IN005

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Everything posted by IN005

  1. IN005

    Mad ArmA - Mad Max inspired mod

    Hello guys, as my first mod ever, I decided to recreate and expand the Mad Max universe. At the moment the mod contains: Vehicles: Weapons: Helmets: Facewear: Vests: Charakters: In case if you wonder, original stands for content, wich has been seen in the movies or in the game, I does not means, it was ripped of the game. Known buggs and errors: - plymouth rock missing .rvmat error - the wheels of the plymouth rock are not at the correct postion - the vest is not fitting, gets sucked into the body directly under the armpit and has only texture on one side - the shadows are not perfect - the shotguns can use scopes, this is not wanted, so make shure you have an empty sight slot on the shotguns (or you will see nothing and think the gun is broken) BI Forums WIP Discussion: https://forums.bistudio.com/topic/199111-mad-max-vehicle-plymouth-rock-wip/ Special Thanks: - Fled for releasing the model of the plymouth rock - I3lueVein for his models of the mad max and the inspiration - KingDom for spending his freetime, while searching with me via teamviewer for the errors - ianbanks & Pennyworth for helping me with the first person error Credits can be found in the Files. If theres interest in my mod, you can join the discord server: here! Download Links: STEAM: http://steamcommunity.com/sharedfiles/filedetails/?id=815962700 Armaholic: http://www.armaholic.com/page.php?id=32034 (Might not have the lastest update) You can use it for Exile or whatever you want, but please don't repack or reupload it anywhere else without giving credits.
  2. IN005

    Mad ArmA - Mad Max inspired mod

    Update Version 0.9.2 - Added: 5 new weapons (1 Sniper Rifle, 1 SMG, 2 Shotguns and 1 Pistol.) - Added: New Structures to the Editor. - Added: Classnames List - Changed: Engine Sounds for the Plymouth Rock - Fixed/Reworked: Folder Structure I also changed the License for the mod. ( https://creativecommons.org/licenses/by-nc-nd/4.0/ )
  3. IN005

    IN005's Ideas

    Hey guys, basicly I have some Ideas how to improve gameplay / pvp. Door Keys Break the door lock Traps Sleep So this is basicly everything for now. I will update the post with new Ideas, if I get some. Cheers
  4. IN005

    Possible to add effects?

    Hello guys, how is it possible to add effects like smoke and fire to my map? I want to have the capital survivor town with chimneys and they should have those effect. This is how it looks now on my server: This is how it should look: Could someone help me please with this? Greeting IN005
  5. IN005

    Mad ArmA - Mad Max inspired mod

    Yes you are right, the mad max game should have a multiplayer.
  6. IN005

    Mad ArmA - Mad Max inspired mod

    Update Version 0.9 - Added 'The Nux Car' - Added the Tin Can Grenade - Added 6 custom reskins of ArmA vanilla bandanas Its been a while now since the last update, like 2-3 months, because I lost the willingness and the pleasure to make this mod. One day I reinstalled my arma 3 tools, so I lost the original bikey. I made a new one instead with the same name, so you only need to replace the old one with it. Update Version 0.9.1 (Fix) - Removed Something wich was not supposed to be released yet...
  7. IN005

    Mad ArmA - Mad Max inspired mod

    Hey could someone help me please with this problem:
  8. IN005

    Mad ArmA - Grenades

    Hello guys, this is more a question to developers of Exile and other mods. As I'm creating my Mad ArmA mod, I came along the idea to make custom grenades. I imported my grenade into the normal game without running exile and it worked fine for me. Than I started my mod with exile together and it stoped working. After a while i figured out why. Normally this is your headline for a normal grenade: class CfgPatches { class Weapons_Grenades { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; But within exile, theres a overwrite for that file, wich blocks everything. So I need to use this: class CfgPatches { class Weapons_Grenades { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"exile_client"}; }; }; If I would use this second CfgPatches, it would make my mod only working with exile. But I want to have it as a independent mod, wich not requires exile client to work. I know there are several other mods, like CUP or RHS wich work fine within exile, but my mod seems only to be useable with or without exile. Is theres a solution for this problem? Cheers IN005
  9. IN005

