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Whirlybirds

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About Whirlybirds

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  1. Many thanks and appreciation for that quick fix. All is working fine again.
  2. Unfortunately, there is an error message coming up after ordering your ai squad to clear buildings (menu_1-4-5-2),, it seems if a squad member gets shot down as he enters the building the error message shows up - something about .....' ...expected destination... etc etc.. DO NOT PLAN...etc ...." ....it's not a big issue, it's just annoying, as it's a function I've used often for a long time. I had to revert to an older version without that error message.
  3.  Whirlybirds

    AI Enhanced Movement [Script]

    This is so useful, very practical. Unfortunately, it's just that keyboard no.6 action key bind which conflicts with AIO AI Command Menu. In fact it would be awesome if it could somehow be magically incorporated into that mod. But many thanks for yet another great script to use in missions both making things easier, less frustrating and expanding game play elements
  4. I've used that terrain recently, and the other terrains made by Jakerod. They work fine with CUP. Zernovo is an awesome terrain with one of the best rivers in Arma, possibly the only European themed terrain with a decent usable river besides Livonia, Weferlingen and Ruha I would say. Only one small issue with some of the bushes which don't render very well, so I put down a game logic to remove those bushes and all is fine.
  5.  Whirlybirds

    Civilian Airliners

    Right. I was thinking it was some in-game AI related issue or something was causing this with the big planes in particular. And it is really fortunate that even with their limited ability in most cases and for most planes they do reasonably well at taking off and landing without asking too much from them and having too high expectations. All said and done they probably do better than they should and great having these planes in the game regardless.
  6.  Whirlybirds

    Civilian Airliners

    Many thanks and great to see these fine aircraft and working well. Unfortunately the AI is unable to land the IL-96, as it most often attempts to land about 50m -100m short of the runway resulting in either severe damage or exploding.On a few occasions it did land normally on the runway but it came down too hard resulting in severe damage. That was tested on Altis airbase and Tanoa airport. It's a similar problem I've encountered with some other large civil jets in other mods.
  7. I had this problem once many years ago in single player, never solved that. Switching from the pilot to another unit. Spent too many frustrating hours trying to find a practical workaround. No dice. As a pilot I personally would just remain as the pilot in the chopper and use a radio trigger script or Duda's Advanced Ai Command to get your guys to board the chopper. So much easier and less time consuming. However, someone else could have a solution to this one.
  8.  Whirlybirds

    Legacy CH-46 Sea Knight

    Many thanks for this. It's clear a lot of time and work has been put into this mod. Had a quick look at this in the editor. Just a thought for single player mostly but I do realize this would be way too complicated, yet would be nice to have though, is an option similar to 'Advanced Pickup Rope' by Dash, where if you are a unit below the helicopter you can request a rope, the helicopter will then proceed to pick you up, and then you can give the helicopter waypoints this is with using 'Advanced AI Command' by Duda, very useful for 'air - sea rescue' scenarios. One other point, again for single player mostly and using 'Advanced AI command', unfortunately when you are the pilot this time and deploy - lower the basket, you are unable to assign units to get in the basket as the basket does not appear as a vehicle in the map. Of course these points are just 'nice-to-haves'. Again, many thanks for creating this awesome helicopter to use in Arma.
  9. That's great it's still there. Still so many of the new features yet to test and experiment with. Thanks for letting me know.
  10. Just got around to trying this out and it does provide some really useful new features, as mentioned it will take a some getting used to, I'm going to spend some time with this. For me personally single player without the WWAI menu, Advanced AI Command and Enhanced Movement of course, single player just would never have worked the same. One thing I noticed which was missing ( this may have already been mentioned) is the 'Clear Building' command under 'infantry commands'. Although it was kind of buggy, especially for custom buildings, but it seemed to work fairly well for vanilla A3 buildings, with small squads like in 'Rainbow Six Raven Shield'. Just curious as to why that was removed or is there a plan to rework that feature in the future?
  11. Thank you for this amazing script.
  12.  Whirlybirds

