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Takahashi Yuuki

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Everything posted by Takahashi Yuuki

  1. Takahashi Yuuki

    NR6 Sites - CBA Based Sites Script

    Could you provide an example of how to use the config path option?
  2. Takahashi Yuuki

    Warlords

    I would like to second this. The way the AI select vehicles seems a bit flawed at best. I've got a mission set up using CUP, Takistani Army vs US army. The TKA only ever spawn M2HMG Land Rovers, unarmed BTR-40s, BTR-60s, and ZSU-23s. No anti-armour at all. I'm not even sure how the AI selects what to spawn. I have a MG armed UAZ with the same cost defined before the land rover and they never spawn it for instance. Nor do they ever spawn the T-34 which I've made the same price as the ZSU-23. It is very puzzling.
  3. Takahashi Yuuki

    Neat little rotating Radar script

    B_Radar_System_01_F, and O_Radar_System_02_F Although the script will work with any AI. Apply it to a tank gunner and the turret will spin around for instance.
  4. Takahashi Yuuki

    Neat little rotating Radar script

    while {true} do { { radar lookAt (radar getRelPos [100, _x]); sleep 2.45; } forEach [120, 240, 0]; }; I tweaked the code a little to eliminate the jerkiness as it goes from point to point. Any lower than 2.45 will result in slightly smoother rotation but will cause the radar to occasionally reverse direction back to the previous point, pause, and then start up again. Reducing the number of points to three helps make things a little smoother as well as the ai is spending more time traversing between points that are further apart. Less than three just confuses the AI, you need at least three to establish a direction of rotation. [120, 240, 0] makes the radar start spinning instantly, instead of waiting a few moments to start up. As a last note, this script does not seem to work in the init field of the radar itself.
  5. Takahashi Yuuki

    Warlords

    Is there any intention to allow the possibility of defining sectors by linking modules to triggers like you can with sector modules? I'm currently playing around with warlords on Takistan and I feel rectangles in particular would be more suitable than simple squares.
  6. Takahashi Yuuki

    Warlords

    The Vorona in particular is overpowered as hell if you can keep it supplied. I make sure to leave it out of the arsenal in every mission I host because it make the game trivial.
  7. Takahashi Yuuki

    Faces of War [WW2]

    I'd imagine they'd be British equipped, as Altis was apparently a British colony at one point as indicated by some of the map blurbs and presence of the Altis flag (colonial). Should be a simple re texture, identity swap.
  8. Takahashi Yuuki

    Faces of War [WW2]

    They are, but the uniforms look like they've been re textured. Looks like he took the Type 98 (khaki-brown) and darkened it and stripped of the rank insignia. If the information on the page the lennard linked is to be considered accurate, the date supplied and the gear these troops are wearing would indicate that these were Japanese puppet troops. However, the flags behind them would indicate otherwise. The presence of American and British vehicles, along with the Springfields the troops appear to be carrying could simply be captured materiel. The author's intent is not clear if the island is occupied by the allies or axis at this point however. I'm leaning toward axis occupied in my interpretation, as it's extremely unusual for armies to use captured uniforms, especially something highly symbolic like the Type 98 Shin Gunto many of these men are carrying. And if I paid attention I'd have seen this. "Uniforms were loosely inspired by what the Dutch KNIL wore in the Dutch East Indies (Indonesia). " In which case they're clearly Dutch colonial troop and they really should not have swords.
  9. Takahashi Yuuki

    Faces of War [WW2]

    I've been driving about on the new Henderson airfield map. I've noticed that occasionally when driving through the jungle your vehicle will be launched into the air, quite violently sometimes. I suspect some of the custom vegetation is to blame. Several of the "young_tree" objects are impassable to vehicles, it really shouldn't be so. At many locations on the smaller footpaths, trees and rocks are located directly on the path sometimes blocking the path so completely it forces men on foot to leave the path and go around. I assume this was not intended. I will compile a co-ordinate list if requested. Would it be to much to ask for an investigation into the possibility of enabling the Type 95 Ha-Go's turret to be rotated from both the Main Gun and Machine gun positions? Eagerly looking forward to the next great update as always.
  10. Takahashi Yuuki

