Jump to content

danidr

Member
  • Content Count

    11
  • Joined

  • Last visited

  • Medals

Community Reputation

5 Neutral

About danidr

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thank you for the great mod! Just to make sure I made myself clear on the bug report: this happens on the CROWD module, which should generate actual civilians, not on the skirmish. Keep up the great job 💪
  2. Hello; first of all, thanks to the author, this mod makes ArmA3 much more lively and realistic. Can't play without it now! I encountered an issue that's new to me: all crowd on Takistan map spawns with the Apex NVGs. This does not apply to cars crew. Anyone have an idea why this may happen? Thank you in advance.
  3. Actually, all my tests were using alternative landing mode, which seems more reliable than the standard mode anyway; that might be the reason why the helicopter doesn't crash during drop (and if all works, transport on water may be enabled only using alternative mode). I will play around with that function you specified and see where I get.
  4. Quick update: I tried the "picking up from the water" part, and while the code still sees and reacts correctly to the smoke signal when the player is in the sea (via the "cook" action in ACE), the helicopter miserably crashes when trying to land. @Gunter Severloh and @Rydygier, can you confirm that RYD_HAS_LZ is the only function handling the landing procedure? I will try and set a different helipad height when over water to make it hover a little higher. Thanks!
  5. So... I simply disabled the check of the surfaceIsWater result, and apparently both fast-roping and "touchdown" over water work fine, with the AI pilot being self-conservative enough that it doesn't crash into the sea. I will now try and see if picking up works as well, considering that I will need to light a flare or a smoke to give the landing area signal. Otherwise, the "click on map" exact point will have to make-do in this case. Will keep you guys posted!
  6. Thank you @Rydygier and @Gunter Severloh, much appreciated! I'll see if I can use RYD_HAS_AutoDisembark to customize behavior if over water, with the surfaceIsWater method. I believe that fast-roping should be working right away. For the "picking up from water" part, as @vengeance1 suggested, that'll probably require a little more work, since the helo should be able to hover juuuust above the surface, or we would need some sort of inverse rappelling, with all its complications.
  7. I understand; maybe the best solution would be to force eject all non-crew characters on board instead of using the built-in disembark function in that case. Nonetheless, if you have a repository for it, I can try and put together a pull request enabling this option again with the needed changes. Or, if you agree, I'll dePBO it and play around with the code, letting you know when I come up with something so that you can push it back to the main code. Thanks in the meantime!
  8. Another interesting use! Even though 5m would be too much distance to embark, probably. And helicopters have a nasty habit of dropping into the sea when flying too low... Can the ALiVE insertion feature be used together with the HAS module?
  9. Hi everyone, First of all, amazing job with this mod! I downloaded it a long time ago but managed to use it only lately, but I must say it entirely changes the whole spec ops experience (which is what I mostly play). I have a request though: right now, when requesting a transport, it will deny any waypoint set over the water. I believe this is an unnecessary restriction; I can imagine why it was done (too low on water and we have a splash), but maybe there could be a hard flyInHeight (5m?) that avoids this. I'm asking because it would be cool to have a SEAL-like insertion over water from helicopters, either fast roping or directly diving into water. Therefore, a "regular" insertion could set the fly height to 5 and then "eject" the passengers, while a fast roping insertion would get to the preset fast rope height over water, and then fast rope the occupants. Fast-roping could also allow insertion over boats/ships/platforms, which I believe is not possible right now. Let me know what you think, and thanks for the great job so far!
  10. Amazing news! This will be an invaluable mod for recon missions. Thanks for the great job so far, can't wait to fly this.
  11. danidr

    Arma 3 - Ropes and Climbing

    Any news about this? It would make for very interesting SF missions, as I suppose it could be even used on walkable ships... Thus using SEALs or similar SF procedures would be feasible and honestly, extremely cool :D
×