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remi6

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Everything posted by remi6

  1. I am currently teaching myself how to put together cinematic scenes in World Builder. When I went to export, I only got a folder full of frames and a .wav audio file. Is it not possible yet to export an actual video format?
  2. Hey MrPlank. In the future please put any sort of possible mission spoilers within the spoiler function located here: thanks
  3. i found being 300m away always worked for me. i havent tested closer to any more extent but that's really not that far away.
  4. I think it would be a solid touch to the mission if, once you've made large strides towards combating the opponents on Tanoa and hurting their occupation, the mission moves to a new phase where as you take out bases and checkpoints, you can have L'Ensemble move in and occupy those positions to essentially permanently remove the opponents from those areas. At least CSAT. Gendarmarie would be a constant opponent due to being local law enforcement, but that could be handled a little differently. Edit: this would give the player a more tangible sense of the overall scenario changing due to their actions, and a measurable way to see how close to victory the player is.
  5. Hey Bohemia, love your work so far. Definitely excited about the Incubator project and hope to see you put out more content like this. I've found some bugs in my first playthrough i'd like to report, some may be repeats but i'll do my best to document everything i've found so far and add some comments. First and foremost, I believe there are some bugged tasks: Bugged task 1: Bugged task 2: This happens quite often when I am engaging an enemy and the QRF responds: CSAT VTOL stuck in the air, not moving: Map Menu buttons become jumbled nearly each time I play. (If I save and quit and reload the mission, it works, but then at some point it breaks again). Extra notes: A friend of mine told me that right out of the gate he accidentally ran over Dr. Drabek and nothing happened. It essentially broke the game for him. It seems only logical if Dr. Drabek dies, your mission is over. A.I. does not react realistically enough when their comrades are falling dead near them. They also barely react to explosions going off, regardless of proximity to them. Safehouses's Fast Travel function often times just stops functioning and I have no idea how to make it function again. I will arrive, be told Safe Travel available, only to walk a few meters away, lose it, and then never get it back regardless of where I am in relation to the Safehouse. Can you disable the constant Get Medicine for Doctor notification? Perhaps a less intrusive reminder in our map/menu? Can you find a way to allow the player to essentially ignore a phone call when engaged in combat automatically, or manually when not in combat, and allow them to hear the voice recording via voicemail or text? I have called for L'Ensemble to attack certain areas, only to have the "5 minutes" phone call after waiting nearly 20 minutes or more, and then they don't even show up. CSAT QRF helicopters seem to be having a difficult time responding as a QRF. 99% of the time I have encountered them, they loiter around with a crew full of soldiers or hover statically and make themselves an easy target. CSAT armed patrol boats have driven within 3m of me and never reacted to my presence. I was armed (and driving one of their boats). Overall, i've been having a lot of fun despite the bugs -- but the biggest ones I mentioned first thing in my reply here are the biggest game breaking issues that have only ended up causing me frustration. I am currently torn between restarting my mission or waiting for some hotfixes from you fine folk. Hope this was constructive. I know not a lot of the bug reports were very detailed but as I continue to play I will compile more data for you. Thank you.
  6. remi6

    Warlords

    can anybody fill me in on what this is about?
  7. remi6

    Heros Survive

    Can we disable body temperature and still use RyanZombies with your mod?
  8. You and hallyg both -- top gents! :D
  9. remi6

