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Komodo-1

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Everything posted by Komodo-1

  1. nice work GS ty
  2. Komodo-1

    Drone Grenadier Script

    1000% mos def will
  3. Komodo-1

    Drone Grenadier Script

    Amazing stuff GS and RYD, u 2 really are the MVP script makers of arma ty
  4. hi thy, thank you for the reply. Yeah sqf scripting isn't my strong suite lol Thank you for the scripts, amazing stuff
  5. 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.
  6. 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
  7. hi thy_ ty for this amazing script, could you make an edit to it so it doesn't need ACE?
  8. hi johnnyboy, is there a script that does the opposite: makes BLUFOR speak but makes OPFOR without ambient voices?
  9. Hi Pierre, Could you add support for SOG PF for the revive, does the AI recognize SOG FAK and medkits? ty
  10. yeah i tried inputting my groups classnames as string in that module, no dice
  11. 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
  12. ah ok got, so basically they have to be in combat ty
  13. 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)
  14. 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
  15. 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
  16. Hi JB, is there a way to have it the other way, where the VC are quiet but BLUFOR are audible? ty
  17. But i tested it with vanilla mods and they got killed with 1-2 shots
  18. 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
  19. yeah, basically the AI flies the heli to the assigned waypoint, player and his AI group are in the heli as transport and player has addAction that enables to paradrop with group out of that heli using that module. Maybe a few option in the module that can make the heli RTB to exact starting position
  20. i have a suggestion for the HALO module to be used when synched to helicopters: Allow any synched vehicle/heli to allow the player and their AI in their group to jump out and paradrop as usual. I think that would be awesome and a bit more immersive. https://imgur.com/a/63cgvqq
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