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Komodo-1

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Everything posted by Komodo-1

  1. Komodo-1

    [SP] HIVE Battle Generator A3

    ok, i thought the mission was a showcase of the module (thought you changed the script to a module that can used in the editor) but instead you used the script and made it into a mission, got it
  2. Komodo-1

    [SP] HIVE Battle Generator A3

    hi Kosmo, can u provide details as to how to use the mod to create battles that the player can engage in? is it now modules based as opposed to script? ty and looking forward to using this
  3. Komodo-1

    HIVE_AI A3

    with a mod/module you can set the options using it ingame and maybe support custom factions if that's possible using synching
  4. Komodo-1

    HIVE_AI A3

    is it compatible with all faction mods like CUP/RHS/cDLCs etc?
  5. Komodo-1

    HIVE_AI A3

    nice one, will try it out any chance of this being made into a mod? ty
  6. Komodo-1

    Drone Grenadier Script

    1000% mos def will
  7. Komodo-1

    Drone Grenadier Script

    Amazing stuff GS and RYD, u 2 really are the MVP script makers of arma ty
  8. epic stuff G ty
  9. hi thy, thank you for the reply. Yeah sqf scripting isn't my strong suite lol Thank you for the scripts, amazing stuff
  10. hi jb, no worries. I think i got it to work using SOG PF Restrict Ambient Voices Module. Apparently it actually does the opposite of what the module states when using a marker. All units under the set marker and unit variables will NOT talk when using it. Brought it to the dev's attention.
  11. I wanted to know how to add multiple variables on this line: _suicidal = s1; // ......... who will be the suicidal unit, the unit name. i have multiple units s1, s2, s3 how to add them in that same line? Is it: -s1; s2; -s1, s2; -s1,s2, -s1;s2; ty
  12. hi thy_ ty for this amazing script, could you make an edit to it so it doesn't need ACE?
  13. hi johnnyboy, is there a script that does the opposite: makes BLUFOR speak but makes OPFOR without ambient voices?
  14. Hi Pierre, Could you add support for SOG PF for the revive, does the AI recognize SOG FAK and medkits? ty
  15. yeah i tried inputting my groups classnames as string in that module, no dice
  16. no worries ty avibird 1 if you want you can make a post about it or DM since I'm interested to test that as well
  17. ah ok got, so basically they have to be in combat ty
  18. https://streamable.com/eaigu6 Here i removed all their weapons and stored weapons in a crate and some dead infantry nearby, they didn't rearm with module set both to side, AI with player control and synced the group to the module (just in case)
  19. Komodo-1

    Platoon Commander 2

    nice mod, any chance to increase the number of squads? Need 2 transport 2 armor and 4 infantry squads so maybe add few more slots in the module if possible
  20. Hi Pierre, i tried the Rearm module and for some reason the AI are not able to rearm. I have removed all ammo and put compatible ammo in a supply crate in front them (30 mags, FAKs, RPG ammo). They seem not to automatically rearm unless I tell them manually. Rearm Module settings: ✅ AI lead player groups Modlist: CBA Better Inventory MGI 3den Enhanced https://streamable.com/q71ybz https://streamable.com/2874yi https://streamable.com/qeoydb
  21. Hi JB, is there a way to have it the other way, where the VC are quiet but BLUFOR are audible? ty
  22. But i tested it with vanilla mods and they got killed with 1-2 shots
  23. Hi Pierre, seems like the Heal and Revive gives some CUP units extra health/armor. Was testing it and found I need to empty almost half a clip as headshots at them to go into unconscious state: https://streamable.com/if6ezi https://streamable.com/tg4nul Modlist: https://imgur.com/02FPgBZ Module settings: https://imgur.com/jqwUAFy
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