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Waxbutter

Hell in the Pacific 0.5 beta release

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And second, I just wanted to ask if you installed that sound- mod for HiP on the server by now??

As I said to Petersen before, the DaOarges- server kicked me right away because of corrupted data when having it turned on.

I just uploaded the key to the server, sorry it took a bit.

Please let me know, if you still experience troubles!

---------- Post added at 19:08 ---------- Previous post was at 18:56 ----------

I'm in! I love that mission, tired of playing by myself though :P

Cool, any specific slot you want to play?

Quick question: Would it be possible to put in a Japanese transport plane?

Do you mean for supply drops?

But you need to talk to Foxy, as this is his mission.

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I mean just in general, so you have the C47 Douglas for the US but nothing for the Japanese. A plan that can land with a squad in it or a parachute out of etc.

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There will eventually be a Japanese transport plane.

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If any one have nothing to do, Im on our server playing a new mission on Guadalacanal island.

Join me?

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Is there any better DL links? The 2 Armaholic ones are horrid, they can't even get 500kb/s

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Hi! First of all congratulations for your Nice mod, it´s a pretty good work. I ve read the old topic on the section WIP and checked the forum but wasn.t able to find the further information: is There a way to use together SLX and HIP? I saw some videos where the Guy sais he was using slx with your mod, but can't find the way to use them tgther. I'm sorry if u already gave an Answer to That question.

Thank you

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Play H.I.P. withSIX launcher;

a mini bootstrapper to install pre-requisites, Play withSIX (launcher, updater and serverbrowser), and launch it specialized to Hell in the Pacific.

https://mega.co.nz/#!TgAW3Sxb!JNvMe00LC8yc7BYmm176W33cEyNxyJxS-x2tFosUWzw

(524 KB)

Still early days, expect improvements coming time.

Edited by Sickboy

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Hi! First of all congratulations for your Nice mod, it´s a pretty good work.
Thanks! The team always appreciate some nice feedback. HIP is still only a baby too.... lots more stuff to come in the future!
is There a way to use together SLX and HIP?
I've never used SLX myself, but as far as I am aware its just a case of running the mod along with HIP. Let us know if you don't know how to do that and we will try and help you get it working.

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Thanks! The team always appreciate some nice feedback. HIP is still only a baby too.... lots more stuff to come in the future! I've never used SLX myself, but as far as I am aware its just a case of running the mod along with HIP. Let us know if you don't know how to do that and we will try and help you get it working.

You welcome! Well i saw that the mod si running during the game but all the features are unavailable to use whatever the unit you are playing with (vanilla or HIP) but i can see the @slx on main menu. Maybe i just did something wrong but i try to don't add/ change too much things inside mods folders since all that pbo/hpp stuff is incomprehensible language to me :( By the way thank you for your help, HIP si may a baby, but a promising one :)

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Good job gentlemen, was apart of a small H.I.P. Unit and loved the mod, keep up the good work!

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I also host all of the HIP missions on my site:

http://www.missionrepository.com/

My site hosts all missions for I44, Iron Front and HIP mods, and more WW2 mods I will host missions

for in the future when they release ;)

Supporting the WW2 Mod community mission's since October 2012!

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Needs WAAAAY better download mirrors. Dropbox has disables your account and all of armaholic's mirrors are hosted on servers made of sticks and straw.

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Needs WAAAAY better download mirrors. Dropbox has disables your account and all of armaholic's mirrors are hosted on servers made of sticks and straw.

Must say 'Armaholic' for downloading mod/addons is very quick and easy, never had a problem. Well so far, only had around, well hundreds, of mod/addons from them.;).

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There seems to be a conflict with your mod and ASR AI. Whenever I play the two together I'm bombarded with hundreds of error messages which state: "Error in expression <_dangerCausedBy call asr_ai_main_fnc_isUnc>

Error position: <asr_ai_main_fnc_isUnc>

Error Undefined variable in expression: asr_ai_main_fnc_isUnc"

A guess at what the conflict is? Does your mod alter AI in a way that would make it incompatible with mods like ASR AI? ASR AI runs fine with most of my other mods like I44 and ACE.