    Live feed control (LFC)

    Yes. Works very well, although not with jebus.
  11. Takahashi Yuuki

    HETMAN - Artificial Leader

    My current setup. The all lower case class name was incorrect. The other arty requirement for it had me confused. RydHQ_RHQAutoFill = false; RHQs_Cars = ["I_Truck_02_MLRS_F"]; RydHQ_NoRecon = ["I_Truck_02_MLRS_F"]; RydHQ_NoCargo = ["I_Truck_02_MLRS_F"]; RydHQ_NoDef = ["I_Truck_02_MLRS_F"]; RydHQ_NoAttack = ["I_Truck_02_MLRS_F"]; RydHQ_NoFlank = ["I_Truck_02_MLRS_F"]; RydHQ_Add_OtherArty = [[["i_truck_02_mlrs_f"],["40Rnd_122mm_rockets","40Rnd_122mm_rockets","40Rnd_122mm_rockets","",""]] ]; Null = [] execVM "initializeHAL.sqf"; I turned of autofill just in case. I have tried it with it on as well.
  12. Takahashi Yuuki

    Arma 3 Aegis

    Zamak MRLS is improperly names "Zamak RLS". It's magazine still has the display name "230mm Titan", and the windows on it seem to be bulletproof. Nice o finally get some AAF artillery though.
  13. Takahashi Yuuki

    HETMAN - Artificial Leader

    Static does make it hold still. But "RydHQ_No(Recon/Attack/Flank/Def/Cargo)" does not seem to work. Still went off on search and destroy immediately.
  14. Takahashi Yuuki

    HETMAN - Artificial Leader

    Ok. I just seem completely incapable of getting any custom artillery to work. I was trying to get the Zamak MRLS from "Arma3 Aegis" to work, but no matter what I try HAL keep sending it on recon, and search and destroy missions instead of doing it's job. What am I messing up here? RHQs_Cars = ["i_truck_02_mlrs_f"]; RHQ_RocketArty = ["i_truck_02_mlrs_f"]; RHQ_Art = ["i_truck_02_mlrs_f"]; RydHQ_Add_OtherArty = [[["i_truck_02_mlrs_f"],["40Rnd_122mm_rockets","40Rnd_122mm_rockets","40Rnd_122mm_rockets","",""]] ];
  15. Takahashi Yuuki

    Enhanced Trenches

    Exciting! As a trench warfare enthusiast, a mod focuses exclusively on trenches will aid my mission making greatly. Might I recommend making some ww1 style trenches as well. There are some very interesting ones in this manual. https://archive.org/details/elementsoftrench01wald
  16. Takahashi Yuuki

