kuIoodporny 45 Posted September 3, 2009 (edited) By your own admission these scripts are like others, or include other peoples work?What was the point, wouldnt it be just as easy to use the other addons? I ask people to use/improve/release their scripts. Config values are not protected by copyrights, if You check my Compact Fix for ARMA you'll notice that BI has included MOST of my config fixes in ARMA2. Meaning that I was right about them :) FYI both Vapour Trails addons use my config. It's up to You to use Cole's or mine addon, I don't care about it. All glory of finding that FX script in game repository is reserved for Cole anyway! ;) The vapour trails is longer on the F16 Myke reworked and released. Did he add that himself and yours and Coles are original BIS trails?Works great though and i do see them from the ground. :) Alex I don't know, gotta see - Falcon is one of my favorite pupils :) Easiest way is to drop the launcher manually in the inventory though =)It's "G" and one click, thats not the problem I think.... Rather is the ammunition you usually don't have for such a disposable launcher. greetz Cionara It's easiest to hide from enemy and press F. See what happens next :eek: can be shocking! Actually it is not entirely unusual for soldiers to carry two AT4 launchers since they "only" weight 6.7kg each, but it is of course heavily depending on the unit's task and expected distance of march.I am looking at a better way to treat the disposal of tubes though. A 1.1 version is in the works of INKO Disposable. Just that I've got into the more annoying things of it to code now Feel free to use contents of my addons, except of FIFO which was made by Rocko (but I guess there won't be problems with getting his permission) Edited September 3, 2009 by zGuba Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 4, 2009 Introducing Anti-Breakdance Vaccine: Update 05.09.2009 Share this post Link to post Share on other sites
Cionara 10 Posted September 5, 2009 It's easiest to hide from enemy and press F. See what happens next can be shocking! F just switches the weapon and doesn't drop it.... what do you mean ? Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 5, 2009 Hmmm... do You have latest update? Share this post Link to post Share on other sites
Cionara 10 Posted September 5, 2009 No, but will try it. Share this post Link to post Share on other sites
cole 0 Posted September 5, 2009 Don't we all just love ArmA2 physics? This can't even be called a bug, it's an epic feature! :D Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 7, 2009 (edited) Thanks Cole for this video :) gotta get frontpaged. Sadly You did not recorded the drop sequence which would save me explanations why I allowed this to occur ;) tube model wasn't intended to be a vehicle, was it? By the way, today I present an important release. Download 07.09.2009 Thanks to Triggerhappy Gunners flying/riding with AI gunner regains the sense it lost in ARMA2! Fixes #2353 Edited September 7, 2009 by zGuba Share this post Link to post Share on other sites
.kju 3245 Posted September 7, 2009 Thanks for the update zGuba! Very nice tweaks in there. :) I am just hoping for bit more detailed documentation and more split/modular configs. Share this post Link to post Share on other sites
Alex72 1 Posted September 7, 2009 Is the debug2 an essential file or optional? Thanks for the update. Alex Share this post Link to post Share on other sites
kbasic 10 Posted September 7, 2009 :yay:Looks like your slowly developing your own A.C.E system. Good work here bro. Keep this stuff comming. It adds more gameplay. AI much more responsive.:bounce3: Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 7, 2009 (edited) Is the debug2 an essential file or optional?Thanks for the update. Alex Whooops..... it's my personal file, shouldn't be here - it's stra's debug console with Polish translation and slower loops, that was not ment to be published! :eek: Please update mirrors with updated archive - I'm not the author of that file! Thanks for the update zGuba!Very nice tweaks in there. :) I am just hoping for bit more detailed documentation and more split/modular configs. Next version will have some readme explaining what has been done in certain addon. Additionally I have an idea of using AllUnits instead of Man Init EH in Stick2gether, so the thing will work even faster - in single thread. Edited September 7, 2009 by zGuba Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 7, 2009 (edited) Another quick update. Download 08.09.2009 Stick2gether has been optimised to maximum level - now instead of tracking units and groups indepedently, it simply uses new allGroups command. Don't worry kju, I am working on documentation :) Edited September 7, 2009 by zGuba Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 13, 2009 (edited) Update: Download 13.09.2009 Short description: Disposals have been updated to meet Inkompetent's addon features, fixed some typos, added PKT to Triggerhappy Gunners. Edited September 13, 2009 by zGuba Share this post Link to post Share on other sites
kremator 1065 Posted September 13, 2009 zGuba .. download pointing at the wrong file ? It downloads the 8/9/09 one. Share this post Link to post Share on other sites
Alex72 1 Posted September 13, 2009 Seems to be the wrong yes. Grab it from armaholic for now: http://www.armaholic.com/page.php?id=7184 Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 13, 2009 omg thx for noticing it :) Share this post Link to post Share on other sites
manzilla 1 Posted September 13, 2009 - ZGB_Gunners (Triggerhappy Gunners)Makes AI gunners under player's command actually shoot at something without asking them for. Additionally makes it possible to reload ammo belt manually in mounted weapons like M2 and Mk 19. Oh my god f*$n' A right! Thanks zGuba! Now that's money. Share this post Link to post Share on other sites
AnimalMother92 10 Posted September 14, 2009 these are great addons and have really changed my missions for the better. however i wonder if it is possible to tweak the trigger happy gunners. i really like how much more my AI squad fires except that rifleman enjoy unloading their 5.56 rounds into tanks a little too much and before i know it theyre complaining theyre out of ammo! its great having them all eager to fire at the enemy but if u could change it so non AT soldiers knew not to waste their ammo on armored targets that would be great. thanks! Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 14, 2009 these are great addons and have really changed my missions for the better. however i wonder if it is possible to tweak the trigger happy gunners. i really like how much more my AI squad fires except that rifleman enjoy unloading their 5.56 rounds into tanks a little too much and before i know it theyre complaining theyre out of ammo! its great having them all eager to fire at the enemy but if u could change it so non AT soldiers knew not to waste their ammo on armored targets that would be great.thanks! It's another issue to take care of by BI Designers. It's all damageResistance config stuff, and I won't touch this personally ;) Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 20, 2009 Update: Download 21.09.2009 New: Silvie Fix - cars get random symptoms of beign used Added: Mi-24 cargo doors openable by pilots Fixed: KVPT was not affected by Triggerhappy Gunners Share this post Link to post Share on other sites
Alex72 1 Posted September 21, 2009 Thanks zGuba! Yeah this really makes it more dangerous to play. :) And its all for the better. I get scared shitless when attack heli's are around now. Thanks man. Alex Share this post Link to post Share on other sites
Mudkip 0 Posted December 12, 2009 (edited) Could you possibly make a version of "zgb_disposable" where it's just like the vanilla version except for the built in ammo i.e. leave it as the default name ("M136" instead of "M136 AT4", make it so it is ready to fire instead of having to 'reload' it first, make it so you don't throw away the tube and don't have launchers in vehicles. Thanks. Edited December 12, 2009 by Mudkip Share this post Link to post Share on other sites
Inkompetent 0 Posted December 12, 2009 So you want an infinitely reloadable AT4 that doesn't use up ammo slots? o0 Share this post Link to post Share on other sites