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Josh Jonson

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About Josh Jonson

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  1. This is a pretty simple goal to accomplish (i think so anyway), i'm trying to experiment with a vehicle addon i have by making it vulnerable to small arms fire but makes up by having more hp. However i'm not very clear with the terminology of these variables as i thought armor is both the amount of hp as well as the value affecting how much damage is calculated after being hit, its also the percentage of hp allocated to a specific component like the gun or engine. So what values should i be focusing on tweaking if i want it to be shot at by anything from infantry to anti air guns? Since it's classified as a tank does that have an effect on whether infantry/mg turrets will engage upon spotting it? I'd be vert happy to not screw around with its hitpoints or armor properties too much if there's a way for the ai to shoot it, even it does little to no damage for the sake of 'immersion'. Here are the stats from the config.cpp file (i already changed some values). armor=4000; armorLights=0.40000001; armorHull=1; armorTurret=1; armorGun=1; armorEngine=1; armorTracks=0.80000002; armorStructural=4; damageResistance=0.0080000001; epeImpulseDamageCoef=18; crewVulnerable="false"; crewExplosionProtection=0.99989998; crewcrashprotection=0.0099999998; ejectDeadGunner="false"; ejectDeadDriver="false"; ejectDeadCommander="false"; ejectDamageLimit=0.94999999; waterPPInVehicle=1; maxFordingDepth=6; waterResistance=2; waterDamageEngine=0.5; class HitPoints: HitPoints { class HitHull: HitHull { armor=1; material=50; name="HP_Hull"; visual="HPV_HULL"; passThrough=0.51; minimalHit=0.1; explosionShielding=0.5; radius=0.18000001; }; class HitEngine: HitEngine { armor=1; material=-1; name="HP_Engine"; visual="HPV_ALL"; passThrough=0; minimalHit=0.15000001; explosionShielding=0.2; radius=0.18000001; }; class HitLTrack: HitLTrack { armor=0.80000002; material=51; name="HP_LTrack"; visual="HPV_LTRUCKS"; passThrough=0.4; minimalHit=0.2; explosionShielding=0.80000001; radius=0.18000001; }; class HitRTrack: HitRTrack { armor=0.80000002; material=51; name="HP_RTrack"; visual="HPV_RTRUCKS"; passThrough=0.4; minimalHit=0.15000001; explosionShielding=0.80000001; radius=0.18000001; }; };
  2. Josh Jonson

    RHS Escalation (AFRF and USAF)

    I have a question regarding ai controlled helicopters, could they actually attack me at all with missile (laser/guided) weapons? Because there's many instances where they couldn't use anything beside dumb rockets and simply fly past me like big fat targets after firing an entire volley and missing every shot. If that's a impasse is there a file i could edit so some of the missiles become ir so the ai can actually use it?
  3. Josh Jonson

    Zeus init

    Hope this isn't necroed yet, managed to ran a proper test today in virtual reality and it seems the waypoints sets the unit to move at careless even if i adjust the script to have it at safe? They wouldn't bother return fire and i think on my 'beach' map they would start to retreat while always resetting their behaviour to ''çareless'' once the waypoints are gone in front of enemies. I hope you know what might be needed quiksilver as perhaps the game may only function properly with the old shorter init script with the preplaced object (they responded to fire while moving)?
  4. Josh Jonson

    Zeus init

    So if i put it in the unit's init it will work whenever i assign it a waypoint? I thought i could use the debug console to activate scripts but have no idea how, since zeus (even with ares achilles) i can't open the init box for infantry groups. Is there something i need to type before i run a script in the debug console (i only play it in editor not in a server)? Just to make sure can notepad save this script as a .sqf file? Sorry im pretty ignorant when it comes to arma script apart from changing something in notepad haha And again many thanks for this detailed script and your assistance
  5. Josh Jonson

    Zeus init

    Wow, thanks so much man for this detailed script! So i just put this as a .sqf into the mission folder, then it will work whenever i press play in eden editor and go to zeus? Since it's supposed to work for blufor i need to change the curator's name to the blufor zeus's name right (my zeus is a civilian that control both sides)? I'm sorry but i have little to no scripting skills outside of init boxes haha
  6. Josh Jonson

    Zeus init

    Hi all, i want to activate this 'rush' script on zeus units. To get the ai to rush a beachhead aggressively and not stopped by enemy fire. Is there anyway to bring up the init box in zeus so i can use the code on zeus units? the code: _x doMove getpos target; _x setspeedmode "FULL"; _x setbehaviour "SAFE"; _x setskill ["spotDistance",0.1]; _x setskill ["spotTime",0.1]; _x setskill ["courage",1]; _x setskill ["commanding",0.1]; }forEach units group this;
  7. Josh Jonson

    paradrop waypoint in zeus

    I got it to work and it seems it's ace that enables the paradrop and rappelling waypoints. He also has MCC and ares which i can't do because it will set groups to careless every time i assign them a waypoint
  8. Josh Jonson

    paradrop waypoint in zeus

    I'm very curious as to how to get this paradrop waypoint in zeus as seen in this video? (at 17 minutes in) The youtuber here seem to be using ACE, MCC, and a few unit and vehicles addons most obviously RHS. Any idea what module or misc mods besides the unit addons are needed for this to work? I know RHS has a paradrop waypoint but it doesn't show up in zeus at all and neither does the 'MCC' modules/systems... Thanks and any help is greatly appreciated. What the youtuber's zeus looks like What it looks like on mine (ACE and MCC installed, seems to have compability issues)
  9. Josh Jonson

    RHS Escalation (AFRF and USAF)

    Haha apparently so, guess it's an the issue with giant mods like RHS and CUP. I also noticed (ages ago) that the russian T50 in AFRF has no wreck model (i'm not sure if its a bug or there's yet a wreck model added), but i think RHS will release an update for it in the next patch along with compatibility with the jets dlc.
  10. Josh Jonson

    RHS Escalation (AFRF and USAF)

    I tried running without CUP and moved USAF all the way up to the top just behind AFRF (1st mod on list). It seems to be fine now after a test... Only guess i have is it needs to be top priority or issues will occur? Or is CUP doing something to it?
  11. Josh Jonson

    RHS Escalation (AFRF and USAF)

    A couple of independent vehicle addons (mostly planes), CBA3, asr ai, CUP weapons, units and vehicles. Maybe its CUP causing the problem but im not sure What mods do you run apart from RHS?
  12. Josh Jonson

    RHS Escalation (AFRF and USAF)

    The vehicles and weaponry are all great, but it seems the m1a2 tusk1/2 are completely static and looks like this right now while every other tank is fine? is this a texture/mesh bug?
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