Jump to content

Mr. Rad

  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

13 Good

About Mr. Rad

  • Rank
    Private First Class

Profile Information

  • Gender
  • Location

Contact Methods

  • Steam url id

Recent Profile Visitors

507 profile views
  1. Mr. Rad

    Dynamic Combat Generator

    Wow that timing. I started developing my own mission inspired by DCG and now you decide to come back xD
  2. For editor it doesn't create any dependencies to the mission. As for Zeus, im confident that only the Zeus needs the mod but I could be wrong.
  3. Garrisoned units still somehow manage to start moving around instead of staying where they should be.
  4. Yes, like i said i tried trough both Init.sqf and debug console
  5. I have a bug to report. I am unable to disable the mod trough the init with dam_injured_ai = false; publicVariable "dam_injured_ai"; It also doesn't work if i execute the code trough the admin console.
  6. Mr. Rad

    Jets DLC Official Feedback

    Will BO1 studio consider developing a module based rearm and repair station that would allow pilots to choose their aircraft loadout on the fly while the mission maker can set up these stations on airfields and USS Freedom and choose which services and weapons are available. The loadout functionality added with Jets DLC is awesome but it would be even better if those could be chosen on the fly instead of before the mission.
  7. Mr. Rad

    3den Enhanced

    @R3vo Sorry i didn't see the notification in time to test the script you told me. I also uncovered a small issue in one of my missions i made. 3den is supposedly reporting that in code _this setFeatureType parseNumber (_value) the value expected is a boolean while the value received is a number. However there was no indication about where the error occurred so i couldn't investigate further. I saw that the property was Enh_featureType so thats why i think this is one of your properties and not vanilla.
  8. Mr. Rad

    3den Enhanced

    @R3vo The export loadout to config tool exports the uniform as: uniform = ""; but afaik it should be uniformClass = "";
  9. I meant it as a feature request, sorry for bad wording.
  10. Is it possible to allow players to revive friendly AI?
  11. @lsd A few suggestions to improve the "Garrison" module: -All units inside a building should be grouped together because otherwise each group thinks for itself and it creates performance issues. -All units should have disableAI "PATH"; in their init to prevent them from leaving the building. This could also be an optional parameter when using the module just like Dynamic simulation. -CSAT Men (Special Forces) should be excluded from the list of units just like Pilots and Crew as it often ends up with having Divers and Snipers inside buildings. I love what you've already done with the mod btw :D
  12. A chapel turned into an improvised medical facility. Works for both Land_Chapel_V1_F and Land_Chapel_V2_F Land_Chapel_V1_F: [["Land_SandbagBarricade_01_F",[-7.16962,2.79291,-2.80992],271],["Land_SandbagBarricade_01_F",[-7.21979,0.0765991,-2.80992],271],["Box_I_UAV_06_medical_F",[-3.97717,-1.34644,-1.94533],260],["Land_BarrelSand_F",[9.04858,-1.93976,-2.60992],0],["Land_BarrelSand_F",[8.46008,-2.09882,-2.60992],0],["BloodTrail_01_Old_F",[2.34918,0.180664,-2.80992],93],["BloodTrail_01_Old_F",[-1.50116,0.233704,-2.80992],93],["BloodPool_01_Large_Old_F",[10.2017,-0.720398,-2.60992],0],["Land_Defibrillator_F",[10.6851,0.412598,-2.60992],342],["Land_Bodybag_01_empty_black_F",[9.58984,1.43237,-2.60992],112],["Land_WoodenTable_small_F",[-3.48218,-1.52924,-2.80992],258],["Land_Shoot_House_Wall_F",[2.42371,4.87109,-1.85992],0],["Land_Shoot_House_Wall_F",[-1.72552,4.88196,-1.85992],0],["Land_Shoot_House_Wall_F",[-1.6532,-4.72357,-1.85992],0],["Land_Shoot_House_Wall_F",[2.51587,-4.76184,-1.85992],0],["Land_Shoot_House_Wall_F",[-4.99115,-1.35779,-1.85992],90],["BloodSplatter_01_Small_Old_F",[-3.57892,1.75293,-2.80992],0],["Land_IntravenStand_01_empty_F",[11.2217,0.240112,-2.60992],155],["MedicalGarbage_01_1x1_v1_F",[-2.68451,0.0971069,-2.80993],0],["Land_Stretcher_01_sand_F",[10.4047,-0.887756,-2.60992],223],["Land_Stretcher_01_olive_F",[5.13257,-3.86652,-2.80992],269],["MedicalGarbage_01_5x5_v1_F",[9.14447,0.239868,-2.60992],0],["Land_PlasticCase_01_medium_idap_F",[-3.17285,-1.41473,-1.94533],320],["Land_SandbagBarricade_01_hole_F",[4.28455,2.89563,-2.80992],266],["Land_SandbagBarricade_01_F",[4.98486,0.431152,-2.80992],240]]
  13. Mr. Rad

    Ghost Recon CROSSCOM

    Why'd you sign all of the pbos with the same key and the key is nowhere to be found
  14. @lsdCould the same principle for interiors be used for garrisoning buildings with enemies? Use the modules to create AI on their positions in the building. There could be a basic NATO version, CSAT version and a version of the module where the mission maker would be prompted to put in classnames of the soldiertypes to be used as well as a parameter to choose the % of ai positions to be filled. That would complete the "Zeus and Eden" pack :D Anyway, love the interiors, splendid work!
  15. Awesome, that just made my day.