Dogone 32 Posted December 3, 2012 (edited) Hey Guys, :459: Finally I downloaded the HIP Mod and team HIP deserves an applaude:icon_eek: for there "great work and efforts" in the last couple of years on this epic part of the Pacific during WWII, really hats off to you guys..congrat's :icon_eek::icon_eek: The color, texture's and terrain is special and real attention to detail on the 2 smooth playing maps Tarawa & Pelilu, the uniform details are second to none for the IJA & US Marine soldiers really outstanding and a job welldone !! :icon_eek:, to all the guys that worked hard on this MOD.."Thank you" for your hard efforts cause Im sure alot us will have fun in the future playing. , and a big thanks to Bohemia for there endless gaming experiance. Im guessing in the future the other two maps (KOHIMA & GUADALCANAL) in editor will get completed ?, I found map Komiha a little laggy but lookin good. I also spent time in the Soloman Islands/Gaudalcanal this year and have approx 450 photo's of battlefields and terrain so if you require any pics for the Guadalcanal map (For WaxButter)... just let me know. Also I spent 10 mins on the 82nd Airbourne server and had a blast, this game is so realistic its Insane. Enjoy guys..."Time to LocknLoad".:bounce3: Edited December 3, 2012 by DogOne Share this post Link to post Share on other sites
Gunter Severloh 4054 Posted December 3, 2012 Hello fellas, As said previously congrats on your release, I finally got around to downloading the mod, and about to play it but before I do I wanted to let those whom like to build missions that, I can if your interested host missions for HIP on my website seen here: http://missionrepository.webs.com/ My website hosts only WW2 mods and games, I have almost all of I44 mod missions, and Iron Front: Liberation 1944 game missions on there. I'm currently in the process of acquiring my own domain name and webspace for a new site to replace the current one, and this site I have built and had since start of October. Share this post Link to post Share on other sites
Rob_Mayall 1 Posted December 3, 2012 how to make an AI attach or deattach the bayonet Share this post Link to post Share on other sites
dimitri_harkov 10 Posted December 3, 2012 (edited) 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? Yeah, sorry, this should have been documented. I wanted to create an editor module for the ambient voices but I didn't get around doing that in time. Execute the following script once on every client at game start: private ["_checked"]; _checked = []; sleep 30; if (not local player) exitWith {}; while {true} do { { if (_x in _checked) then {} else { if ((not isPlayer leader _x) and ((count units _x) > 1)) then { [_x] execVM "\wx_ambient_voices\DIH_ambientVoice.sqf"; }; _checked = _checked + [_x]; }; sleep 2; } forEach allGroups; sleep 15; }; ... How do i start the mission with the tank loaded up on a boat. ... Same here. This is rather complicated at the moment. Execute a script like this on the server for the transport in question (named 'ship' in this example): /* Helper script that fills transporters with cargo at game start */ /* Example: -1st sub-array: classname of the item (box, vehicle...) -2nd sub-array: name of the item (only needed it is being *visibly* transported) -3rd sub-Array used for defining weapons: [[<list of classnames>],[<count of each class>]] -4th sub-Array used for defining magazines -5th sub-array used for defining backpacks e.g.: _exCrate = [ "WX_AmmoBox_Mortar_US", objNull, [[],[]], [[],[]], [["WX_us_008Rnd_m1_mortar_81mm_lhe_bp","WX_us_008Rnd_m1_mortar_81mm_smoke_bp"],[6,2]] ]; alternative method: call function DIH_log_fnc_crateData to get the contents of an existing vehicle (crate, tank...) parameters: classname, vehicle name (optional) example see below */ if (not isServer) exitWith {}; waitUntil {(not isNil "DIH_log_fnc_crateData")}; _crate1 = ["WX_AmmoBox_US"] call DIH_log_fnc_crateData; _crate2 = ["WX_AmmoBox_Mortar_US"] call DIH_log_fnc_crateData; _attacktransport_cargo = [ _crate1, _crate1, _crate1, _crate1, _crate1, _crate1, _crate1, _crate1, _crate2, _crate2, _crate2, _crate2, _crate2, ["wx_us_m4a2"] call