Arma 3
BB Raptors & Zombies & more
AppleCalypsoNow  [developer] 31 Oct, 2016 @ 2:36pm
Modules Discussion
please use this thread to help eachother out with module settings and general mission making knowledge.
< >
Showing 1-15 of 50 comments
AppleCalypsoNow  [developer] 29 Nov, 2016 @ 10:40am 
zombies/raptors attacking animals:
you can change this by changing the "Man" under "prey classes" to "CaManBase". that will make them ignore animals.
Last edited by AppleCalypsoNow; 29 Nov, 2016 @ 10:40am
Sileighty-Nine 11 Jan, 2017 @ 9:54am 
For some reason Raptors spawned with the spawner are indestructible, I even used ZEUS to drop some 155mm shells on them and it knocked them into the air but they didn't get hurt at all.
*Seems to have fixed itself, No idea what caused it.
Last edited by Sileighty-Nine; 11 Jan, 2017 @ 10:34am
what is the proper use for the single placed raptors under the "sides", they take on human speech and seem to have no ability to attack, is there a way to place just some raptors at certain placements, do they need synced to a module? module works great just took some tweaking to get what i was after the attack and everything is so good really scary at night, a real difference and refreshing from the tired zombie mods.
AppleCalypsoNow  [developer] 21 Feb, 2017 @ 5:03pm 
there is no use for them currently. i jsut forgot to hide them in the editor. there might be support for single ones in the future. not sure how i will handle that.
AppleCalypsoNow  [developer] 21 Feb, 2017 @ 5:08pm 
also note that for local mode it makes sense to set min spawn distance to 0. min and max basically form a ring around the center position.

in ambient mode the player is the center. so to avoid monsters spawning right ontop of it ther is a min spawn distance.

jsut clarifying since someone had trouble with local mode i think.
PHANTOM 25 Feb, 2017 @ 9:07pm 
I gave the mod a quick test. I do like the options, very good on those. But one thing I'm a huge fan of is controlling how the modules are activated. Maybe you can add an option to activate the module when blue, red, or green team arrives within the activation radius? That would be great.
Originally posted by badbenson:
zombies/raptors attacking animals:
you can change this by changing the "Man" under "prey classes" to "CaManBase". that will make them ignore animals.
Yes nice work ill be reworking several modules in my mission, i mean rapters attacking animals is realistic but they prioritize them too much so this will be great. FYI BI is i guess testing disableenviroment for arma 3 in the RC now, You will be able to disable animals apart form sounds. So one way or the other will either get rid of animals or have rapters just not attack.
AppleCalypsoNow  [developer] 1 Mar, 2017 @ 5:56am 
yea i should have made no animals on the menu be default, my bad.

i bet some people think the raptirs are bugged when they are attacking snakes because you can't see the snake really far :D
I disagree not "your bad", I mean when I saw the rapter attack an animal I was like holy sh*t thats pretty awsome zombies could be sorta cool too, It just gets in the way only because BI thought the map needed to have 100 rabbits and 200 snakes per square foot, (3 part food chain? idk). I left some of the modules with the default values where it was more open and isolated like they are out there hunting. I mean maybe a config to have an else statement like if "aggro" as in caused by gunfire auto switch the target from "man" to "CaManBase", that way if your not seen by the rapters you would see "natural hunting behavior". Even if it was not intended its a bug that overall added more immersion.
I bet adding wild dogs,(models available from arma 2 so might save time) would make your mod more versitile, like a lot of reports from US forces in afganistan and iraq had recorded dog attacks from wild dogs. You would likely see your mod used in milsim servers etc. But i dont model so i dont know if thats easy or not but there is a thought for you I support this mod and the work behind it.
AppleCalypsoNow  [developer] 2 Mar, 2017 @ 6:28am 
it was intended as a feature. i was jsut talkign about default settings for noobs. good call with the firing aggro. will try to remember when i get back to this.

wild dogs are already on the list for hte next major update as i mentioned before. will try to have them reskinned too with slightly different sounds as zombie dogs.

i will indeed use the a2 ones. they are great and have all the anims i need.
treendy 10 Mar, 2017 @ 5:19am 
@badbenson thanks for a great mod and for answering the questions above.

Im having problems with the "Local Module" settup, i set to zero distance as mentioned above, but still nothing is spawning... please see video here of my setup and what happens: https://youtu.be/HezBrlC-e_8 (only 1:06 length)

It works around the player, just not the local option

Is it bugged? or am i setting something wrong

Thanks
Last edited by treendy; 10 Mar, 2017 @ 5:19am
RickOShay 3 Apr, 2017 @ 8:21am 
Hey Badbenson - is there are any documentation for this mod - I need to enable / disable module via trigger or script. Tried enableSimulation false / true - but doesn't appear to work.
Last edited by RickOShay; 3 Apr, 2017 @ 9:34am
I have only one final concern before I get this mission completed im working on... the rapters spawn in with radios maps watches and compass. My mission is pretty dependent upon finding a radio later in the mission and kindof crushes the whole feel. I promise I have tried many scripts found on BI forums etc, i have an sqf running a script just for testing 20 seconds after start to garuntee at least some rapters are spawned before exec. I labeld per module the rapters as opfor so im currenlty trying { if (side _x == east) then { *running remove items here and double checking this areas syntax} ForEach allUnits; Are the rapters truley opfor when set to opfor in the module? or is that just how they "act or behave" in your script?
Originally posted by treendy:
@badbenson thanks for a great mod and for answering the questions above.

Im having problems with the "Local Module" settup, i set to zero distance as mentioned above, but still nothing is spawning... please see video here of my setup and what happens: https://youtu.be/HezBrlC-e_8 (only 1:06 length)

It works around the player, just not the local option

Is it bugged? or am i setting something wrong

Thanks
I opened up my mission with these modules and i noticed a few things different. 1 your module was named. I really dont think that is an issue.
2. The spawn radius at 0 I have mine set to 100 and have not messed with it maybe try 100 same as mine or maybe just 1 or 10 or something.
3. a bit lower in the module there is a debug option...turn that ON, it will propogate a marker on your map where rapters are.
4. which brings me too what map are you using, did you try on an arma 3 vanilla map.

Hope this might help or provide some toubleshooting for you mine worked kinda instantly so im thinking there cannot be too much to it other than also just try with a vanilla editior map with no other mods to verify they are not getting deleted or altered by another mod.
as for #3 above what i meant was it can check to see if the models are not idk under ground or something.
< >
Showing 1-15 of 50 comments
Per page: 1530 50