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Mail_Manof_Doom

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Posts posted by Mail_Manof_Doom


  1. Getting an issue with the CRAM side of the mod. They don't appear to be tracking and shooting down incoming fire. The information about the landed projectiles is displayed in the tablet if that helps.

     

    CRAM is enabled in the CBA Addon Options, which doesn't show unless you are in mission I've found.

     

    I tested with only the mod and its requirements loaded and with the Vanilla artillery assets.


  2. Not sure if this has been asked before, but is there a way to have the Carrier setup so it doesn't get included in the vehicle clean up script. Thinking of having carrier launched aircraft available and usable on the carrier, but still having them locked behind a military base.

     

    Edit: After leaving it for a while, figured I would clarify my question somewhat.

    Is there a way to have the Operations Base have the vehicle saving and/or vehicle building capabilities similar to a FOB.

    Alternatively is there a way to have a certain object act like a FOB from mission start. Example being having the destroyer be the Operations Base, but have the carrier on the edge of the map as 'FOB Alpha' on mission start.


  3. 3 hours ago, O360_A1AD said:

    how to increase zeus authority?

     

    White boards and chairs in the almira base is incleasing everytime when I restart server and no way to delete it without zeus.

    but i can't delete things which i didn't build.

     

    Not sure how to go increasing the Zeus authority but the duplicating white boards and chairs is an issue with them being editor placed and also being on the build list.

    You could fix it one of two ways. Either remove it from the buildlist in the particular Blufor preset you are using, or if you are willing to open the mission in editor, remove them from the mission in editor.


  4. 44 minutes ago, floris_heinen said:

    Hey! Wondering, now with the Jets DLC update, do you think you'll be able to allow the weapons officer to control both the laser designator and the weapons? 

    Scroll up, Firewill stated that they would.

     

    On 2017-4-8 at 7:19 PM, firewill said:

    -Snip-

    - Armament control(F-15E / air-to-ground weapon only)

      currently, F-15E WSO operate the laser designator only, due to several reason about pilot-gunner issue(if WSO is gunner, pilot can't use air-to-air missile without WSO).

       however thanks the new pylon system, now each pylon can define "what turret have control this pylon?", mean WSO can operate Air-To-Ground weapons.

       but pilot can't use "manual fire" action in this situation, so i've made new Armament control system for Solo play. when press "switch arms control" action, Pilot will take over control of WSO's weapons. and of course can vice versa.(pilot -> WSO)

     

     

     

     

     

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