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pognivet

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About pognivet

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  1. It's a shame that civilian vehicles seem to spawn in the middle of the road, as if someone ran out of gas and left them there. Is there any way to make them spawn with an offset depending on the direction they're facing and if it's on a road? You know, so they're more to the side like they're parked cars and not post-apocalyptic remnants. Also a shame you still can't set what weapons angered civilians will spawn with. Is it possible to add this? Thanks.
  2. African Foliage

    I'd like to know this too.
  3. Nothing complicated. Just looking for some script that'll let me have AI drag another AI from a field to a helicopter. Anyone know of a simple way to do this? Alternatively, do you know of any sort of automated MEDEVAC script that works with AI? Thanks.
  4. HETMAN - Artificial Leader

    cool mod, but extremely confusing to use. i remember using it back in arma 2. i tried to use it on the map kidal and it just gets stuck at loading forever.
  5. The mortars don't work properly when manned by AI. The German mortar never fires at all unless the target is in an extremely specific range (like 250-300 meters). The Russian mortar fires properly, but when it turns to face a target often times it will tip over, landing upside down, forcing the crew to disembark. Please fix these problems.
  6. IFA3 liberation [WW2]

    The mortars don't work properly when manned by AI. The German mortar never fires at all unless the target is in an extremely specific range (like 250-300 meters). The Russian mortar fires properly, but when it turns to face a target often times it will tip over, landing upside down, forcing the crew to disembark. Please fix these problems.
  7. Rosche, Germany

    Great map
  8. Redd'n'Tank Vehicles

    it would be nice if the fuchs worked with ai.
  9. I'm making a Cold War mission where Americans are attacking a small Soviet base. There's a USSR flag in the base. I want it so that after that flag is lowered and an American flag is raised on the same flagpole the mission concludes. I don't want players to just sprint past the flagpole and hit the addaction to sort of glitch out the mission and let them win. The raising and lowering of the flagpole and changing the flag texture when its lowered is working, but I wanted whoever is manipulating the flagpole to have some sort of animation like "repair vehicle while standing" that they can't exit out of until the American flag is fully raised. This prevents the person lowering the flagpole from fighting in combat simultaneously and makes it so you want the area to be secure before taking 30 seconds to hoist the thing down. The only problem is that I'm having difficulty forcing a player into an animation state and holding them there for a set period of time (from the time they start pulling the flag down until the time where the new one is raised). I've tried many commands and techniques but the player is still able to move around and even run far away from the flagpole as its being brought down or up. Long story short: is there a simple way to force a player to play an animation, making them unable to move or escape the animation, until they can be manually reset to normal at the end of the script? I know there must be a simple way to do this, but for the life of me I can't get it to function properly. Any help would be appreciated. Thanks.
  10. RHS Escalation (AFRF and USAF)

    is there any way to make custom rhs decals for vehicles and apply them? thanks.
  11. NIArms Release Thread

    great work on these much-needed weapons, but i'm having a problem. if i edit a mission and add a fn fal to someone it pops up some weird error. after that the fal only fires on single fire and will never fire on auto. its the fn fal 50.50 that i tested by the way. i'm not very familiar with the FN line of guns, so i'm not sure if this is intended or not. does only the para version or some other version possess full-auto capability? i'd also like to request some variants of your weapons, specifically the g3, that have a grenade launcher attachment aside from the g3ka4. i'd also like to request FMJ ammo for the guns instead of there only being EPR rounds. thanks.
  12. I can't recall if I asked this before. I remember asking, but can't find my post anywhere. For me none of the mortars/artillery for any side have any ammo. They can never be loaded/reloaded and can never be fired. This is for both players and AI. I know for a fact they used to work because I remember using them in Delta or Charlie or some older version. Just wondering if you guys are aware of that and if a fix is coming anytime soon. Thanks.
  13. I want to make a mission where there are civilian spies, but wherein not all civilians are spies. For instance: I would like there to be civilians walking around in Vietnam and many of them are loyal to the south, but there's one or two undercover NLF/Vietcong wearing civilian clothes collecting intel. I want it so that when these specific civilians see any BLUFOR it activates a trigger to perform another action such as the civilian sharing intel with armed squads or mortar batteries. I have never figured out a way to do this. Can someone please help me?
  14. This doesn't work, but I'll try the other thing you mentioned. Could you possibly give a small example?
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