks really cool man, thanks for all you do my friend, i can't wait to try it out! :OhSure:
Xeno [Ammo Bearer] 23 Dec, 2021 @ 6:30pm 
I love this mod so much, so much potential !
A. Ares 1 Nov, 2021 @ 3:53am 
@Hakeks, cheers mate. Thank you and really appreciate the awesome work you share here!
minhduc-dev 31 Oct, 2021 @ 11:29pm 
ok test, thanks
Haleks  [author] 31 Oct, 2021 @ 5:06pm 
Also, new update! \o/
Don't forget to check out the changelog. Enjoy!
Haleks  [author] 31 Oct, 2021 @ 5:05pm 
@A. Ares : I will, at some point. In the meantime, you can have a look at the original thread on BIS forums if you want to learn more on the project and where it's going : https://forums.bohemia.net/forums/topic/226332-remnant/
minhduc-dev 24 Oct, 2021 @ 10:06am 
oh movie arma
Marki 19 Sep, 2021 @ 2:20am 
Models of the phantoms? I think it was there in modules?
Officer Frost, baton enthusiast 17 Sep, 2021 @ 10:11am 
can we have a option to never the show the models?
A. Ares 11 Sep, 2021 @ 1:48pm 
@ChaosKnight, I would love to have that too... @Haleks, if I may suggest something, it would be great to add a small "read-me"/manual-like .txt file in your mod file or even better, create a Discord Server for your mod. Especially with a Discord Server, all of us lovers of your mod, would be able to communicate, share ideas, learn new for your mod from you and many more other things! Cheers!:NATO:
ChaosKnight 11 Sep, 2021 @ 1:01pm 
Can we get a detailed explanation as to what the Odracam, Timefall and Cargo Backpack modules do, please?
A. Ares 19 Aug, 2021 @ 2:09pm 
@Enad, I believe that there is an option on the settings module that you can set as "TRUE" (or "FALSE" I don't remember tbh) and be able to kill them with all kind of ammo.
Enad 18 Aug, 2021 @ 3:59pm 
How do you enable them to be killed? Nothing I use on them seems to put them down.