    HETMAN - Artificial Leader

    With all this talk about custom artillery, I don't suppose anyone has gotten IFA3's Katyusha working? I can't seem to wrap my head around getting it to work.
  17. Tracked down some manuals pertaining to the 1897 75mm Field gun and artillery in general. Mostly stuff that's hardly any use for our purposes, but worth sifting through for what there is when the time comes. http://cgsc.cdmhost.com/cdm/ref/collection/p4013coll9/id/69 http://cgsc.cdmhost.com/cdm/singleitem/collection/p15040coll1/id/570/rec/18 http://cgsc.cdmhost.com/cdm/singleitem/collection/p4013coll9/id/237/rec/2 http://cgsc.cdmhost.com/cdm/singleitem/collection/p4013coll9/id/78/rec/1 Handbook on the German Kugelhandgranate (GERMAN) http://www.lexpev.nl/downloads/kugelhandgranate1914.pdf Manual on Trench Artillery AKA Mortars https://murdercube.com/files/Combined Arms/ManuaartilleryPartI.pdf Whole host of useful links, including a ton of french army manuals. (mostly french) http://www.151ril.com/content/links
  18. A U.S. Manual on trench warfare. Of particular relevance are the sections on trench construction and wiring. Diagrams towards the end of the bood show examples of different trench traces, wiring diagrams, and strong-point traces. It does mention a SOS signal rocket of a varying sequence of three colours, which would be an interesting additions. Rather amusingly it also includes games for the soldiers to play. https://archive.org/stream/trenchfighting00elligoog#page/n174/mode/2up Video shows folding sponsons and partial interior of the British Mark IV tank. https://www.youtube.com/watch?v=E3WeDtoyyOw A couple good images showing the layout of the German Sturmpanzerwagen A7v https://s-media-cache-ak0.pinimg.com/736x/a3/a3/30/a3a330efd521dfa3616a1fef921cbac7.jpg https://s-media-cache-ak0.pinimg.com/originals/85/7e/c7/857ec79717ab3331de5fa64bd91048c7.jpg Excellent Series of photos showing the St. Chamond Tank http://www.peachmountain.com/5star/Museum_Tanks_Musee_des_Blindes_St-Chamond_Tank.asp Best I could do for crew layout. Two Period photographs. http://ignomini.com/photographica/stereophotovintage/ww1/Tanks/St_Chamond_Tank_Interior1.jpg http://ignomini.com/photographica/stereophotovintage/ww1/Tanks/St_Chamond_Tank_Interior2.jpg The Schneider CA1 http://www.peachmountain.com/5star/Museum_Tanks_Musee_des_Blindes_Schneider_Tank.asp and it's layout https://www.chars-francais.net/2015/images/stories/plans/schneider-ca1-m2-1.jpg Just a few things I found through some quick searching. Should come in handy in the future. I assume you have sources for the uniforms and weapons in hand already?
  19. Most excellent! A fair bit premature I'm sure, but I found this footage some weeks ago that does quite an excellent job of presenting the interior of the Renault FT. I really would like to help see this mod come to fruition. While I do not know how to code or model, I do find myself with a great deal of time. If you would like, perhaps I could use that time to find things for you?
  20. Unfortunate. I was hoping that there wouldn't be multiple mods coving WW1 like there is for WW2. Gets confusing having five different Mausers all with non interchangeable ammunition. But if such things must be, then they must be. Besides the point. I would like to inquire if you intend to create your armoured vehicles with full three dimensional interiors. I would most definitely favour this sort of implementation, as it not only captures the essence of the tank, but also permits the view ports to be physical apertures in the armour. This would allow small arms fire to be directed at these vulnerable points, forcing the crew to close them and blind themselves to the outside world. The prospect of this sort of thing excites me greatly. This would be quite the task though, and I fully understand if you feel your time would be better spent elsewhere, than on armoured vehicle interiors.
  21. Nope. From "I'm guessing" one of the devs of "Over the Top". Who I'm guessing is Cekis20 on ModDB. Felix [author] Apr 23 @ 10:30am I've been getting the same question for some time now. This massage is directed to everyone; Blood trench is dead. The members have stopped for many reasons. I have personally discussed this with eaglke and the previous leader Helllceaser. Over the top 1914-1918 is the current “active” that are being worked on and so on. We took a “fresh” step since we didn’t have access to bloody trench content and so on. From This Mod on the Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=903202945&searchtext=vickers
  22. Someone already did a sort of NBC mod. Consultation or incorporation may be beneficial considering how inextricably linked gas is to the great war. I'm not a modder, but it should be possible to create a script that creates a contaminated zone for a certain period of time and attach that to something, like an artillery shell. I'm not sure how a moving gas cloud would work, but then again, not a modder.
  23. Well, considering that this is revived now. Maybe you could contact the guys behind Over the Top about maybe folding the two together. Not much sense having two two man teams doing the same thing. http://www.moddb.com/mods/over-the-top-14-18
  24. Takahashi Yuuki

    Faces of War [WW2]

    This Sir, has filled my with so much faith in this mod. The fact that the interior is modelled is something I've been praying for for ages. Few and far between are the Armoured vehicles where your eyeballs are not bolted to the forward view port. The presence of such a well modelled interior gives me faith that we will be able to look around inside the vehicles, out side viewports, and be able to open and close view slots without having to turn out completely. The fact that it's an CV 33 tell me that this mod will NOT just be an endless parade of sherman tanks and german panzers. That all the truly interesting tanks like the M3 Lee, Type 95 Ha-Go, M11/39, and countless other forgotten vehicles will be included! With this one preview, I foresee a new era in ARMA 3 Tanking!
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