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Jnr4817

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Everything posted by Jnr4817

  1. Will there be any way to adjust how many UXO's will appear after a cluster bomb is dropped. For example, if I wanted all of the clusters to explode leaving no UXO's is that possible or if I wanted the exact opposite and wanted no clusters to explode and have all UXO's after a bomb drop? If possible I'd like to be able to adjust the probability of UXO's from cluster munitions in the editor with the weapons load out, say a value of 0.0-1.0 or 1-10. This would give the mission maker a lot of freedom to adapt the new DLC an use the IDAP effectively or make for a very stressful mission once cluster bombs have been dropped in an area. Thanks
  2. Awesome, do I just delete line 25 or do I need to edit it in anyway. Can I just put {_AutoPilotOFF = false;} if (abs _Pitch > HeliPitchLimit OR abs _Roll > HeliRollLimit OR inputAction "HeliRudderLeft" != 0 OR inputAction "HeliRudderRight" != 0) exitwith {_AutoPilotOFF = true;}; Sincerely, Reed
  3. Maybe add Duda's Scripts(rappel, towing. etc) to complete the package.
  4. Devastator, How would I edit the script so rudder does not turn the Autopilot off? I'm using AFM for Helo and rudder inputs are always ongoing until the autopilot kicks on, then when IO let off rudder control, the script senses it and turns autopilot right back off. Thanks,
  5. Excellent. Thank you so much.
  6. Jnr4817

    Helicopter DLC Improvements

    With all of the new content and new DLC's coming out, which is awesome work, what is the long term goal to revisiting each DLC and improving function and game play. For example, the helicopter DLC is awesome with the AFM, sling loads, etc. But these aircraft could still use a little love. A few examples of my own, but many exist... The AH-9 Pawnee needs a way of aiming when crosshairs aren't an option or used. A grease pencil mark on the wind screen would suffice. https://feedback.bistudio.com/T126187 Some of the flight models could be improved more, the ghost for example still feels under powered. Making the anti-collision lights a key bindable. Improving the cargo carrying of each aircraft. Improving the weapon systems and munitions. A way to adjust how much anti-torque the computer will adjust for instead of an on/off setting. I like the auto-trim setting, but make is scalable. BIS thanks for the awesome work, but remember to reevaluate, improve, implement, and reevaluate again. Each DLC needs some constant love. Humbly, Reed
  7. Jnr4817

    Helicopter DLC Improvements

    I fly AFM and when I lose tail rotor authority I spin and fall to the ground. If I have enough altitude I can sometimes nose it over crush the opposite pedal and regain partial control. It snot perfect, but I haven't experienced what you describe. Thanks, Reed
  8. Excellent questions. I guess it would work like slimmer zeus tasking. If I am admin and conducting a mission. Maybe I set 3 ghost task in the parameters, then launch game. Maybe all the ghost missions are a destroy. So 3 destroy task are present. Then with your script, when an enemy is seen by an air asset or UAV operator or Team leader, a destroy objective could be placed and then that could be the priority task, I would have no clue how to make that condition met once the enemy vehicle is destroyed. Another example, would be to add a RECON (Unknown / "hd_unknown" )marker for adding a task to recon an area or CAPTURE(Pick Up / "hd_pickup") marker for capturing a certain enemy asset without destroying it. Or adding waypoints as task (Waypoint / "waypoint" ). The person who places the marker task would be the one to say it completed, canceled, or failed. I could even see this being used globally by a Commanding Officer, or within a squad by a squad leader. Just some ideas. Many other examples can be used with the available markers. Great script. Thanks for the hard work Reed
  9. Any way to add the completed, canceled, or failed to a future script version. We run ghost missions on our server and this would be perfect for integrating the random pop-up mission or on the fly mission, in addition to ghost. Reed
  10. How sensitive are these mines then. For example, at what range will another explosion set off another, i.e. every 100 yards, 50 yards, 100 feet? To ask further, if I wanted to set up a chain reaction how far apart could I place several mines in a row to trigger them in sequence after the first is blow?
  11. Jnr4817

    Jets DLC Tournament

    It would be nice if we had a dedicated server for flying only. Include all aircraft, yes helos as well. Use Altis due to the size. Blackout the main airbase and a second airbase to keep spawn killing. Add Grumpys loadout script and a in game spawn script and let her go. This would be a great way to get flight practice, wingman flying, etc. I'd fly all the time on a server like this. Cap it at 50-60 players. Blue vs red or blue vs red vs green. Reed
  12. I can't use the mod version, our dedicated server is vanilla only. I need a scripted solution. Thanks for your consideration. Again great work with this. Reed
  13. Jnr4817

    Laws of War DLC Assets

    I cant seem to figure this out. How many people can fit in the generic van? Would be great for indesxcrpt raid scenarios, countersurvilence, etc. I'd hope if could fit 8 plus driver and passenger, so 10 total. Thanks
  14. What would be the easiest way to get this to work with Ghost missions and the in game vehicle spawn board. It allows you to spawn an aircraft in game in a dedicated COOP mission. Thanks for any help.
  15. I just copied and pasted the trigger example from mission and added the appropriate files to my mission. I then used the init file as described and put false, because I wanted to use no resources. Stay Alive Server, open to the public. Grumpy has described this well in the example mission. Reed
  16. Yes, I have it running on the SA Server.
  17. Jnr4817

    Ghost Missions

    Awesome Job, thanks
  18. Jnr4817

    Ghost Missions

    What missions are up to this date? Malden, Tanoa, Altis, etc? Thanks Reed
  19. Jnr4817

    Helmet Mounted Displays MOD

    The Declutter version is awesome. Perfect amount of info. I wish we had the declutter version for AH-9 Pawnee when playing vanilla in expert mode. Anyway we could get this as a script version for vanilla users. Our online coop server is vanilla only. Awesome work. Reed
  20. THis is awesome work. Thank you again for accommodating my request. Sincerely, Reed
  21. Yes the font does seems smaller. Correct. If you take the aircraft with basic loadout and change the munitions with out clearing the pylons, the original munitions will still be in the menu with 0 available ammo. It doesn't do it every time but it happens. I usually just clear pylons a few time and it negates from happening. I changed your variables to allow all weapons in the parameters and still can't get the 24 pod dagr to work on the wipeout. It's like the 24 pos is not available, even if you change the number of rockets to 24. All good the 12 is fine. thanks for looking into it.
  22. Yes, I would like to be able to call either a single drop or a double drop dependent on the situation. Having both available would be best. I think your right. Use a different asset to determine which gets dropped. Say the BlackFish for the APC and the Huron for the double prowlers. I just didn't know if you could have 2 supply drop modules at same time. I assume your code for the double drop or single drop will work fine is either module. I also like how you added the flare and smoke as default true for the double drop, how can I adjust the single drop to reflect this? Thanks again for any help and awesome script. Reed
  23. I have noticed if you go in on a default aircraft and change pylons to different weapons. The old weapon will remain in the menu when cycling through each type. The munition that was replaced will be empty. This is only fixed by clearing all pylons several times in a row. Not sure if this is supposed to be like this or not. I love this script btw. Awesome job. Also you cannot install the 24 pod DAGR to the wipeout, only the 12 pod. Thanks, Reed
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