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Waxbutter

Hell in the Pacific 0.5 beta release

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I believe the flares have no effect on the AI. If thats not right I'm sure Dimitri will correct me. Great to hear your enjoying the mod. Yeah, jungle fighting can be intense at the best of times let alone in the dark!

Well, while I know this issue isn't huge and can be fixed by a few simple scripts. Might I recommend a few variations of some current units, namely the Allied NCO's.

What I mean, is that it would be nice to see an NCO carrying an M1 Carbine as well, or even an NCO with an M1 Garand.

As you say its achievable by script so I would guess this would not be high on the priority list. Not discussed this with the team though so once again they may correct me if I am wrong.

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Do the flares (wx_flare_white etc.) help the AI see in the dark

No, it does not help the AI see in the dark, sorry.

But I will fix that in a possible update. Also, there is a new night fighting mission in the pack waiting to be released, which includes a scripted solution that is AI friendly.

And many thanks for your kind words :)

Cheers,

D.

EDIT: Ninja'd by Foxy :)

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Happy new year to all of you in arma 2 Community!!

Any one going to play today or I mean this week?:bounce3:

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Happy New Year !

I hope this year will be a good one for all of you, and Bohemia Interactive (Especially ArmA3 Devs detained in Greece).

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Hello everyone!

I have a question for the community and players.

I notice our mod is not being played as much as release week.

Looks to me that alot of player misstaken our mod for INV44 and got upset over that. They where use to the gameplay in INV44 and as soon they realized we where not same as INV44 they quit.

I might be completly wrong in this? Please correct me if Im wrong.

Also insted of just stop playing we would like to see some good vs bad criticism of the mod. If you players dont tell us what changes you would like to see, we dont know how to fix the issuse the community MIGHT have with this mod.

Why dont you like playing our mod?

What do you like, what dont you like?

What changes would you like to see?

Do you want more missions?

Would you like to see Domination on Cheranus?

All kind of information that could improve this mod is more then welcome please.

If you guys dont tell us how should we know?

Also dont forget to post bugs on https://dev-heaven.net/projects/hip

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I like this mod a lot but when I tried to join multiplayer I couldn't. The demand to use latest beta is a turn off for me.

Otherwise I like your work and the mod in general.

Edited by Nikiforos

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i play this mod on mp.whit i44 i only play sp . there aren't many players last week as you say. i like the missions as well as the maps the are realy nice. i wood like screaming and burnin units like in the i44 mod if the are hit whit the flamethrower and also some sp missions : ) the quality of this mod is great for mp and sp THX

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I just wait for v1.0 and SP missions and campaign.

I don't play much MP anymore, I prefer SP with well constructed story

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Hey Dimitri Harkov, Waxbutter, Mr Pedersen, Foxy and the rest of the HIP team.

First I'll answer your questions Mr Pedersen as best as I can.

I have yet to actually play HIP with other people such as the group play with, however from what I've seen of HIP in the editor while making missions for it. In simple words personally I love it, with more description to my opinion of HIP:

Pros:

Looks absolutley fantastic.

Walkable ships and landingcraft. (Woohoo!)

Sounds are really good, particularly bullet impacts on metal.

The music is good, but I really LOVE "The Last Island" track.

Cons:

Not a fan of the Supression Module. (But it IS optional afterall.)

Flamethrowers, I'd like to see them do more than just make an enemy drop dead.

Collision models on a few objects such as the editor placeable Defenselines are a little iffy on the edges, as in you can walk up to knee height in them before being stopped, however I'm sure this will be fixed if not done so already.

What I'd like to see in future:

More documentation, things like animation lists for HIP specific animations for both infantry and vehicles, code lists for all main positions in vehicles such as the second gunner position on the LCVPs or the hull gunner on armoured vehicles.

A sort of Overpressure Module for big guns, I really like that about I44.

All in all I like the fact HIP isn't US vs IJA centric, as in you also included British forces. Keep up the great work guys!

Finally I'm not sure whom I should message so I'll ask here, but who should I PM/E-mail about providing some assistance if you want or need it?

Regards Hawk.

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Hawk and Wiki just send a mail to our hellinthepacific@hotmail.com

Wiki, I belive you sent us mail before about the single player mission, am I right?

