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runy888

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Posts posted by runy888


  1. Hi folks,

     

    Thanks for this overwhelming content!
    Our community will have an event depicting a carrier-based air campaign with this mod on saturday. Currently, I'm trying to test all the air weapons and find out their properties but I'm drawing blank on the "Mark Target" option, e.g. in the A-6 Intruder, so far. The GBU-8 HOBOS, as expected, doesn't seem to follow the mark but there isn't any other weapon in the arsenal that should, at least according to what I could find about them. Is there some kind of documentation on the air weapons and their properties? (E.g. difference between AGM-45 and AGM-78 etc.)

     

    Thank you again and have a great day


  2. Hi there,
    Those IFA 3 sounds are godsent!! I could listen to that stuff all day 😄
    The thing I enjoy the most are the bullet cracks and whizzes when they fly by your head. They're sooo much better than IFA3 standard.
    However I've noticed that, when some weapons are mounted on vehicles instead of fired by infantry, they lose these custom fly-by sounds. I've noticed it for the MG-34, the DT and the M2 .50. Is this intended?

    I can see you've got your hands full so if this is more than just changing three config lines, disregard it.

     

    In any case, thanks so much for your work!


  3. If you're using CBA you can add a "Killed" event handler to the blackfish and pass the drone to destroy in the additional arguments. Since in vanilla there is no engine solution to pass additional arguments to an event handler code, something like this would work too:
     

    [_plane, _drone] spawn {
    	params ["_plane", "_drone"];
    	waitUntil {
    		sleep 3;
    		!alive _plane
    	};
    
    	deleteVehicle _drone;
    };

    EDIT: Regarding your original intent to have the Blackfish shoot stuff, have you tried periodically revealing targets to the gunners? Another, more "rigid" idea would be to (create a game logic at the pos of a desired target and) use fireAtTarget.


  4. Hi guys awesome mod, a truly amazing piece of art. 
    Could you clarify for me: Did you upload the dev build to the public to give the community something to play with or to receive feedback and bug reports? Because I have gathered some of the latter during my fun time testing your mod but I don't wanna spam you with it if it's not what you're looking for 🙂
    Thank you for your hard work!

    • Like 1

  5. 5 hours ago, MrCrazyDude115 said:

    How can I do that?


    To elaborate on my suggestion, here is what I meant:

     

    Quote

    // First create your ACE interaction here
    private _gatherMushrooms = XYZ...

    // Now you make an array with ALL terrain objects on the map 
    private _terrainObjects = nearestTerrainObjects [[worldSize / 2, worldSize /2, 0], [], worldsize / 2];


    // Now go through every single entry in that array
    {
      // Only apply code if the object is of the type that you are looking for 
      if (typeOf _x == "CUP_clutter_mochomurka") then 
      {
        // Now you add the ACE interaction to the object 
        [_x, 0, ["ACE_MainActions"], _gatherMushrooms] call ace_interact_menu_fnc_addActionToObject;
      };
    };

     

    Note that this code is untested and I guarantee no success or absence of harm when executing it 😛

    • Thanks 1

  6. Hi mate, 

    I don't think anyone will actually make the entire code for you, this ain't a place where you "order" your scripts. 

    As for the loading action, the command addAction supports adding a condition when the action can be executed. Check the documentation for details:

    https://community.bistudio.com/wiki/addAction

     

    For visibly loading the cargo, your best bet would be setVehicleCargo, if the object and the truck are supported by this system.

    https://community.bistudio.com/wiki/setVehicleCargo

     

    If that doesn't work, you'll probably have to fiddle around with the attachTo command but that's more effort and less elegant.

    Feel free to ask here if you have any specific issues that you can't get past.

     

    Good luck!

    • Like 1

  7. Hey ITC team,

    thank you so much for the awesome thrilling content you've added to the game!
    Just a small issue, do you think you could update / correct the little descriptions in the 3den editor pylon menu? Would save us (/me) alot of wikipedia and handbook browsing to find out what kind of weapon I'm looking at.

    picure of what I'm on about: https://imgur.com/a/AYCImiA

    Thanks alot guys! Keep it up!


  8. That looks pretty amazing! Looking forward to enjoying yet another of your high quality assets.

    One question about that: do you plan on implementing a similar system with the MG3 tripod as Iron Front did? They managed to make the machine gun available as primary weapon as long as it is not mounted on the tripod (launcher slot) and also made it use the same ammunition in both mounted and unmounted state. Pretty neat concept, I think.


  9. 12 minutes ago, elthefrank said:

    Good morning everyone, good afternoon to the creators of this wonderful mod, I had previously commented that I really like the work they have done and I thanked them for having done this work, I take this opportunity to tell you that I was working on a project of submarine and about a year ago and that very soon I am about to publish it, this submarine will be compatible to fight with the submarines of this beautiful mod, compatible with the ships of the HAFM and other naval mods, I hope you like it when you can see it :)

    sounds pretty awesome! as far as I know they HAFM navy guys are working on a big update / rework of their mod infrastructure. Your mod might become incompatible just after release so you might wanna correspond with them to include their changes?

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