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suma

List of changes in resistance

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Can the following commands added to the Comref soon, please?

addWeaponPool, addMagazinePool

putWeaponPool, pickWeaponPool

clearWeaponPool, clearMagazinePool

queryWeaponPool, queryMagazinePool

...and all that concerns the Weaponpool. Would help alot to create more dynamic campaigns.

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hey all,

i also noticed you added the ability to shoot out the street lights on NOGOVA Thank You BIS!!! smile.gifsmile.gifsmile.gif

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When playing online, when player is commander and another player is gunner, when commander uses Manual Fire it usualy fires Sabot/HEAT rounds automatic, annoying because the other clan in my match reported that we were cheats, oh yeah, this is in the M1A1

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In one of the new ones, he mentioned that the AI will actually care about what is going on around them.

Does this mean they will actually react to incoming fire making suppressive fire actually useful???

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APCs and the solders seem stronger in general before it only took a rocket to nuke a BMP or a few shots beforre u die now it doesn`t wow.gif

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I am VERY impressed with the new mission editor! The features like auto-complete for frequently used commands is fantastic. And enabling textures so you can find the runway at the airport is much easier biggrin.gif

One very important suggestion!

Currently we need to use Kegetys' editor update to get access to much desired objects in the editor.

It does not have to be this way!

Can BIS simply unlock access to these objects when the Editor is in ADVANCED MODE and have the simple selection of standard objects available in EASY MODE??

This would solve a LOT of problems and at the same time answer the prayers of many mission makers.

Addons are great, but on a public server there is just no way to get players to download them. Please help.

Regards,

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ July 17 2002,19:50)</td></tr><tr><td id="QUOTE">1.56  - Added: function cameraOn

It takes no arguments and it returns objects that has currently camera attached to it. Normally this is the same as player, but after switchCamera was used, it may be something else.<span id='postcolor'>

Is something like this possible:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(CameraOn==player):DeathCam cameraEffect ["internal","front"]<span id='postcolor'>

Would this return true if the camera was on the player and false if it were a camera created with camcreate (for example during a cut scene)?

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