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JD Wang

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Everything posted by JD Wang

  1. I have this little game mechanic where players can walk up to a billboard and spawn a landrover. Once they do that a Chinook at the base spools up, flys off, picks it up and returns it to the base (about a 10 min turnaround) The guys in my group like it for the extra "immersion" Now to set this up was simple. I have the chinook sitting on the pad with a slingload waypoint over the marker where the landrover spawns, then an unhook waypoint back at the airfield, a land waypoint and a cycle so it does it all over again. I then take all the fuel out of the chopper so it doesn't take off. Whenever a player spawns a vehicle I simply cargoLift1 setFuel 1; Then in the land waypoint activation I put the command cargoLift1 setFuel 0; so it lands and turns it's engine off rather than continuing the loop. It works great... the first time. But the second time you spawn something the chopper delivers it, lands starts to wind down and then seemingly gets fuel from nowhere takes off again and flys somewhere completely different. Any ideas why the second time around that loops it doesn't stay with 0 fuel, and then why it seemingly disobeys it's waypoints the second time and fly's off to do it's own thing. The only AI mod running is ALiVE, but I've been told that shouldn't cause the issue.
  2. JD Wang

    [R3F] Logistics

    I had this note tucked away, I think I found it either here or in the ALiVE forums
  3. JD Wang

    Spyder Addons

    Could also be affecting the ambience module too as I don't see any civies driving around anymore :(
  4. JD Wang

    Spyder Addons

    I appear to be having civilian issues as well, but with CUP Takistani's that I've turn civilian. I've just dropped one in the editor, checked the config viewer and the side is definitely set to 3. ALiVE seems to spawn the correctly etc, I just don't get the action to interact when I go up to them.
  5. JD Wang

    EricJ Release thread

    Hey EricJ thanks for all the work you put in on your mods. I was planning to use your Taliban units for an upcoming ALiVE mission for our group, but the version on the workshop doesn't have a key with it so we can't use it on our server. It has the bisign, just no bikey. Is there any chance you have one available? Cheers
  6. JD Wang

    Fuel consumption

    This is something that I've been looking for for a while now. ARMA has working fuel station and fuel trucks, ACE have a refueling system and it's all practically a useless because vehicles just don't use fuel fast enough for it to be an issue. Thank you, I look forward to trying this out. Is it possible to have a script version for mission makers who don't want to add more addons to their missions? Or is that not really practical?
  7. JD Wang

    [WIP] Terrain Diyala province Iraq

    I have to admit I haven't tried with the recent map update, but right from the start, no matter how I set this up for ALiVE I only see about 6 civilians spawning at any one time :(
  8. JD Wang

    [WIP] Terrain Diyala province Iraq

    My favourite map, and one of the best looking around. Just wish I knew why it didn't work so well with ALiVE. Someone said it could be the Jbad buildings, but just not enough units (civilians) spawn for it to work with a proper insurgency mission
  9. JD Wang

    RHS Escalation (AFRF and USAF)

    It's always amazed me that with a mod as in depth and high quality as this, there's always someone complaining about the smallest of details as if they were game breaking bugs.
  10. JD Wang

    Project OPFOR

    Just been doing some testing, and they look really amazing , however the middle eastern militia at least could use a bit more randomization (or maybe groups I'm not sure how it all works exactly) Basically every group that spawns seems to have exactly a warlord, guerilla with rpg, a bomber, and a guerilla with a lee enfield. Maybe you could add another 4 man group with different makeup, and maybe a 6 man team just for variety? Also personally I think you should ditch the cap on the warlord and give the guy some more appropriate headgear (or none at all) I know with the ORBAT creator in ALiVE I'll be able to make up my own, but it would still be great to have something perfect right out of the box. All in all it's shaping up to be a great OPFOR pack, and I'm really excited to see you develop it more, thank you, and keep up the great work guys!!
  11. Looks great, definitely going to be using this once the ALiVE persistence is in
  12. Hey Solano, just tried this for the first time last night as I took my new GTX 1080 for a spin haha, your preset is amazing, and really brings the Tanoa jungles to life. Thanks for your work. Any chance when the CUP guys have finished with CUP terrains you could have a crack at a preset for those?
  13. See in my ideal fantasy world they would then release a sound pack with the mod. That way if I'm running SMA and RHS I don't end up with 2 different sounding M4's for instance, and have a consistency in the sound across all weapons. I realise this is totally unrealistic and would cause a lot more work for addon makers, but a guy can dream :P
  14. I honestly wish all weapon addon makers would just configure their weapons to use vanilla sounds. That way those who prefer JSRS for instance could use that and those of us who prefer LAxemanns sounds could use those.
  15. JD Wang

    3CB BAF Units

    Just want to say thanks to the 3CB guys for not just for the great units/equipment/weapons/vehicles, but also for the commitment to making sure it all works with ALiVE. I know it's mostly because you guys use ALiVE, but I think we all appreciate having such high quality packs that have been developed with ALiVE compatability in mind.
  16. JD Wang

    RHS Escalation (AFRF and USAF)

    Better yet I think there's an ACE RHS compatability addon on the workshop. That way you don't have to move files back and forth depending on if you're using RHS or not, just simply load the compatability addon.
  17. For purely selfish reason I've always thought BIS_fnc_buildingPositions would be even better if it differentiated between inside (with a roof and enclosing walls) and outside (balconies etc) Most of the time I use that function it's to place a unit inside a building, hidden in cover etc, but having them standing out on a balcony, or on a porch, or even under the roof at the petrol stations doesn't quite do the job. Sure I get why they're building positions, but it would be great to be able to exclude any that aren't enclosed.
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