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Totem974

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  1. Totem974

    Gauging interest level for GR missions...

    sorry to ask, but what is GR?
  2. Totem974

    VCOM AI Driving Mod

    @sarogahtyp So no independant mod anymore I guess ?
  3. Totem974

    VCOM AI Driving Mod

    Hello, the mod has just disappeared from the Workshop !! And the dropbox link is dead. Does someone have a back up somewhere or an alternative solution? This mod was really gold 😞 it's sad to lose it.
  4. Totem974

    [WIP] French Army Mod : ArmaModFrance

    Hi, thank your for feedback and enjoying this mod. You are right, at the moment, the rafale (and lot of vehicules and stuff) are not fully fonctionnal or checking our ambition. Further update may change those things drasticaly.
  5. Totem974

    [WIP] French Army Mod : ArmaModFrance

    FYI, soon will be release an update with "units factions" and more 😉
  6. Hello, I try to create the French SCALP missile which should behave (at Arma scale) like the Cruise missile of the VLS except for a few details: The missile must fall (more or less flat) from its pylon then slowly descend by activating its engines at an altitude of 30/50 meters to move towards its target while following the terrain. https://www.youtube.com/watch?v=AZY-Qwh1RZU I managed to accomplish the last details but as shown in the video the missile once dropped suddenly falls before readjusting. I tried to pair the two flight models (by creating my own model from class Direct) "Cruise" and "LoalAltitude" but apparently are incompatible and the missile falls like a GBU. Someone would have any idea ? Below is an extract from my config.Cpp
  7. Totem974

    Pylons weapon sample?

    Hello everyone, sorry to necro this post but I have exactly this problem ! Step by step and in large part thanks to your help (forum/discord) the plane on which I work begins to take shape. I come back to you when faced with a problem with missiles: when firing, the proxy missile in my proxy pylon does not "hide". I understand that I should add a "hide" animation somewhere but ... where and how? I manage to make Dynamic Loadout work well so I guess my proxies are great. The missiles are well launched but those on the pylons are not hidden when firing. No sample on Arma3's sample Anyone have an example to share with me?
  8. 404 no more file, link of DICE on dropbox is dead
  9. Thank you very much for your attention and your listening as always. I'll keep feedback bugs for you.
  10. Feedback : (NT/AL) When on dedicated server : Coyote = 1 players + 5 AI & JACKAL = 2 players + 1 AI > Ground insertion = only one vehicule Marshal with only 8 places (RPT client/server send by MP) I'm a French Foreign Legion "Young" Veteran, 5 years duty, and now PMC since 2015, so I've got a lot of scenario in my mind (on that squad level) Missions concepts : - URBAN ACTION : Intel reveal that in that town there is "target/intel/HVT/Depot"high value to "take down/rescue" (give more opportunity to do CQC combats, it didn't propose me many, near none) - URBAN QRF : Same thing as the convoy mission already in (need to contact) & protect but as above, in town. Time is crucial for help friends. - COMBINED ARMS : Coyote (& Jackal) is deploy to support friendly action, cover a road or a direction, due to lack of soldier HQ decide to send Coyote (&Jackal) help conventionnal troups in their mission "take a city/protect" - CONVOY AMBUSH : On the other side ! Coyote (& Jackal) is deploy to make an ambush on an enemi convoy to "destroy it/recover precious intel on it/kill hvt/free prisonier, spy or whatever". Time and timing is crucial - FALLEN ANGEL : Rescue pilote of "Jet/Heli" fall behind/near enemy lines, enemies are coming and timing is crucial. ... more if needed I can't even imagine the workload, so if that is possible it would be great, or explain the procedure to me so that I try to do them on my side and return them to you once finalized. Ideas : - Add option for fastrop insertion (script ? ace ? Advanced Rappeling?) for Blackhawk etc... - Option to place the armored protecter of convoy after deployment (like the stand by CAS placement) - Make the armored protecter BACK with the vehicule for extraction (they did come together but after that just the transport came take us) - Limited arsenal icon next to list of weapon selection (like in DRO) for a better understanding of what is what etc. With Corona I've got a lot of time to kill so tell me if I'm bothering you, that is not my goal. I also propose to be able to do the French translation of the mod if you are interested.
  11. a bit = an hour ? a day ? a month xD ??!!
  12. Hi simple question : with all dynamic mission generator framework out there, is there a way adding more mission template ? Am I able to do it by myself ?
  13. @Leopard20@KingN you guys are awesome ! Tell me if you need me for anything (testing for most^^)
  14. Great ! As I said, we play actually The Forgotten Few 2, and we had a bug sometimes. And I wounder if it because of that mod : / It is so a great mission even for solo players and maybe you know how to fix this issue. We do play in on dedicated server too maybe the multiplayer side is ideal for using AIO ?
  15. Sorry for my bad english, I'm doing my best., I will try to formulate better. When I am group leader in an AI group in boats and I click on the map it gives the order to the group to move where clicked. I read another topics talking about that and for me, it's really anoying cause player like me using AIOcd or C2. It's happen to me right now again ... i'll send you my RPT Is there a command for "wining" the mission and pass it in this case ? I'll send you this one too. // We played 1hour ago and 2 strange things happened : 1- We did choice the ground insertion and the convoy did not teleport to the AO, instead he started to drive all the way. 2- one of our player have been kick out a vehicule during insertion, so we had to stop it via the PMC and do the travel on foot. May I suggest you to change something ? (Inspire by the ALiVE Support Module) When Helicopter extraction : instead of returning to the platoon menu, I suggest the pilote loitering around the designated place of extration waiting for a smoke (day) or a IR grenade/Glowstick (night) and ask for confirmation/or not in this case reask for new signal (via the PCM) and so the helicopter could land near the object. More than the immersive side, we should like this be able to manage the landing zone more precisely and above all that between the time the helicopter was called and when it arrives the situation on the spot may have changed and the area may no longer be precisely the same. Others are perfect. It is SUCH a good mission, a perfect one for my little group and I really am into it. I hope later be able to modify faction myself with french mods soon released. So if I can help however I will.
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