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HammerShield

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Everything posted by HammerShield

  1. HammerShield

    JSRS4 - APEX 1.2

    Hey, Already done, already try. Lost all the previous sounds that are great. But like it's for the previous ones, and like you all take the time to answering, I'll follow the advices and delete them. I don't have any issues with the old HLC JSRS files when using HLC weapons anyway. But like it's often being said in many mods, deleting old files is the better way to avoid any issues. Thanks for theses advices ! ;)
  2. HammerShield

    JSRS4 - APEX 1.2

    Hey, I don't see any info that informed the HLC mods is included in the JSRS 2.5. Maybe outdated, but surely not useless. If I deleted the HLC JSRS files, I don't have any JSRS sounds for HLC weapons. Or maybe it's included somewhere that I don't see.
  3. HammerShield

    JSRS4 - APEX 1.2

    Hey, I used this sound mod because I really like the GAU-8 real sound. It's really great on ArmA. I don't think that it can generate any issue. I'll test the A-10 later with the JSRS to see if there is an error message or any issues.
  4. HammerShield

    JSRS4 - APEX 1.2

    Hey, Thanks for the infos. I just use JSRS sound files for vanilla, HLC and RHS. No unofficial content. I use the JSRS RHS. The other ones don't seems to cause issue, even if I don't test the A-10 again since the new 2.5 JSRS release. But if you assure that the JSRS RHS 2.5 patch is useless, I delete it, but that's not what I understand in the download page : So, I use : - JSRS 2.5 => http://www.armaholic.com/page.php?id=27827 - JSRS 2.5 RHS => http://www.armaholic.com/page.php?id=30267 - HLC JSRS => http://www.armaholic.com/page.php?id=26653 - Unit SFX Body => http://www.armaholic.com/page.php?id=28888(even if this don't impact in any sort) And the mod that permit to have the real GAU-8 sound for the A-10, not the mods that replace the sound of the engine. Like it's a weapon sound, maybe I should delete it to avoid conflict with the JSRS ?
  5. HammerShield

    JSRS4 - APEX 1.2

    Thanks for your answer, and no, not playing on DevBuild, I prefered stable one, and you informed us on the mod page that DevBuild is not really supported :) But I used the RHS Compatibility file. Before that, I used the DragonFyre Lite, but I deleted all the files. And I use ACE. I still use : - Mighty GAU-8 for the A-10 (AlZab_mighty_gau8_avenger.pbo) - HLC JSRS pack for HLC Weapons Pack - No Closure Sound (tao_noclosuresounds.pbo) I'll try to disable one of each mod to see if it's the issue. Thanks for this info ! So, that clearly come from another sound mod I used. I'll try to identify this. EDIT : Just test, and that's the TAO NoClosureSound that cause issue with the sounds for some BI weapons. It's clearly not compatible with JSRS. I know, that sounds logic when we think about it. Just that I already used other JSRS versions and never have this issue before. But now, we know.
  6. HammerShield

    JSRS4 - APEX 1.2

    Hey, Relly nice sound mod, I've always used your ones with ArmA II and ArmA III. I think I spot some issues with some weapons, like the Khatiba or the Vermin SMG from BI. It seems that I only have the end of each sound, like if I use a bottle in front of the barrel and only ear the echo. Am I the only one or is it happening to others ?
  7. HammerShield

    MKY Sandstorm script

    Hey, So, we are in the same situation. I try to learn how to make a script working with an addon file to make it automatically adapted to all human entities. If I find any way to make my own, I'll give you information in PM, maybe you can adapt it after that for your own mod.
  8. HammerShield

    MKY Sandstorm script

    Hi, That's a great script. Really interesting for some SpecOps operations in arid maps. Do you think you'll released an addon module with parameters ?
  9. HammerShield

    Pooter's enhanced ASR AI

    I know trained soldiers, and many of them asking me clearly that in the field, they never have the time to just laying down and wait for firing on a target. Laying and waiting is the better way to be flanked or easily killed. They need to move, and covering each others. And for moving and covering, they are all crouched or stand, they only lay when they keep their position away or when they are at the top of a hill or in any position surrounding the area and need an accurate position, for marskman or heavygunner work. So, between trained soldiers that already go in the field and I know, and someone that I don't know anything, I prefer to follow the experience of the first ones. It's so easy for someone that want to have the last word to say "I'm a trained soldier" to try to give more importance to their words than an other. Strange, right ? You're a trained soldier... Anyway, at the beginning, my idea was to give to Pooter a way to add this script in his mod, but like it seems that nobody are interest and they all prefer to see laying slow AI, I just disabled the link. I'm in the correct area, and you asked me for an explanation about that. So, when you say that I should go away and find a better place to speak about that, it's what we called self-contradiction. I don't find it more "fun", ArmA is not a fun game. Like I find this too much, I asked for many friends that already go in the field, and they all said me that it's never like that when they are on the field. They move to cover, but those who go prone do it if they are really obligated because they must to move, and moving is the way to say alive, unlike laying and moving slowly or not at all make them easy targets. Like they said, in the field it's never like in training. For a trained soldier, I was thinking you know this. Anyway, my script is really appreciated by some friends, and even those who played ArmA and are in the Army liked it. For the same reasons I already explained compared to their experiences on the field. And like you said, if you not offering constructive feedback to this mod, I suspect there are more better threads to discuss about what you have to say.
  10. HammerShield