Anyway, the models, sounds, and textures of this mod all seem very amazing and well-crafted from what I've seen so far, but ArmA 2 has always struggled with incredibly inane and stupid AI (as a consequence of its scale); after experienced the game-changing glory which is ASR AI, I have trouble playing ArmA 2 (vanilla or otherwise) against bots without this enabled. It just makes them so much more human-like. So any help is truly appreciated.

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I love that little Japanese Tankette!

And the Tankette loves you!

:239:

Edited by Max Power

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Sorry, but trying to post my scenario and their links I created but they will not post because my post count is 0. so have to post more than once.

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There seems to be a conflict with your mod and ASR AI. Whenever I play the two together I'm bombarded with hundreds of error messages which state: "Error in expression <_dangerCausedBy call asr_ai_main_fnc_isUnc>

Error position: <asr_ai_main_fnc_isUnc>

Error Undefined variable in expression: asr_ai_main_fnc_isUnc"

A guess at what the conflict is? Does your mod alter AI in a way that would make it incompatible with mods like ASR AI? ASR AI runs fine with most of my other mods like I44 and ACE.

Anyway, the models, sounds, and textures of this mod all seem very amazing and well-crafted from what I've seen so far, but ArmA 2 has always struggled with incredibly inane and stupid AI (as a consequence of its scale); after experienced the game-changing glory which is ASR AI, I have trouble playing ArmA 2 (vanilla or otherwise) against bots without this enabled. It just makes them so much more human-like. So any help is truly appreciated.

I believe I'm right in saying that during some of our pre-release testing sessions with FHW clan (:notworthy:), they ran ASR AI along with HIP with no problems. I'm not 100% on that and I appreciate it doesn't actually help you at all, other than to say it shouldn't conflict with HIP. Perhaps Dimitri will check the forum soon, as he will be able to confirm this was or wasn't the case.

And thanks for your kind comments, the team work really hard to produce the kind of quality that they do and we have also recruited some new talent relatively recently... to quote Babylon at their quality of work "OMFG!!!!".

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Thank you SnakeTheFox for your nice comments :)

As Foxy already pointed out, we had no problem with the HIP - ASR_AI combo during our tests.

Indeed, I took the greatest care to ensure compatibility wherever possible, because I'm a great fan of ASR_AI too.

Still, HIP as a team can not gurantee that HIP runs with any 3rd party mods, as we can not control their development.

However, I just had a short firefight with ASR_AI enabled and it seems it runs as flawless as ever :)

Here are my ASR_AI settings I use for most missions, maybe they are of use for you. I have turned off/tweaked some things where I was not sure if they might cause trouble:

class asr_ai {

version = 6; // will increment this when structure changes

class sys_airearming {

feature = 1; // All the other settings of this class matter only if we have 1 here

run = 1; // Enable rearming at mission start

radius = 50; // Rearming search radius - how far will AI go to grab stuff

civ = 0; // Civilians will try to arm themselves

sidearm = 1; // Units will take handguns

binocs = 1; // Units will take binoculars

// List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists

launchers[] = {

"M136","RPG18","cwr2_AT4","cwr2_LAW","cwr2_RPG75",

"ACE_M136_CSRS","ACE_M72A2","ACE_M72","ACE_RPG22","ACE_RPG27","ACE_RPOM","ACE_RSHG1","ACE_RMG"

};

// List of frag grenades that units will look for

grenades[] = {

"HandGrenade","HandGrenade_West","HandGrenade_East","BAF_L109A1_HE","ACE_DM51","ACE_DM51A1"

};

// List of smoke grenades that units will look for

smokes[] = {

"SmokeShell","SmokeShellRed","SmokeShellGreen","SmokeShellYellow","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange",

"ACE_M34","ACE_RDG2","ACE_RDGM","ACE_DM25","ACE_DM31","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_M15"

};

