babylonjoke 22 Posted December 1, 2012 How do I bayonet? it's driving me crazy, also I see no flames from the flamethrower just kind of the heat wave then smoke where it hits Manual manual manual manual manual. There's everything you need to run the mod proprly ;) Share this post Link to post Share on other sites
fabl10 10 Posted December 1, 2012 How to script that the Ramps are lowered at the transport unload waypoint? Else all the cargo dies. Share this post Link to post Share on other sites
stupidwhitekid75 11 Posted December 1, 2012 Having fun with this so far. The AI are brutal it seems like...usually I don't have much trouble dispatching them but with this mod I am constantly ducking to keep my head down. Made a quick video of some really raw SP gameplay on Tarawa: Both Tarawa and Peleliu are amazing maps. Do you plan on making it easier in the future to set AI up in all of the defenses? Right now it's kind of a guessing game, I'll stick a squad down in line formation and sometimes they'll end up in the trenches, other times not. Would also be cool to be able to easily set them up in bunkers and stuff as well. Share this post Link to post Share on other sites
Foxy 1 Posted December 1, 2012 (edited) Yeh guys, please help us poor devs out by having a quick look/search through the thread to check your question hasn't been answered before. Flames not showing has been answered before. As for placing AI in trenches/bunkers, I think that's up to us mission makers to work out. I stand where I want the AI and then map my position to the rpt, this can then be fed into a script for accurate placement. EDIT: Also, for info on bayonet attachment and much more, its worth looking in the mission notes as well as the manual... there are some useful keys notes which will help. Edited December 2, 2012 by Foxy Share this post Link to post Share on other sites
M.Evans 10 Posted December 2, 2012 Finally, played for 8 hours yesterday with the 15th guys, fun stuff. Share this post Link to post Share on other sites
burdy 11 Posted December 2, 2012 Great mod!! Absolutely love the coop! 1 problem I found though, The AI are horrid at navigating the Peleliu hills, more specifically the base of the hill, they get stuck and don't go up. :O Also for ACRE if you could put a placeholder for the RTO that would be great. Awesome mod! Share this post Link to post Share on other sites
Dawks 10 Posted December 2, 2012 Wow ... got me flashing back to BF1942! ;p Share this post Link to post Share on other sites
mr pedersen 41 Posted December 2, 2012 Wow ... got me flashing back to BF1942! ;p And Im working on Wake Island too, that is BF1942 feeling!! Share this post Link to post Share on other sites
Uwaa_n 10 Posted December 2, 2012 Cheers from Japan! Yesterday I played some missions with my friends, and we enjoy it:) The lovely TK (Type94 Tankette) reminds me of the great BF1942 mod "BattleGroup42" :o I can't wait for playing in Wake Island. For all BF1942 players, Wake Island is special one. I'm sorry for my poor English. I just say thank you to all HIP members! Share this post Link to post Share on other sites
Davey 0 Posted December 2, 2012 The flamethrower doesnt work for me i :( got the latest cba and i got the funktions modul in the editor somebody help THX Share this post Link to post Share on other sites
Andy Mcnab 10 Posted December 2, 2012 armaholic download and dropbox link not working please fix armaholic download link Share this post Link to post Share on other sites
Foxy 1 Posted December 2, 2012 @Davey: I don't know why you can't see the flames tbh. You need to run the latest versions of CBA, CBA_A2, CBA_OA though not just CBA. @Burdy: There is a placeholder for the RTO already in the mod. Share this post Link to post Share on other sites
dimitri_harkov 10 Posted December 2, 2012 And I might add that ACRE works with HIP if you use the supplied script suite in your custom missions, and this suite is also in all official missions. This is clearly outlined in the manual. Share this post Link to post Share on other sites
sickboy 13 Posted December 2, 2012 Hell in the Pacific support officially added to Play withSIX supported modset list, logos will soon follow in the next build. Share this post Link to post Share on other sites
Heaney 11 Posted December 2, 2012 Is this compatible with ACE, or should we run this without ACE like I44? Share this post Link to post Share on other sites
SavageCDN 231 Posted December 2, 2012 ^ no ACE but as mentioned ACRE works and is supported by a script that comes with the d/l (basically gives anyone that should have a radio ie: RTO a PRC148) Cheers from Japan!I can't wait for playing in Wake Island. For all BF1942 players, Wake Island is special one. I'm sorry for my poor English. I just say thank you to all HIP members! OMG Wake Island demo.. far too many hours on that one :p Share this post Link to post Share on other sites
mr pedersen 41 Posted December 2, 2012 Is this compatible with ACE, or should we run this without ACE like I44? I suggest you run our MOD without ACE. And with ALL the HIP Moduls on and also in first person and you will have a lot of realism, more then vanlia arma 2, that I can promisse you!! We are not ACE but we also want " Realism". But feel free to mix with ACE, but if the game crash and you got 10000 new buggs dont blame us plz :) Have fun! Share this post Link to post Share on other sites
Heaney 11 Posted December 2, 2012 Yeah I will run without ACE. What about I44? Can we run this and I44 at the same time? Share this post Link to post Share on other sites
mr pedersen 41 Posted December 2, 2012 Yeah I will run without ACE.What about I44? Can we run this and I44 at the same time? I suggest not our mods are not config the same way so you will just run into errors/bugs and crashes. Share this post Link to post Share on other sites
stephsen 79 Posted December 2, 2012 the summ summ fly is a little bit pesky ^^ ...and some shot impacts sounds from tanks and heavy Guns have the Vanilla sounds. Share this post Link to post Share on other sites
hubbard1080p 1 Posted December 2, 2012 Where can we find the soundtrack or downloads to the music? Its amazing and I would love to use it for a video im making! Share this post Link to post Share on other sites
NakedSquirrel 24 Posted December 2, 2012 (edited) Just posting some [HIP] porn for appreciation ;) Enjoy. I don't quite have the time to polish these missions up to finished products yet, but maybe after exams. [HIP] + a crudely modified RUG_DSAI for ambiance. (One side note, I also wasn't seeing flames coming from the flame thrower. It looked like an arty or grenade strike when the invisible flames hit something.) Edited December 2, 2012 by trueapothecary Share this post Link to post Share on other sites
ryanbeckey0 1 Posted December 2, 2012 how did you get the ambient voices for the ai? i noticed it in the mission pack but havnt been able to recreate it, is it a script? Share this post Link to post Share on other sites
NakedSquirrel 24 Posted December 3, 2012 I modified the RUG_DSAI mod. Although I would like to know how the other missions accessed the voices, I didn't see it in any of the ones I unpboed. I haven't had time to hunt down where the voice over sounds are in the mod or how to reference them. Share this post Link to post Share on other sites
nickmow 10 Posted December 3, 2012 Hi there, first up Im loving your fantastic mod, Storming beaches a plenty in LVTs. Ive read the manual and had a bit of a search. If Im editing a mission and I want to get a tank ashore via a landing craft. How do i start the mission with the tank loaded up on a boat. Ive dePBO'd one of your included missions but cant make head nor tail of it. Im sure theres some excellent scripting at work but its beyond my capability. All I want is a Sherman or Stuart to be able to hit the beach, Unload and get into the fight to support the hard pressed Marines :cool:. Truly excellent Mod though, probably the best Ive ever seen. Thanks again Share this post Link to post Share on other sites