DIH_log_fnc_crateData ]; //finally, you need to set the vehicle Var of your transport. //Syntax: <name of transporter> setVariable ["DIH_log_cargo",<the local variable of your cargo array>,true]; // //example see below ship setVariable ["DIH_log_cargo",_attacktransport_cargo,true]; This is only for cargo that is not visible on the transport in question, like ammo boxes in all kinds of transports or vehicles in the attack transport. Loading vehicles on LCVPs and LCM3s is even more complicated. I will update the manual with those things at a later date. *** how to make an AI attach or deattach the bayonet You don't. Closest thing you can get is to switch the weapons to a bajonet version by script. Cheers, D. Edited December 3, 2012 by Dimitri_Harkov Share this post Link to post Share on other sites
Foxy 1 Posted December 3, 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!All the HIP music can be found in the effects part of a trigger under 'tracks'.I found map Komiha a little laggy but lookin goodIts best to keep viewdistances to an absolute minimum for performance. Share this post Link to post Share on other sites
ACPL Jon 68 Posted December 3, 2012 (edited) Even though I already set my review on the ModDB site (I suggest you guys help them with some nice ratings, esp. the MOTY competition is on the way), I would like to write here, too: THANK YOU. Mod is very good (one of the very best for ArmA) and my team really enjoys it. We already fought the shit out of blood-soaked Tarawa. There's a question, tho: how are we supposed to destroy the tanks in the Peleilu defense? Apart from it, the only problem we stumbled upon, except standard ArmA-ish "force-standing" on the oblique objects, is the fact that on the dedicated server the Tarawa "sector warning" was still on for people joining the game when we were in Sector 2 - they couldn't reach us, getting killed after the warning, trying to pass from one sector to the other. This did not happen on non-dedicated server. The missions are great - now we just need more. Can't wait for the updates! (coop ones mentioned in the ModDB post - tho I'd be lovely if You guys would make some smaller DM\TDM ones) Ahhh, and one more thing - any chance you guys could make a flamethrower a proper anti-tank weapon? And maybe bolt-action animations? (I guess I44 guys could help) Edited December 3, 2012 by JonPL Share this post Link to post Share on other sites
Foxy 1 Posted December 3, 2012 (edited) Thanks for your kind comments. Regarding the JIP bug on ToT Part 1 - yep, we spotted it and I have fixed it (hopefully) and I believe we will be updating the mission pack today, or feel free to pm if you can't wait. We will be making more missions of course, I would have personally liked to get more missions out in time for the release, but weren't able to for a number of reasons I won't bore you with. Regarding the flamethrower as an AT weapon, not sure why your having problems there... we frequently use the flamethrower to destroy tanks and haven't experienced any difficulties in doing so. The Japanese also have AT grenades which can be thrown like normal grenades or attached to the tanks (details in mission notes under keys), although I think there is a bug atm which prevents them from being attached to any vehicle that has previously been attached to something else (i.e the tanks that unload from the boats on the beaches), we're working on it. You can also destroy tanks with the mortars. EDIT: Regarding missions... if anyone would like to see their mission included in our mission pack, then please send it to us and if we like it, then we will include it. Please be aware though we are extremely busy atm and may not get back to you with an answer straight away. Edited December 3, 2012 by Foxy Share this post Link to post Share on other sites
ACPL Jon 68 Posted December 3, 2012 Good news, thanks. I'll wait for the official release :) And the "kind comments" are well deserved mate! Yesterday we tried to fry one of the Tarawa tincans with no effect. I don't know, maybe we did something wrong, we'll test it again today then. Share this post Link to post Share on other sites