    Kujari

    Very carefully constructed map. Sensible use of assets and no wrecks, especially no vanilla wrecks. Roads are perfect for this terrain. The waterways are amazing, stretching right across the whole map, beautiful like Far Cry 2, especially around sunset. Waterways that are disappointingly missing in the Tanoa map. Thank you for yet another great terrain.
  13.  Whirlybirds

    JBOY Bean Bag Shotgun

    Thanks. Simple, clean restraining would be a welcome thing. There are a lot of excellent non-lethal weapons in Arma and especially if you're playing as SWAT or police, it feels kind of self-defeating that after using these non-lethal weapons you end up having to kill the enemies anyway. SWAT 5 'Ready or Not', I recall reading about that a while back, the creator of the Elite Force mod was hired to work on it, a positive thing. Obviously the developers do want to retain the origins of SWAT. Looking at the trailer it does appear to be a modernized SWAT 4 and hopefully that's what it will be. Strange that it's been nearly 15 years since the release of SWAT 4 and even with all the technological advances in gaming since then, nothing close to it has been made since. With the exception of simulating some of that gameplay in Arma, the only other such game would be an even older Raven Shield.
  14.  Whirlybirds

    JBOY Bean Bag Shotgun

    Thank you for this, works really well. SWAT 4, like ARMA is one of only a few games that never leave my hard drive and hasn't done for as long as I can remember. Just recently I was trying and testing for quite some time to find a quick and simple way in single player using 'addaction' without any need for an sqf script or using variables to manually restrain(handcuff) all 'suspects' in a SWAT 4 fashion just after 'deploying' non-lethal weapons such as flashbangs, stun grenades, tear gas, CS, taser (from different scripts/mods- Phronk, KA and RHS) the idea is to "OPEN,BANG & CLEAR" and while the suspects are 'stunned' and in that animation they can be restrained. Obviously not the AI doing this, this would be done by the player of course. These are the two scripts placed in each 'suspects' init - I didn't write these originally, I can't write scripts but I've modified them as best I could, crude and messy but they are the only way I can get this to work (for the most part) this addAction [ "restrain", { (_this select 0) removeAction (_this select 2); (_this select 0) SwitchMove ""; (_this select 0) disableAI "ANIM"; (_this select 0) playaction "surrender" ;[(_this select 0)] joinSilent (group (_this select 0));(_this select 0) setCaptive true }, nil, 6, true, true, "", "_this distance _target < 3" ]; this addAction [ "cuff", { (_this select 0) removeAction (_this select 2); (_this select 0) playMove "Acts_AidlPsitMstpSsurWnonDnon_loop" ;[(_this select 0)] joinSilent (group (_this select 0)); }, nil, 6, true, true, "", "_this distance _target < 3" ]; This is nothing specifically to do with the 'JBOY Bean Bag Shotgun' which works splendidly and fun to use, just the use of available non-lethal weapons in general. The problem and the need for two addactions is because after the 'suspects' have been 'stunned' by a flashbang, stun grenade, tear gas or CS and they switch to the stunned animation, it's during that short period they need to be restrained before they regain their senses and start shooting, when the first addaction "restrain" is executed they switch to the "surrender" animation but moments later they snap out of that and they switch to a combat pose, frozen with their gun pointed, although they are no longer a threat, it just looks and feels terrible, there seems no way within the addaction parameters to remove weapons either, hence the need for the second addaction "cuff" after that is executed they will then permanently remain in the "cuffed" state. The first addaction is unable to permanently restrain the 'suspects' in whatever animation regardless of using 'playaction', 'switchmove' or 'playmove', almost seems like they're not aggressive enough to cancel out completely the 'stunned' animation. I apologize if this should have been posted in the main forum but I thought it appropriate just to mention it here being on the subject of SWAT and less-lethal weapons. Perhaps there is not much more that can be done with these addactions, but if there is some minor adjustment or addition to these addactions that may help tidy it up or cancel out the need for the second addaction, please let me know. Thanks.
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