Arma 3
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Arma 3 Animals Module - Extended
   
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Data Type: Mod
Mod Type: Editor Extension
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17.133 MB
18 aug 2017 om 14:48
21 mei 2021 om 12:15
9 wijzigingsnotities (weergeven)

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Arma 3 Animals Module - Extended

Omschrijving
Arma 3 Animals Module - Extended

This small modification takes the existing Animals Module and adds:

- Crows
- Eagles
- Kestrels
- Bees
- Houseflies
- Dragonflies
- Fireflies
- Mosquitoes
- Dogs
- Cockerels
- Rabbits
- Turtles
- CatSharks
- Mackerel
- Mullet
- Ornate
- Salema
- Tuna
- Snakes
- Water Buffalo

Water Buffalo courtesy of Justin N. and Simcardo and Kent Mori (Scanned the original buffalo)

It creates a group of animals and handles their basic behaviour.


Hopefully it will help add a little more finer detail when creating missions/scenarios/screenshots etc.

Module location in EDEN EDITOR:
Systems>Other>Animals

Zeus Compatibility Video Tutorial:
https://www.youtube.com/watch?v=ziTYlod3gS4

This mod will create a dependency.
112 opmerkingen
Valken 20 jul om 0:56 
Hello EO, when I use the modules, it works in a new VR mission. But the animals appear to be frozen in a ported A2 mission. I then used your Eden Animals + Wildboar mod, where it shows the animals within Ed3n, manually replaced the classes and it worked.

Would you consider to merge both of these mods so we can have all of the animals available in Ed3n AND as modules? Right now it is two mods, or 3 mods if we want to add the Wildboars as well.

You can consider a soft dependency to expose a RANDOM class for WS and SPE cDLC so we can have the Camels and Cows too. I used SPE_Cows_Random for an A2 mission and it worked but I need to load the cDLC and it was not exposed in Ed3n. I look at your Animals Ambiance for Spearhead to find that classname.

Thank you!
EO  [auteur] 19 jul om 11:02 
@Valken

I haven't used the mod in a while but that sounds strange, you mean they spawn but are static?

I'm fairly certain this mod will create a dependency for other users.
Valken 19 jul om 5:15 
Hello EO, I am remaking some old Arma 2 missions and I notice the animals do not walk around or move? Do I need to add a trigger? Also, do clients or other mission users need this mod installed or can it just be embedded into the mission?
Lady Inquisitor 13 jun om 15:04 
Thank you!!
EO  [auteur] 13 jun om 15:03 
@Lady Inquisitor

Perfectly fine, thanks for asking. ;-)
Lady Inquisitor 13 jun om 2:02 
Hello!

Would like your permission to pack this mod into an modset for a unit. The mod itself is unlisted and isn't distributed outside the unit. I have a spreadsheet that will contain all the credit needed (links to the mod and everything required/additionally listed) contained in that document, along with a link to it in the readme.txt file. It'll also contain a list of the mods that are packed together in that file itself for ease of access. :)
Foran 21 feb 2023 om 3:53 
what a mod that greatly improved immersive, it'd definitely make Arma much more realistic ! Thank you, EO. you're the man ! :steamthumbsup::steamhappy:
stiel 26 mrt 2022 om 23:19 
based mod
Senzsh 22 feb 2022 om 12:21 
How to make with this mod dynamically appearing animals that could be hunted and whose corpses would disappear over time? And on that square where I cleaned the animals for 2 hours, would there be no animals?
And so as not to load a computer with a weak video card.
---
Как сделать с этим модом динамически возникающих животных, на которых можно было бы охотиться и трупы которых бы пропадали со временем? И на том квадрате где зачистил животных часа 2-а не было бы никаких животных?
И чтобы не нагружало компьютер со слабой видеокартой.
EO  [auteur] 22 feb 2022 om 11:29 
@Damien

Yes.