};

class sys_aiskill {

feature = 1; // All the other settings of this class matter only if we have 1 here

civ = 0; // Enable advanced skills for civilians

radionet = 1; // AI groups share known enemy locations over radio

radiorange = 500; // Maximum range for radios

nightspotting = 0.3; // Spotting range night reduction coefficient

gunshothearing = 1; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)

buildingSearching = 0.7; // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature)

buildingSearchingAlwaysUp = 1; // Prefer UP stance (value: 1) when doing the house search or let AI choose automatically (value: 0)

throwsmoke = 0.3; // AI throws smoke when hit (set 0 to disable or a number up to 1 to enable, higher number means better chance to do it)

join_loners = 0; // Groups left with only one unit merge with nearest group of the same side or faction (1-enabled, 0-disabled)

join_loners_sameFaction = 0; // Single units will only join groups of the same faction, if join_loners = 1 above (1-faction, 0-side)

serverdvd = 1; // Dynamic dedicated server viewdistance adjustment

setskills = 1; // Configure AI skills based on their unit type (faction, training etc.)

recoilMod = 1; // Lower recoil when using MGs; also increased recoil for wounded AI (1-enabled, 0-disabled)

stayLow = 1; // Units using MG, AR or sniper should fight from prone position and the others crouch more (1-enabled, 0-disabled)

split_legged = 0; // Units unable to walk for this time will separate from their group to prevent slowing it down (time in seconds, set 0 to disable)

reactions[] = {1,1,0}; // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at; format: {enableAttack,enableDefend,enableSupport}

auto_srrs = 0; // Auto-enable BIS Surrendering module (1-enabled, 0-disabled)

radionet_debug = 0; // Log info sharing to RPT (1-enabled, 0-disabled)

setskills_debug = 0; // Log skill assignments to RPT (1-enabled, 0-disabled)

gunshothearing_debug = 0; // Gunshot hearing debug: shows a hint with max range the AI will detect the shots fired by player (1-enabled, 0-disabled)

/*

Units are classified into skill sets between 1 and 10

By default, a lower level number means a better skilled unit

Levels 8-10 are special:

- 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage)

- 10 is for trained snipers

*/

class sets {

// only classes of arrays under this

class level_0 { // perfect (only used for testing)

aimingAccuracy[] = {1.00, 0.00};

aimingShake[] = {1.00, 0.00};

aimingSpeed[] = {1.00, 0.00};

spotDistance[] = {1.00, 0.00};

spotTime[] = {1.00, 0.00};

endurance[] = {1.00, 0.00};

courage[] = {1.00, 0.00};

reloadSpeed[] = {1.00, 0.00};

commanding[] = {1.00, 0.00};

general[] = {1.00, 0.00};

units[] = { // add class names to this to override their default (or inherited) skill set

};

};

class level_1 { // sf 1

aimingAccuracy[] = {0.40, 0.20}; // skilltype = {<min value>, <random value added to min>};

aimingShake[] = {0.40, 0.20};

aimingSpeed[] = {0.55, 0.20};

spotDistance[] = {0.65, 0.30};

spotTime[] = {0.40, 0.20};

endurance[] = {0.80, 0.20};

courage[] = {0.80, 0.20};

reloadSpeed[] = {0.80, 0.20};

commanding[] = {0.80, 0.20};

general[] = {0.80, 0.20};

units[] = {

"sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a"

};

};

class level_2 { // sf 2

aimingAccuracy[] = {0.35, 0.20};

aimingShake[] = {0.35, 0.20};

aimingSpeed[] = {0.50, 0.20};

spotDistance[] = {0.60, 0.30};

spotTime[] = {0.35, 0.20};

endurance[] = {0.70, 0.20};

courage[] = {0.70, 0.20};

reloadSpeed[] = {0.70, 0.20};

commanding[] = {0.70, 0.20};

general[] = {0.70, 0.20};

units[] = {

"ibr_mutant"

};

};

class level_3 { // regular 1

aimingAccuracy[] = {0.30, 0.20};

aimingShake[] = {0.30, 0.20};

aimingSpeed[] = {0.45, 0.20};

spotDistance[] = {0.55, 0.30};

spotTime[] = {0.30, 0.20};

endurance[] = {0.60, 0.20};

courage[] = {0.60, 0.20};

reloadSpeed[] = {0.60, 0.20};

commanding[] = {0.60, 0.20};

general[] = {0.60, 0.20};

units[] = {

"bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des",

"bink_usmc_scout_des","bink_usmc_scout_l_des",

"rb_teamleader"

};

