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dkraver

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Everything posted by dkraver

  1. See it like this. Option 1: Download a mod. Start game and pick up item and dont know how to use it since you dont get a option to use it. Search for solution since nothing have been mentioned in documentation. Find and open config. Search for chapter and then add line with name in that chapter. Start game and pick up item and get option to select it. Option 2: Download addon Start game and pick up item and get option to select it. ;)
  2. Thx. But again its very complicated isnt it. I remember that Operation Frenchpoint all the way back in OFP hade goggles to use to not get effected by dust from helicopters and you didnt have to do it in a config back then. It wasnt even in a mod but just in the addon. I know it was a feature on the soldier and not a object. But there most be a simpler way than to open configs and add names?? Oki in documentation it says shift + num 0. So it works fine for me now.
  3. After some time to get the mod installed i have played around with some of the things for a couple of hours now. My first thoughts are that most of the features are way to hard to get to work. Some if not a lot of if comes to poor documentation atm. But here are some of my problems. CSW: I cant get any ammo loaded!! i havent been able to get the menu up even one time and i tried i dont know how many times and from different angles. I read the documentation on it and it says the menu should pop up when i get close to it. But is also mentions "right windows" button, which i dont have since im using a lap top. So my thougt is why dont just use the normal menu to load the weapon like you use it to asembly the weapon??? Gasmask/Hood/Glasses: Havent found any documentation on how to use these?? Sight adjustments: Again cant really get it to work. The only place i got it to work was CWS and there it was in the normal menu, but there i didnt have any ammo :confused: see above. EASA: This made a lot of trouble for me. Havent been able to reload one single time with it. I have parked my empty planes almost above the module and nothing happends. I tried sync to and not. Also why have it as standard to be inside a hangar?? I know you can turn it off, Although i disaapears when i do, but whats the deal with having a "generator" in the middle o a hangar ( the only place it apparently sees the hangar). When doing that you cant park a plane inside the hangar. I must say im a bit disappointed about the mod at moment. I was really looking forward to it and i still see a lot of nice features in it that im gonna explore more. But most features are way to complicated to use in gameplay to be effective at the moment. At least thats the feeling i have after i have been playing with them a couple of hours.
  4. Music is awesome ;) And so is the model :)
  5. Hehe didnt mean it like that :p. Was more if it answered the question i made?? The one about if it was possible to put both parts (light and heavy) into the FM and the in it have some values decide if its heavy or light. So as standard have it light. But if you as an example attached cargo from RKSL Cargo addon on the chopper it will have a value in the FM saying heavy = true and the the FM would change. When the cargo get dropped the value would change to heavy = false. And in the same way have in change between light and heavy according to if an example more than 1/3 of the seats in the chopper is in use. Was thinking since the flight model change when the tail rotor is damaged there must be some way to change the FM or??
  6. I voted for the harder more sim like setup. I really liked the difference between BIS choppers and RKSL choppers in Arma. So a even better FM is more than welcome. Just a thought about the loaded vs unloaded FM. Dont know if it is possible. But couldnt it be scripted in so if a chopper is carrying cargo (thinking RKSL cargo addon) or if x amount of the seats are in use in the chopper it will use the heavy flight model. And if the chopper only has crew or crew + a few of the seats taken it will use the "light" flight model?? so have it like if cargo attached. heavy = true if more than 1/3 of seats taken. (should change between choppers). heavy = true else. light = true But as i said above i dont know if its even possible. [EDIT] hmm answered while i was writing or??
  7. Very nice addons. Just given them a quick test. Found some thing to look at. Soldiers: AA soldier has the wrong ammo for stinger. Fuchs: Cant turn when its "swimming" in water. Fuchs: No sight view (Right click) which will make it hard to aim in expert mode. Fuchs: You have modelled smoke launchers on the side of the Fuchs. So why not add the smoke screen firing mode??
  8. Sadly enough no. Then i dont see the big problem. Just cut of the external part and take the decisions youself ;) Yeah you might be right about that. But then again its apparently someone in those 10 people that are causing the big problem for you. And if you want a focused feedback on a part "just" point it out in the description following a release. Maybe even put a poll on the parts you want specific feedback on!! Also i would think that if you made the decision about a thing yourself and people thought it looked stupid you would get that feedback aswell. Im not trying to reinvent the wheel in how to test your addons. I am fully aware that most of the bugs and glitches will be found within the team. But if you have a problem within a small group of people it might be a idea to try and find another way so those few people that exploit your thrust wont destroy the joy you have in doing the addons and in the end the joy the community will have of those addons. :confused:
  9. Just a thought about the testing of the addons. I know that you where going for high quality addons and thats one of the things i really liked about UKF from all the way back to OFP. But couldnt a idea be to include the community in the testing instead of waiting to the addon is near perfect. You say yourself that at some point you need to have testers outside the team. So why not use the community from that point on instead of "closed teams where leaks can be found". You will still be able to make a description of what your goal with the addon is. Also if the things released for testing are called alpha's, Beta's or work in progress people will know that it isnt finished work. You would also gain a bigger base of people to give feedback on them. And instead of people "trading" addons in the shadows people will know that its your work and will show their apriciation to your team. I know that teams like yours and others want to deliver high quality but that can also be done in phases. Anyways just a thought.... With all that said i am one of the persons who have been waiting eagerly for everyone of your addons since OFP :( So i hope that you in time will find the joy in ARMA 2 addon making again ;)
  10. Sorry to hear this Pathy. In lack of a descent danish mod the british gear was something i was looking really forward to. I have followed the work from UKF all the way back to OFP and its been the work that i have been telling my friends. " just wait to these things come out!!!" I completely understand your points and was hopeing the things being started after the "sos" from you and others just before the arma 2 release would stop your problems and encourage you to keep on modding. But sadly not :( Some people obviously dont care that with there 5th column work they dont just hurt the modding teams but also the game community since they dont get to see the finished stuff. But hopefully they some day end up in a position where the things they them self are waiting for wont come their way for the same reasons so they can see what it is they are doing to others. With all that said i hope the support you see from people here in this thread in time will make you reconsider. And that it wont take to long ;)
  11. Is there a way to make a plane stop at a specified point?? Im trying to make a airport enviroment in a mission with a plane landing, then getting refuel and then take off again. For now i have been trying to use the get out waypoint. But the plane dont stop at the specified point but almost always go a good distance further. So the idea with having a fuel truck drive along side it kind falls apart. So is there a wat to make this happend??
  12. Is it possible to remove the map completely from a player?? I tried ingame to drop the map but when using "m" key i still get the map. I also tried it on all diffuculties. Also what would the line be to remove it? i know the map is called itemmap but couldnt remove it with removeweapons and removemagazines. And last for those thinking why. I want to create a patrol group map for me and my friends where only the patrol leader, scout and fac can see the map. Its not like all members of a group in real life has a map.
  13. dkraver