    Heros Survive

    This is amazing.
  10. @hallyg: Update -- rolled back my previous method, implemented yours -- seems to be working like a charm! Very happy about this whole process thus far. All that's really left to do is a bit of tweaking percentages. My next big step is hunting down some sort of hunger/thirst script and implementing the related items (water bottles, canned food, etc.) into the loot system.
  11. Right right. Just tested out my method -- shoddy at best :P Got a bunch of magazines spawning in, but hardly any weapons! Going to try out your updated bit now. Will return in a moment.
  12. I just added all relevant magazine classnames to my 'weapons' array. I'm going to give it a quick spin and see how it works out. Then i'll return to give your updated bit a whirl. // Set Weapon loot: Primary weapons, secondary weapons, Sidearms. weaponsLoot = ["arifle_AKM_F","arifle_AKS_F","srifle_DMR_06_camo_F","SMG_05_base_F","arifle_TRG21_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_Pistol_heavy_02_F","APERSBoundingMine_Range_Mag","APERSTripMine_Wire_Mag","30Rnd_762x39_Mag_F","30Rnd_545x39_Mag_F","30Rnd_9x21_Mag_SMG_02","20Rnd_762x51_Mag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","16Rnd_9x21_Mag","6Rnd_45ACP_Cylinder","9Rnd_45ACP_Mag",];
  13. @hallyg: I've tested a bit and seem to have run into the misfortune of no magazines spawning for weapons whatsoever. Neither with the weapons themselves nor on their own. Edit: I am, however, experiencing quite a lot of mines in the loot now. Ironically
  14. You're top notch, sir. I got pulled away for a minute but i'll put this to the test here very shortly and report back with my findings. Once again, many thanks for your help so far.
  15. more for each type, and not necessarily for each item within a type. that sounds like way more work than im willing to ask anyone to embark upon.
  16. Impressive. Thank you kindly. I'll tinker with it and see what goodies I can add to the loot spawns in my mission. Inquiry: would it be too considerable a stretch of effort for an individual such as yourself to implement some sort of 'rarity' variable to this loot spawn script somehow? In other words, as the current script stands now, is it structured in such a way as to allow a 'rarity' variable to be implemented without too much hassle?
  17. I managed to figure that out, albeit in a non-specific method. I appreciate the clarification.
  18. Getting the same issue and i'm only using Apex. Edit 3: It'd be amazing if there was a way to individually configure the percentages behind what kind of loot spawns in certain areas. There are certain items I want to be more common than others, but I still want loot in general to spawn at a certain rate in the markers I create. Edit 4: Firstly -- my error has gone away since removing those explosives from my weapons loot list. Secondly -- i'm running into this pesky little issue where certain kinds of gear will take 'precedence' over other loot and even if you have some magazines in a loot pile with a backpack or vest, the backpack or vest will be the only thing that shows up for you in your inventory menu until you drag it onto your character/into his currently equipped backpack. it's by no means game breaking, just a minor nitpick.
  19. remi6

    Zombies & Demons 5.0

    I love your work so far. This mod is amazing. The options you give people make it so valuable. Hope to see ACE3 and this mod playing nicely once again too :^)
  20. how does the @ALIVEserver folder work? do i just call it in my parameters on my server? or what?
  21. I recently used a few different scripts to put together an Insurgency mission for my community's MP server. I'm new to scripting and all of the fancy bits of Editor -- the modules, triggers, waypoints, etc. -- but i've been scouring the forums for information to help me figure things out. So far, it's been challenging but i've made progress. However -- I've ran into an issue that I'm not sure how to fix. I feel like perhaps it may be a totally obvious fix right underneath my nose (and im simply not seeing it because i'm not yet used to how synchronization and the support modules can work together in Editor). Anyway, here's my issue: I have 4 fireteams in my mission layout at the moment. Each fireteam has a team leader. Each Team Leader is synchronized to a Support Request module, and each one of those modules is sync'd to a Support Provider (Virtual) module. If I spawn in as a Team Leader, I can see that i've got a support request on stand-by waiting for me to call it in. If I call it in, it drops, works perfect -- good to go. It even drops a crate that has the custom cargo that i declared in the Cargo init field for it. BUT here's my issue: while testing this out, I would abort, come back and then choose one of the other Team Leaders to play as. As soon as I went to check to see if any supports were available -- there were none. This is a problem because I'm trying to make it possible for each individual Team Leader to have the ability to call in their own supply drop. However, this isn't currently working. It seems that if one team leader orders a supply drop, the rest of them have the support revoked -- DESPITE the fact that I created a separate Support Request and Support Provider (Virtual) module for each Team Leader. I do have a 'cooldown' time, but that should only apply to the support call per team leader. If Team Leader A calls in his supply drop, i dont want it to affect the availability of Team Leader B -- because they may be at completely different parts of the map, and we don't always have enough human pilots fulfilling support roles. tl;dr: i added a unique support request/provider for each team leader in my mission. once one of them orders theirs, the rest lose theirs and the supports screen is just blank.
  22. would this work in unison in ASR A3 or conflict with it?
  23. should they be sync'd with just the Support Requester module, or the Support Provider module? or both?
  24. i'd be willing to try it if i knew exactly how to do so, would you be able to give me an example of the code?
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