Rob_Mayall 1 Posted December 3, 2012 what does the harbour enu do pn the USN attack transport Share this post Link to post Share on other sites
nickmow 10 Posted December 3, 2012 (edited) Thanks Dimitri, I meant how to get a tank into the LCM at mission start.......what I should of remembered is the "attachto". in the unit Init. then a triggered Detach on arrival at the beachhead. So it is of course quite easy ! I do wonder with the cargo script is there an easier/different/HIP way ? I.e. attaching to a cargo point on the LCM and have that detach when at the Beach ? Via one of your scripts ? Also....and I have looked....what is the command to get the Ramp on the LCM3 to lower or raise via trigger ? (same for the LCVP too if possible) couldnt find reference to the ramp in your manual Edited December 3, 2012 by nickmow Share this post Link to post Share on other sites
Flipper 1 Posted December 3, 2012 Hi guys, thx for your great, epic work on this mod! Its unbelieveable how much work you put in this! Great! We spend 4,5 hours on a server with Terror of Tarawa pt1 - and we made it! We had so much fun (and 1000 different ways to die :rolleyes:) :bounce3: But... two notes on the Garand: 1. The recoil is a little too light (in comparison to the Garand of I44) - in my opinion... I dont know the real recoil of the Garand... 2. There isn´t the typical sound when the final round was fired (and the empty clip would be ejected from the real rifle). Only at reloading this distinctive sound is hearing. In I44 it is correctly implemented... My source: Leroy Thompson - The M1 Garand Nevertheless - good luck for the further work on this great mod! PS: Are you planing to implemented a selfhealing-system with bandages? Share this post Link to post Share on other sites
dimitri_harkov 10 Posted December 3, 2012 @nickmow: Thanks to Foxy, who dug up the script, I can help you out now. Execute the follwing script on the server: if (not isServer) exitWith {}; _cargo = [ [ "wx_us_m4a2", tank1, [[],[]], [[],[]], [[],[]] ] ]; boat1 setVariable ["DIH_log_cargo",_cargo,true]; [tank1,boat1] execVM "\DIH_logistics\scripts\DIH_log_fnc_aToT.sqf"; boat1 lockCargo true; Where: -boat1 is the landing craft you want to attach the tank to -tank1 is the tank to attach -"wx_us_m4a2" is the classname of the tank to attach Both the tank and the boat have to exist on the map when you execute that script. *** @Rob_Mayall: As stated in the manual, this menu has no function at the moment. It is a crucial part of the 'pacific warfare' mission type, that will hopefully see the light of day sometimes in the probably distant future. Cheers, D. Share this post Link to post Share on other sites
nickmow 10 Posted December 3, 2012 (edited) Thanks Dimitri, I just went with Tank1 attatchto [LCM1, [0,0,0.5]]; where Tank1 is the sherman and LCM1 is the landing craft. That works fine as does Tank1 Detach, So now I can float my armour around. Problem I now have is how to trigger the ramp on the LCM to lower. Im assuming its an animation but cant figure what the wording is something like LCM1 animate [ "lcmramp", 0]; ?? Im just playing around with SP missions at the moment and enjoying the scenery.. All I want to see is the LCM drive to the Beach and deliver the tank :cool: Stuck at the ramp bit. Once Ive selfishly indulged Ill look at "ramping" it up to some MP mission making. Main problem with this Mod is......its making me late for Work !! Oh the whole tank delivery thing would be totally pointless if there happened to be an LVT(A)1 or LVT(A)4 on the way ??????????? :) PPS. Or an LVT4 or an LVT3 or anything with tracks that floats I have a bit of a Fetish for amphibious vehicles...even My Girlfriend saw me floating around in the LVT2 and said Oh wow thats an LVT how cool ans left me alone in Amtrac Bliss Edited December 3, 2012 by nickmow Self indulgence Share this post Link to post Share on other sites
mr pedersen 41 Posted December 3, 2012 To BBQ a tank with flamethrower you need to heat up the tank for some time. Just keep burnig it and you will destroy it. * First crew will bail out. * Then tank explode. * then you can light your ciggar and smell the victory. Have fun. Share this post Link to post Share on other sites
