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Waxbutter

Hell in the Pacific 0.5 beta release

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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 ;)

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How to script that the Ramps are lowered at the transport unload waypoint? Else all the cargo dies.

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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.

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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 by Foxy

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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!

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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!

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The flamethrower doesnt work for me i :(

got the latest cba and i got the funktions modul in the editor somebody help THX

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@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.

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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.

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Is this compatible with ACE, or should we run this without ACE like I44?

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^ 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

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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!

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Yeah I will run without ACE.

What about I44? Can we run this and I44 at the same time?

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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.

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the summ summ fly is a little bit pesky ^^ ...and some shot impacts sounds from tanks and heavy Guns have the Vanilla sounds.

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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 by trueapothecary

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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?

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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.

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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

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