    Pooter's enhanced ASR AI

    That's not my way to have this. With many friends, in cooperative in ArmA III, we often win by just using the crouched or stand position. Because of three things : - We see better than laying. - We move better and faster than laying. - We easily can use all the weapon resting objects. And we survive and neutralize hostiles more often than always stupidly go prone like all others and never see anybody. And you can be surprized of the number of trained soldiers or even Special Forces that stayed crouched or stand while engaging opposing forces. Mobility and visibility. And it's the case for me in ArmA now using my script. But I understand those who like to lay in the grass by waiting for one of the opposite forces being half seen or go crouch or stand to shoot him. For me, I have enought to sleep waiting for something in ArmA, solo or cooperative. Since we use this, it's a damn drastically change. No more soldiers swimming in the grass all the time, even inside structures. Go prone in training, yes, but only if you don't know from where the shots coming or if you are in an open area. And go prone is not always the solution. It can be the worst choice of your life in many situations. So, no more general prone AI. Better like this for me.
  11. HammerShield

    Pooter's enhanced ASR AI

    Why removing the option of prone ? Not really removed. AI is still able to prone. By order, or even by script, and maybe I'll add an option for some of them go prone if distance is above a certain value, or allowing go prone if the unit is a marksman or gunner/heavygunner. Actually, I just let this like that to definitly losing this impression of hunting grass during firefights. All the AI go prone when a bullet is fired, and for the player, it's like firing on grass. And like the AI can see through grass and not the player, that avoid me to always being hit or killed by a bullet coming from an hostile that I can't see and that, in reality, can't see me neither while I'm laying or crouching somewhere. AI is too often able to hit the player or allied AI by shoothing through the grass even if in a normal way, they can't see through. Now, like the AI is still at the maximum in term of skill (the value in the Editor for each entity) and like I really disable all that can break realism, like the crosshair, this little script let me see hostiles and don't let me defenceless and killed by a bullet fired by an hostile laying in the grass at 300 meters that can't see me in reality. Imagine a FPS that always give you ennemies laying on the floor. Boring, and not realistic, right ? It's because of that. And with that, no more hostiles on a roof that must be killed but can't being killed because laying and so, not visible. And I can see more often interesting ragdolls, like hitting an hostile in a roof, close to the railing, or even in stairs, and see him falling from above in realistic ways. More interesting and more action.
  12. HammerShield

    Pooter's enhanced ASR AI

    By doing a script that force the AI to choose randomly between crouched or standing position instead of prone while in combat behaviour. I like VCOM as well. Going under cover and flanking the shooter's position is really great. Just dislike the patrolling AI forced by VCOM. Without that, I'll surely keep it. Wait for update. Hope they'll disable or even add an alternative to disabling the patrol script. Already available, but with th conditions, the AI don't move anymore, so don't move under cover or don't flank. I've nerver tested any TPW AI mod. They always seems to just modify only one aspect of the AI. I search for a general one. Close to find it with VCOM, but the patroling script is not at my taste.
  13. HammerShield

    Pooter's enhanced ASR AI

    Hi, I already try bCombat, but never ever see any changes ingame. ASR is a way too irrealistic and unbalanced in my opinion. No AI move to cover, or only when spot hostiles AI or the player, and the hearing shot detection system is not good. For example, AI spot a suppressed shot from really far but don't even spot a shot from an AK (from a mod) at only 20 meters. And forcing us to use subsonic ammunitions is really a bad idea, there are too unaccurate. VCOM AI seems good for covering, but it forced AI to patroling. Not good at all. So, I just forget about AI mods and hope that BI will do something for this. Actually, I already solve the problem for the combat position, no more grass eaters when firefights. Wait for some better things from BI or from another mod, or maybe an update of the existing ones.
  14. HammerShield

    Enhanced Movement

    Hey, Since the first versions of EM, never have this kind of issue, and nothing changed since. So, it's a mod related, because happening only while the mod is updated. And being tired at the start of a little test with AI ? Like I already said, it happened since the mission start. So, the fatigue is not the issue. And like I said : So, the fatigue is not in cause. Even tired we can open the self-interaction menu. Please read before asking that the issue coming from us. And like there is no ACE updates since the last EM version, it's not the cause.
  15. HammerShield

