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t.a.6

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Posts posted by t.a.6


  1. Igitur, on 02 Mar 2016 - 16:52, said:

     

    Thanks for answer, will check 'enemy's markers' more precisely

    (checked: b.i. 's military symbols have something wrong (still showing enemy's position when no chance anyone could know it, but markers disappearing)),
     

    we are playing most realistic is possible and using "cTab" and others for it, so would like to have ability to disable the markers on map, if you could add it, it would be great

    (and if the option would have choise- to show: only enemy's markers, all, none; would be even greater ) ).

     

    Thanks for mod.


  2. Hi, wasn't sure the topic exist, first want to tell huge thank you for the (unspeakable) mod, its one of most important mods we are using, we using it every time we are playing, without of it would be very bad.

     

    Curious why it isn't present in P.W.S. ?
    Would like to give 1 more vote for sharpie7051 "request", but afraid it's not so easy.
    And: would be nice to have ability to control "fly height" in both the interfaces (it shouldn't be difficult to add there is a commend for it, just would be nice to have it in the interfaces (h.c. - i usually have each chopper in own groups)).


  3. Its present from Ilias,

    we didn't wanted to release it like that, but afraid we are busy now, so the release could be far away, so we sending it like that, in the video you'll can find all information how to use it (all video showing new features until over),

    Ilias sends sorry for little developing process in the video.
    All working.

     

    https://youtu.be/RJ68pZ-1PbA

    Pass string or object as cargo and if the helicopter can sling load it he will.

    "p"- If 'carrier''s heigh < 10 - objects|units will be moved to ground around (can use for deliveries).

    use ["s",[|o||u|]exec.. for send objects|units to '"safe"|"storage"'.

    ``(the video is showing how it's working, use it like:

    2 "ch-67", big container, "a-99"|"a-143";

    2 "ch-67", "M2A1";

    2 "ch-67", big container, 2 "hunters";

    "p", mh-9, ammobox;

    ...)

     

    Download.

     

    Installation:

    Files in mission's folder.

    Create "invisible helipad" gos '`(variable name) somewhere outside of active areas.
     

    Using KK paradrop for effects thanks to author (sorry don't remember who's the script).

    By Ilias, t.a.6.


  4. Can't add anything to communication menu.

     

    class CfgCommunicationMenu
    {
        class ccomma
        {
            text = "Mark by smoke";
            submenu = "";
            expression = "[]execvm'sma.sqf';";
            icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa";
            cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa";
            enable = "1";
            removeAfterExpressionCall = 0;
        };
            class ccomm
    	{
    	    text = "Drop oc0";
    	    submenu = "";
    	    expression = "[]execVM'sm.sqf';";
    	    icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa";
    	    cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa";
    	    enable = "1";
    	    removeAfterExpressionCall = 1;
    	};
    };
    
    

    Is something wrong?


  5. While using the 3D or 2D editor is it possible for me to place MCC zones and place units into GAIA?

     

    You can set whatever zone you want prior to mission start - a zone is just a marker and you can name it whatever you like. Again a zone is just a marker. 

     

    Then put this init on the group leader

    group this setVariable ['GAIA_ZONE_INTEND',["zoneMarkerName","MOVE"], true];

    Where "zoneMarkerName" is the name of the zone and "MOVE" is the behavior. 

     

    The behavior can be any of the bellow:

    "MOVE" - AI will patrol the zone and pursuit known enemies outside the zone.

    "NOFOLLOW" - AI will patrol the zone but will not pursuit known enemies outside the zone

    "FORTIFY" - AI will look for empty building and static weapons and dig inside

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