Foxy 1 Posted December 3, 2012 (edited) LCM1 animate [ "lcmramp", 0];ooh soo close.... LCM1 animate [ "ramp", 0]; or LCM1 animate [ "ramp", 1]; I can't remember which way round it is now. :) Edited December 3, 2012 by Foxy Share this post Link to post Share on other sites
nickmow 10 Posted December 3, 2012 ooh soo close.... LCM1 animate [ "ramp", 0]; or LCM1 animate [ "ramp", 1]; I can't remember which round it is now. :) "Ramp". For the win, awesome. Why didn't I think of that ! Ramp, all I had to do was type Ramp. Now I'm even later for work...must turn off PC ......MUST. aaaaaaaah Share this post Link to post Share on other sites
benouyt 20 Posted December 3, 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! hello I'm Benoit Malis, thanks and glad you like it, you are allowed to put the music on your video but i would appreciate alot if you could cite me, thanks. Share this post Link to post Share on other sites
dimitri_harkov 10 Posted December 3, 2012 :) Indeed, awesome job Benoit. Many thanks! btw, here are the cfgMusic classnames of the music tracks if someone needs them: wx_music_t0 - Jungle Hunt wx_music_t1 - The Last Island wx_music_t2 - Jungle Hunt (drum only) wx_music_t3 - Invasion wx_music_t4 - A New World is Born wx_music_t5 - Heroic Wings wx_music_t6 - Sons Of Japan Cheers, D. Share this post Link to post Share on other sites
ACPL Jon 68 Posted December 3, 2012 1. The recoil is a little too light (in comparison to the Garand of I44) - in my opinion... I dont know the real recoil of the Garand... I44 isn't a good example, esp. with their f-ed up weapon "dexterity" cfg parts. Guns from HiP handle very well and please keep it that way.(we even did an extra cfg to kill the I44 dexterity issue) Also, thanks for info Pedersen. We'll surely try :) Share this post Link to post Share on other sites
stupidwhitekid75 11 Posted December 3, 2012 Here is another video I did of some combat on Peleliu, both a beach landing and a patrol through the mountains with U.S. and Japanese perspectives. I have to say, to anyone who is setting up any kind of mission or scenario, take the time to place the Japanese defenders in their fortified positions. It can take awhile to get it right and can be a little frustrating, but in the end it is really worth it. 26 Japanese defenders vs. over 180 Marines with heavy machine gun support and the Japanese hold their own pretty well..... Share this post Link to post Share on other sites
hubbard1080p 1 Posted December 4, 2012 @foxy I've tried that, I wanted to use it for back round music while I played a few pictures. Is there a way I could download it or am I going to have to use other music? Share this post Link to post Share on other sites
Dogone 32 Posted December 4, 2012 Its best to keep viewdistances to an absolute minimum for performance. Minimised my view distance and works like a dream and smooth, what eye candy that map is ! .. (Kohima map) :459:.... !!Thanks Foxy ! You gotta love Officer's Hill !!! ---------- Post added at 13:59 ---------- Previous post was at 13:52 ---------- hello I'm Benoit Malis, thanks and glad you like it, you are allowed to put the music on your video but i would appreciate alot if you could cite me, thanks. Yes great job with the music Benoit !!, My favorites..... A New World is Born. Heroic Wings. Sons Of Japan. Share this post Link to post Share on other sites
fkymplbo 5 Posted December 4, 2012 Will the bolt action anims be added soon? Share this post Link to post Share on other sites
mr pedersen 41 Posted December 4, 2012 Will the bolt action anims be added soon? Put it on your christmas wish list. /Santa Share this post Link to post Share on other sites
Foxy 1 Posted December 4, 2012 @foxy I've tried that, I wanted to use it for back round music while I played a few pictures. Is there a way I could download it or am I going to have to use other music?Are you trying to do this in game or have I missed the point? Either way you already have the music in the mod so you could un-pbo wx_music I guess. Share this post Link to post Share on other sites