    Enhanced Movement

    Hey, Just spot two things. Visibly, EM Mod replace the default crouching anim' by another one from the mod. The problem is that the anim' is a little weird, fastest but also unable the player to fire for some fractions of seconds. The moment when the left hand of the character seems to release the handguard. It's really less than a second, but it's the time normally used (in my case at least) to shoot while I go crouched and often neutralize the hostile. It's a real problem while we lost some precious seconds without being able to shoot while crouching, most often for defending from hostile shots. The second problem is that sometimes, the mod seems to not be loaded. An example, going on the Editor and trying a simple mission with some AI. The first time, the mod works. The second time, the mod don't work. Don't know why. Unable to climb or open the self-interaction menu. And this happened randomly. And you delete the interaction icons as I see. I don't read the topic since some weeks, maybe you already explained it, but you should considered that having the original icons is enought. And that's what I think as well. No need to have another icon popping while the default one is already visible.
  16. I sometimes have this since I started. That never cause any issue. I just correct it because I'm a perfectionnist, but without that, opened "{}" never get me any issues ;) No problem, it's the purpose of a community, helping each others :)
  17. Hey, No, it's like all things, we must try and test, and we learn from our mistakes. I learned to do this by extracting BI *.pbo files. No problem ! It's your mod and your idea, I think you should add your nickname and keep the file content private ;) We never know, for my part, one of the administrator of a site don't respect my term of distribution and add one of my mod on his site by simple childishness. The better way to know this is to test it on the field ;) Good continuation !
  18. HammerShield

    [WIP] Female base model project

    Hi, That's a nice idea. I can't help unfortunatly, but I support your idea. And having female soldiers, at least !
  19. Hi, Try with : "A3_Weapons_F_Mark" That should do the work ;) I used this and some others for my rename and muzzle config' files. You should see to correct this : class Damage_Mod { units[] = { }; weapons[] = { }; requiredVersion = 0.1; requiredAddons[] = { "A3_Weapons_F" }; }; By : class Damage_Mod { units[] = { }; weapons[] = { }; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Mark"}; }; And all should be right :) You can add your nickname for the author line : class Damage_Mod { units[] = { }; weapons[] = { }; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Mark"}; author = "max1944"; }; If I can give my opinion, you should do a file for each version. First of all, to permit to those who don't own the Marksmen DLC to use the ArmA III version, and secondly, to those who just want one of the two versions to don't be obligated to use the two of them. You just have to create a mod file and a config.cpp for each version. But it's your mod, you make it like you want it of course. Hope this help ! :D
  20. HammerShield

    ACE3xRHS fragmentation configs

    Hi, I've used this fix hoping it finally permit to use flashbangs as flashbangs. But even if a flashbang can kill if exploding too close, or at least cause injuries, all flashbangs still kill instantly like fragmentation grenades. Too bad :( I really like to see flashbangs worked in ACE and RHS for ArmA III, it can permit many good structure cleaning. Surely in a future update :) The flashbang round used with a M203 or M320 underbarrel launcher work nicely. Sometimes generate a frag explosion like a fragmentation round, but it's the better way to have stunning effect actually, even if I have many kills with that option.
  21. HammerShield

    Pooter's enhanced ASR AI

    vafana, I don't release the script anymore. This community is just going bad days after days. I don't see the utility of making things for members that don't take the time to give a feedback. Hope this script can be usefull for you, but please, don't share it anywhere and with anybody. Thanks. And sorry for the off topic.
  22. HammerShield

    Pooter's enhanced ASR AI

    For the latest version, both of them. If you don't disabled auto-updates for ArmA III on Steam, there is no problem. I speak about an older version of ASR that required -filepatching for userconfig settings used. In the newest version of ASR, there's no need of -filepatching. So, if you have the latest versions of both of ArmA III and ASR, all is good.
  23. HammerShield

    Pooter's enhanced ASR AI

    ineptaphid, Yep, that's it. If you have the latest version, you don't have anything else to do. If you still have an older version, maybe you must add -filepatching to the shortcut for being able to use the values in the userconfig.
  24. HammerShield

    Pooter's enhanced ASR AI

    vafana, I don't know how to make a config' file for making the script working automatically for all entities class in all game without having to add the script in each mission. But if you know how, contact me and we'll see that. Thanks for your feedback. Hope you like it.
  25. HammerShield

    Pooter's enhanced ASR AI

    ineptaphid, Have this issue without ASR ? I don't remember to ever have it with or without it. Maybe the override AI skill that is not on "1" and the skill in each AI set to the lower level.
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