scars09 9 Posted January 17, 2009 Hi Bad Ben, happy to hear you like them. the maingun has 2 ammos, HE should indeed be slow and need a higher angle, its a bit like a mortar. intended to give firesupport, visible ammo to allow players to visually see the path of the shell. if you didnt tried it allready, check it out at night. the second ammo is normal high speed armorpiercing which should behave like the standard arma tank ap ammo. think the optics are a little weird for this ammo, maybe thats the reason. regards Share this post Link to post Share on other sites
BAD BEN 0 Posted January 18, 2009 oh, okay that explains things then. thank you Share this post Link to post Share on other sites
vengeance1 50 Posted January 19, 2009 Just wanted to say Awesome Ships, added them to ACE Domination and had a great time. Â 1. Are there any init line variables we can enter to control the distance enemies are detected before a missle launch? 2. Using Mando Bombs for Recruits (Blufor) how do I keep the ships from blowing the out of the sky? Â Keep up the great work! : Share this post Link to post Share on other sites
landdon 0 Posted January 20, 2009 Great models! But a friend of mine and I have a couple of problems and wanted to see if anyone else was experiencing them as well. When I use a the Nanuchka model it will only move to the first waypoint and will not continue further, it tends to circle after reaching it. Seems if you group more than on model together they will not move at all. Share this post Link to post Share on other sites
wipman 1 Posted January 20, 2009 Hi, the only problem that i had with the ships (RACS) with setted up waypoints was that the PBs passed thru the frigate most of the times, i haven't tested the SLA PB yet, i only know that 2 LGB Harriers are not a menace to two of this boats. Let's C ya Share this post Link to post Share on other sites
mandoble 1 Posted January 20, 2009 Might be I can reply to vengeance questions as both of them are mando missile related. 1 - This is a limitation of 2.3. With 2.3, once you setup a minimum and maximum ranges for an automatic launcher, you cannot modify them later. You will can modify these at will in 2.35. The current maximum ranges of these ships are set in their internal init event handler, so actually you cannot change them from ouside (init.sqf or whatever else). 2 - This has been covered few post earlier. In current configuration, these RACs ships consider enemy anyother side (west and east). You may try to group these ships with a west side unit of higher rank with 0% probability of presence. Share this post Link to post Share on other sites
vengeance1 50 Posted January 21, 2009 1. Mandoble thanks for the response because I have each ship going to different waypoints patrolling I ended up putting a West Higher Rank 0% probability on each ship and it works fine now. 2. Looking forward to 2.35. Much Appreciated. Share this post Link to post Share on other sites
scars09 9 Posted January 21, 2009 @landdon waypoints are really a mess with the boats, try sending them to gamelogics instead an check with a trigger when they reach their destination and send them to the next gamelogic. @mando sorry my error, no original turrets possible, i forgot that they had a gunner. nevertheless the gunner seem to get affected by the anim commands somehow. would have been to easy @wipman i can confirm the behaviour you describe, strange is that the geometry of both, frigate and gunboat/missileboat seem to work when tested f.e. against pier or rocks. maybe the roadway lod is reason for that, so the pb just drives threw the frigate, have to investigate. Share this post Link to post Share on other sites
landdon 0 Posted January 22, 2009 Ok, I have never done that may I have an example? Share this post Link to post Share on other sites
scars09 9 Posted January 22, 2009 take a look at this example example please keep in mind, as stated in the readme, that there are islands which seem to mess up the movement of the ships completly. on this island the method described in the example would not work at all. Share this post Link to post Share on other sites
vengeance1 50 Posted March 17, 2009 Scars, Can you tell me the Movein commands is for Weapons Systems Seat? Thanks Share this post Link to post Share on other sites
scars09 9 Posted March 17, 2009 should be something like Soldier MoveInTurret [boatname,[0]] Soldier MoveInTurret [boatname,[1]] and so on didnt tried it, but should work regards Share this post Link to post Share on other sites
vengeance1 50 Posted March 19, 2009 should be something likeSoldier MoveInTurret [boatname,[0]] Soldier MoveInTurret [boatname,[1]] and so on didnt tried it, but should work regards Thanks Scars, Here is what I found that worked. MoveInDriver MoveInGunner MoveInCommander Soldier MoveInTurret [boatname,[1]] Appreciate the help. Share this post Link to post Share on other sites