};

class level_4 { // regular 2

aimingAccuracy[] = {0.25, 0.20};

aimingShake[] = {0.25, 0.20};

aimingSpeed[] = {0.40, 0.20};

spotDistance[] = {0.50, 0.30};

spotTime[] = {0.25, 0.20};

endurance[] = {0.50, 0.20};

courage[] = {0.50, 0.20};

reloadSpeed[] = {0.50, 0.20};

commanding[] = {0.50, 0.20};

general[] = {0.50, 0.20};

units[] = {

"ibr_bodyguard"

};

};

class level_5 { // militia or trained insurgents, former regulars

aimingAccuracy[] = {0.20, 0.20};

aimingShake[] = {0.20, 0.20};

aimingSpeed[] = {0.35, 0.20};

spotDistance[] = {0.45, 0.30};

spotTime[] = {0.20, 0.20};

endurance[] = {0.40, 0.20};

courage[] = {0.40, 0.20};

reloadSpeed[] = {0.40, 0.20};

commanding[] = {0.40, 0.20};

general[] = {0.40, 0.20};

units[] = {

"ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab"

};

};

class level_6 { // civilians with some military training

aimingAccuracy[] = {0.15, 0.20};

aimingShake[] = {0.15, 0.20};

aimingSpeed[] = {0.30, 0.20};

spotDistance[] = {0.40, 0.30};

spotTime[] = {0.15, 0.20};

endurance[] = {0.30, 0.20};

courage[] = {0.30, 0.20};

reloadSpeed[] = {0.30, 0.20};

commanding[] = {0.30, 0.20};

general[] = {0.30, 0.20};

units[] = {

"ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102",

"ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195",

"ibr_rebel206","ibr_rebel217",

"ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic",

"ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7"

};

};

class level_7 { // civilians without military training

aimingAccuracy[] = {0.10, 0.20};

aimingShake[] = {0.10, 0.20};

aimingSpeed[] = {0.25, 0.20};

spotDistance[] = {0.35, 0.30};

spotTime[] = {0.10, 0.20};

endurance[] = {0.20, 0.20};

courage[] = {0.20, 0.20};

reloadSpeed[] = {0.20, 0.20};

commanding[] = {0.20, 0.20};

general[] = {0.20, 0.20};

units[] = {

"ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7"

};

};

class level_8 { // pilot 1

aimingAccuracy[] = {0.40, 0.20};

aimingShake[] = {0.40, 0.20};

aimingSpeed[] = {0.55, 0.20};

spotDistance[] = {0.65, 0.30};

spotTime[] = {0.40, 0.20};

endurance[] = {0.60, 0.20};

courage[] = {0.60, 0.20};

reloadSpeed[] = {0.60, 0.20};

commanding[] = {0.60, 0.20};

general[] = {0.60, 0.20};

units[] = {

};

};

class level_9 { // pilot 2

aimingAccuracy[] = {0.35, 0.20};

aimingShake[] = {0.35, 0.20};

aimingSpeed[] = {0.50, 0.20};

spotDistance[] = {0.60, 0.30};

spotTime[] = {0.35, 0.20};

endurance[] = {0.50, 0.20};

courage[] = {0.50, 0.20};

reloadSpeed[] = {0.50, 0.20};

commanding[] = {0.50, 0.20};

general[] = {0.50, 0.20};

units[] = {

"ibr_arl_pilot"

};

};

class level_10 { // sniper

aimingAccuracy[] = {0.75, 0.20};

aimingShake[] = {0.75, 0.20};

aimingSpeed[] = {0.60, 0.20};

spotDistance[] = {0.70, 0.30};

spotTime[] = {0.75, 0.20};

endurance[] = {0.70, 0.20};

courage[] = {0.70, 0.20};

reloadSpeed[] = {0.70, 0.20};

commanding[] = {0.70, 0.20};

general[] = {0.70, 0.20};

units[] = {

};

};

};//sets

};//sys_aiskill

};

Cheers,

D.

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Just wonder if there is any further release or patch for Arma2? So far, playing the Mod has really been a thrilling experience. I like those soldiers and variations of wepon.

By way, is it possible to make some Jap soldiers in the war in China?

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Great that you enjoy the mod :)

No, there will be no more releases for ArmA 2.

There had been some plans for the second sino-japanese war, but nothing has come of it (yet?).

Cheers,

D.

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