    Mad ArmA - Mad Max inspired mod

    Update Version 0.8.5 - Added the Hockey Mask - Added the Catchers Mask - Added the Dazzle Crow Mask -Fixed varius things Update Version 0.8.5.1 -Fixed missing pbo, wich steam wasn't uploading.
  10. I found out, why it is not working for you, in reborn, every AI wich is over 900-1000 meters away, is not loaded, so it safes some fps. You need to deactivate that.
  11. Sometimes it takes a while or your markers are not updated (infiStars markers are not the fastest ^^) Or you forgot to add the markers for the waypoints...
  12. Read the third spoilers last line, there I added the note.
  13. ok Open up @ExileServer\addons\JohnOs_events\addons\Events\events_config.sqf Search for /** Convoy Settings -- DO NOT USE CONVOY **/ (should be line 99) It should look now like this: Now open the folder: @ExileServer\addons\JohnOs_events\addons\Events\Convoy and open the file inside of it. It should look like this: This is basicly everything, a very basic convoy script with really stupid AI drivers ^^ If you finished one convoy crew, the next convoy will start two seconds later. I'm going to rework it, so it loads the random time between the convoys.
  14. Ok guys, got the convoys to work ^^ Should i do a short tuto how I made them work?
  15. I started to activate the convoy mission for my altis server, got it to work without a server crash, now I'm waiting for a convoy to be started...
  16. IN005

    ETG Login Reward Script

    Hey guys, found this script and reworked it a bit for my server: But now is my question, how to make it spawn money into the players inventory?
  17. IN005

    Working DB sql out there?

    Ok maybe........ I'm stupid Thanks for your fast reply
  18. IN005

    Working DB sql out there?

    Hello guys, I'm setting up a server right now and being still confused, why the exile developers don't upload any working sql files to create the database. Currently there are four files included: exile.sql - working upgrade-0.9.40-to-0.9.41.sql - working upgrade-0.9.41-to-0.9.60.sql - not working upgrade-0.9.60-to-0.9.80.sql - not working I'm using Navicat Lite to work on my mysql database, with the first two files I'm able to create the database, but the other two files aren't working for me, so I can't update it... But thats not the only problem, as you can see here: I don't know, if these errors are caused by the missing updates, but I now that on every table is no default value. I don't know why this wasn't addes, so someone might help me with this problem. Greetings IN005
  19. IN005

    Mad ArmA - Mad Max inspired mod

    I only upload it to steam
  20. IN005

    [SOLVED] Server Startup Parameters not working

    Ok the problem is solved now, there where a program missing on my server to load up the dll files. Thanks for helping anyway
  21. Hello guys, I'm trying to setup a server on windows with following parameters: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\arma3server.exe" -config="@exileserver/config.cfg" -mod=@Exile -servermod=@exileserver The server is starting, but it doesn't load the mission. This is the lastest log: I don't see any problems, why the mission isn't loaded, maybe I'm blind ^^ Hopefully you are able to help me. Greetings IN005
  22. IN005

    [SOLVED] Server Startup Parameters not working

    The two lines aren't working too... You are right, it doesn't load the config and I have no idea why. It tried to load it with TADST, after some tweaks on the tadst configs I got it to load, but then it doesn't wanted to connect with the database...
  23. IN005

    Mad ArmA - Mad Max inspired mod

    Update Version 0.8.4 - Added the War Rig Truck (no Trailer yet, don't know if I get it to work)
  24. IN005

    Mad ArmA - Mad Max inspired mod

    Truck nearby finished, need some texture reworks in the cockpit. Started to work on the trailer, wich is way easier.
  25. IN005

    Mad ArmA - Mad Max inspired mod

    Still working on the textures... I'm still not satisfied with the exterior texture, but I don't have substance painter or another expensive tool to make a better texture for it... Maybe someone wants to help me out? I recreated the horn sound for the Warrig, after hearing the sound like 1000 times... still not satisfied yet...