We did not have the time to check all mail before the release of the mod. We just had way to much work on our hands.

But now we can start look into our mail and give good reply on them too.

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Thanks for bringing the Pacific War into A2OA!! Guess most people think of the Pacific War as big naval battles (Battle of the Coral Sea, Naval Battle of Guadalcanal) and air-to-air/carrier-to-carrier combat (Battle of Midway). Ground battles were fought in jungle-like conditions which are hard to portray in Armaverse for example vegetation, temperature and humidity. Having too many objects/clutter, craters on a small area will render the AI to ineffective units. Perhaps you can tweak the areas and objects so AI won't get stuck or slowed down too much (what about islands/maps without wrecks/ruins/bomb craters + less fortified position/obstacles)? Would be nice if you can add infinite land/sea to all of your islands/maps and probably some simple small pacific islands? Guadalcanal needs to look more like the real one = needs more jungle vegetation. Imo a good start for people getting into a mod is to make some kind of missions which do introduce all the mod features. "Training/boot camp" type of missions are tenfold better than just simple "Showcase" do-all-what-you-like-on-your-own missions.

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In Reply to Mr. Pedersens questions, i can say it's true, HIP is not i44. And Thats what i love about it. I've always been a huge fan of Dense Jungles, and they were awesome in Vietnam Mods, but also excellent in HIP. Especially with some nice beaches, wonderfull :)

What i like about the mod:

- It looks amazing

- Historically quite accurate.

- Performance is OK/Good

- It's a unique setting nobody has occupied before, not another WW2 D-Day/Fight for Russia!/Fight for Berlin! setting.

What could be improved:

- Honestly, nothing i've seen on the included stuff i dislike. It's mostly about stuff that should be added, the existing one is fine.

- One thing maybe, water seems to clip through the Boats. That might be Fixable, i hope. (pookie fixed it with his RHIB's, so that should be doabled)

Thing i'd like to see:

- Moar Planes! The planes are fine, detailed, and perfectly useable, however i think some more content would be great. Maybe some bigger jap Bombers and recon aircraft, and torpedo bombers.

- Ships, definitely ships. The existing ones are great quality, and i'd love to see more. A US Submarine would be amazing, esp. in conjunction with some more japanese ships, also a few smaller Destroyer-type ships, not only massive cruisers. (for reference, check out the ArmA II ww2-warship mod, it holds a decent german sub. Also, Demo teams can be inserted via submarines to sabotage the japs)

- Possibility to attach/detach vehicles in the Landing ships, and airpalnes on top of the carrier so the carrier can move with planes ontop and only has to stop for takeoff and landing.

Finally, i have two questions.

a) i'd like to reconstruct a naval battle, but the AI ships, at least the huge ones, always start anchored. How do i make the AI lift the anchors and follow waypoints? (I once saw an advice to call some function, but i cannot find it anymore and it didn't work, anyways)

b) I cant seem to find the arrestor useraction on the carriers, resulting in my unability to takeoff from them. In a step-by-step guide, how would i start with a US Plane from a carrier?

Edited by Elena

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Thank you for your detailed feedback Elena :)

On the water-clips-through-boat issue I can not really comment, since I am no modeller.

But I'll put it on our to-do list.

On planes & ships: We are well aware that these are not as they should be, neither in quantity nor quality. But we wanted to include some as a 'sneak peek'. We are working on improving this part of the mod (You might remember the Wildcat and D3A shown before).

- Possibility to attach/detach vehicles in the Landing ships, and airpalnes on top of the carrier so the carrier can move with planes ontop and only has to stop for takeoff and landing.

This is already possible.

There are 2 ways to pre-place planes on carrriers.

In hangar:

[carrier,["WX_Zero_lr",24,"WX_Zero_Green_lr",24]] execVM "\wx_attacktransport\scripts\DIH_cv_fillHangar.sqf";

On deck:

[carrier,["WX_Zero_Green_lr",3,"WX_Zero_lr",3],true] execVM "\wx_attacktransport\scripts\DIH_cv_fillDeck.sqf";

in both cases, 'carrier' is the name of your carrier. You can add more/other classnames and amounts to these arrays as well.