    Removing map

    Its not so i cant see the enemy. The map is for me and my friends. And to have it as realistic as possible. We only want the group leader and scout in our group to have the map and gps. So they have to lead the group. Make reference points like stop at a point and explain that this is the withdrawel point target is 200m to the north. And so on :)
  14. I have read through a lot of posts trying to figure this out. And the closest thing i have come to a solution is that i have to use the setwaypointposition. But i cant figure out how it works. I have a crashed huey with a random placement of 3500 called w1 and i want a bunch of different units to come to this area and do seek and destoy out from that area. But since the the placement of the wreck is random i just cant put the waypoint in one spot. I have tried putting the lines this setwaypointposition [w1,0]; this setwaypointposition w1; in the condition field in the on activation field and in the script field and nothing happens other than it stay in the area where i put the waypoint on the map. So am i using the correct line and if yes what ami doing wrong??
  15. oki and in which field do i place the line?
  16. Im working on a csar mission where one team are trying to find another team that are shot down. The shot down team are starting at a destroyed huey with no maps so they need to communicate with a rescue team by explaining terrain features and so on. (both teams are players). My problem is that the destroyed huey leaves a white dot on the radars of csar team (choppers) so it to easy to find the shot down team. So my question is if there is a way to remove it from radar. Tried a search and only thing i could find was something back to ofp where it wasnt possible :confused:
  17. dkraver

    Removing map

    thx i got it to work now :)
  18. dkraver

    Removing map

    Is it possible to script it in the respawn.sqf so a killed will respawn with the gear he had on him when he died and the corps gone? If not what should the respawn.sqf look like if i only want a respawn person to have a m9 with two magazines and nothing else (since you would have to pick up all your gear from corps.)
  19. dkraver

    Removing map

    Found two minor problems... 1. The people with no map cant see the map doing briefing :confused: I want them to see it doing briefing but not when they are ingame. So they can get briefed about the mission. 2. When they respawn the get respawn kit with both gps and map. Is there a way to remove that or even is there a way to decide what respawn kit is??
  20. dkraver

    Jones's Mortar script

    Dont really get the mils in the elevation part. Can any one explain how to calculate the distance??
  21. dkraver

    Removing map

    thx for the help. tried the this removeweapon before but must have had a missspell
  22. dkraver

    OKB 915 addons for ArmA2

    What about talking with RKSL studios. What you need might be something they already have in their cargo addon or it might be something they will be interested in adding to it.
  23. Im in the learning phase of scripting so i was wondering if you help me by explaining the following. _tank is that the name of the newly created unit?? What does these three lines do? Also if i wanted to add some kind of dialog on activation between the one calling the airsupport and the plane can i put it in this script. Something like. FAC : This is x requesting airsupport. Viper (plane): This is Viper One ready for work. or something similar.
  24. Have this idea with a patrol group doing different objectives around Chernaus. To do this i need a moveable respawn point and was thinking of something in the way like the FARP from evolution. But i want it like this instead. The Group leader should in his menu have the possibility to build a staging area. When doing so it will place the Backpack heap from the editor. The backpack heap will then become the respawn area. When a new staging area is build the old one disappear. Is this possible and if yes could someone help me with it??
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