Finally, i have two questions.

a) i'd like to reconstruct a naval battle, but the AI ships, at least the huge ones, always start anchored. How do i make the AI lift the anchors and follow waypoints? (I once saw an advice to call some function, but i cannot find it anymore and it didn't work, anyways)

Use this function:

[ship,0,0,[0,0]] spawn DIH_cv_fnc_anchor;

Where 'ship' is the name of the ship in question.

Use it again to anchor the ship

b) I cant seem to find the arrestor useraction on the carriers, resulting in my unability to takeoff from them. In a step-by-step guide, how would i start with a US Plane from a carrier?

This is covered in detail in the manual. Don't forget to name your capital ships in the editor.

Thanks again

&

cheers,

D.

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any ETA for 1.0?

Not at the moment as we all in the mod-team is waiting for one of our main developers to come back after his adventures.

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Yes thanks a lot for all the excellent feedback and suggestions guys. Unfortunately we are very small team and getting this updates/fixes and new features in takes time.

For performance make sure you keep viewdistances as low as possible. If by v1.0 you mean a complete finished mod, then I don't think this day will come for a long long time... we can always keep adding more stuff and so if you are interested in making missions wiki then I would just go for it... but be careful making missions on the maps which are still WIP. Tarawara and Peleliu are pretty much the only islands that will not see potentially mission breaking changes to come. Lots of Kohima is complete, but there is also still lots to come. The others are all still very WIP, but Pedersen is working on them as fast as RL will allow him.

Imo a good start for people getting into a mod is to make some kind of missions which do introduce all the mod features. "Training/boot camp" type of missions are tenfold better than just simple "Showcase" do-all-what-you-like-on-your-own missions.
I think this is a very good idea and will look into doing some of these.

We do have more aircraft lined up for inclusion as well as some other "upgrades".

I also wanted to ask if there are clans or groups who would be interested in testing new missions for us prior to there release in the HIP Mission Pack?

EDIT: @elena - if you can't get the stuff working that you want to, feel free to send me the mission and I will see if I can spot the problem.

Edited by Foxy

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Well, i placed this:

[ship1,0,0,[0,0]] spawn DIH_cv_fnc_anchor;

into the INIT of a Japanese Escort Carrier (named ship1), and when i want to confirm it (place the unit) it returns an error message "type script, expected nothing".

When i place the very same code into the init.sqf of the mission, or even in any script.sqf and run said script, it does nothing.

For carrier takeoffs, i simply cannot attach the planes to the Carrier. This Action 'Break/Secure Plane' which is mentionned in the manual never shows up.

And yes - the Carrier is named, and the functions-module is present.

€Dit: under the same circumstances, i am unable to store a Plane in a carriers Hangar. it tells me there is no plane on the elevatr, after i parked a Sweet one with 114kg bomb ontop. (Rear elevator)

Edited by Elena

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Anyone building missions for the mod, as I am hosting missions for HIP on my MR site, I have 14 in total so far from the community,

trying to support the mod but I haven't been seeing any missions for HIP being posted anywhere.

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Anyone building missions for the mod, as I am hosting missions for HIP on my MR site, I have 14 in total so far from the community,

trying to support the mod but I haven't been seeing any missions for HIP being posted anywhere.

We are about to release a second mission pack for the public. The missions just need a final testing before public release.

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@Elena:

As alway when running a script in the init field, you need to store the script handler somewhere. So, if you want to use the script from an init field, it needs to be something like this:

_crap = [ship,0,0,[0,0]] spawn DIH_cv_fnc_anchor;

***

Also, check out the 'Carrier Command 1942' mission that came with the latest mission pack (get it on Armaholic).

If the user actions show up in that mission, you did something wrong in your mission.

If they don't show up, there is something wrong with either your installation or your mod line.

Cheers,

D.

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I could create some easy C&H mission! Let me know :)
Yes please.

And thanks for your support Günter Severloh.

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We are about to release a second mission pack for the public. The missions just need a final testing before public release.

Good deal, i have your first pack on my site, how many missions in this pack?

And thanks for your support Günter Severloh.

Your welcome, just doing my part to support the community WW2 modders!

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Your welcome, just doing my part to support the community WW2 modders!

Yes, and that's very welcomed :)

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