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foxyboy1964

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Everything posted by foxyboy1964

  1. foxyboy1964

    ACE for OA 1.13

    When I use the ACE mod and play as the KA 52 the pilot has no rockets, it's showing that he's out of ammo. I tried putting this addMagazine ["40Rnd_80mm"] in the init field but it didn't work. Can anyone tell me how to get the rockets? Thanks.
  2. In this mod it is possible to rotate the helo from the gunner's seat. Does anyone know of a script that can make that available to all helos? I tried the following... but it doesn't work.
  3. Does anyone know how to rearm the helicopters when using ACE 2? The normal method of hovering over an ammo truck doesnt work, neither does the ACE interaction key.
  4. foxyboy1964

    Rearm Helicopters in ACE 2

    OK, found it. In the Editor select Empty>Warfare Buildings>Vehicle Service Point. Rearm, refuel and repair all in one go.
  5. Can someone do a mod that gives the Mk17 EGLM a night vision scope? No changes to recoil, zoom or ballistics etc.
  6. foxyboy1964

    Full Screen NVG

    Not too late at all, the link is much appreciated. Thanks :)
  7. Hi I want to have military symbols showing on the map at all times. I can do this by placing a Mil Sym Module in the editor and putting setGroupIconsvisible [true, true] in the init line, but when I team switch I lose the icons. Does anyone know of a way of calling them back?
  8. foxyboy1964

    Military Symbols Module

    Works perfectly! Thanks very much for taking the time to post :)
  9. foxyboy1964

    High Command Module Problem

    Thanks for clearing that up, I thought it was just me.
  10. Every time I use High Command with subordinate groups I find I can only give High Command orders to the subordinate groups, not to the player group. The diagram on the link below clearly shows a blue flag symbol for the player unit. I can never get that. Can anyone help? Link... https://community.bistudio.com/wiki/High_Command
  11. That sounds like the same problem I was having and mentioned higher up this page. It never happened to me in the training missions and I wasn't able to replicate it after reading your post. I can, however, tell you that there are invisible targets on both the T-stan and Cherno maps and the same thing will happen. The way I work round it is to avoid flying around with the FCR switched on. I simply pop up, switch FCR on, scan for targets but don't select any, switch FCR off and pop down again. I only switch it on when I decide to use an RF missile or to scan for targets again. I know that doesn't help with your training mission but my point is it can be worked round. SwissMaverick comes across the same thing in the following video... If you fast forward to 20 minutes you'll see him begin his attack. When he tries to lock targets you'll notice his radar range on the HUD changes to Scaler and the target box jumps up to the top left. Maybe one of the devs could check out the video and post some advice?
  12. Thanks very much, that works a treat. Now I'm hitting every building I aim at. I know it's been said loads of times in this thread but this mod is awesome. Great work, you guys.
  13. Does anyone have a reliable method of using the laser to target and destroy buildings while playing as the gunner? I can hit them sometimes, but very seldom. The pilot seems to enjoy moving slightly and losing the laser return. Also, am I correct in saying that missiles cannot be locked on while using the gunner's optic view? Isn't the gunner's optic view the TADS?
  14. Has anyone else noticed a problem when the player gets in as the gunner? When you start using the different sensors and press next target the radar range changes to scaler and the target box jumps up to the top left of the screen. Got another problem, I can't get the TSD maps to show up anywhere except the training missions. Anyone help? I'm playing A2CO+BAF+PMC 1.62. OK, got both problems sorted. Now enjoying the mod as it should be, with working missiles amd maps. So thanks to Franze, Nodunit and GeraldBolso for their work.
  15. Hi. This is a great mod, loving it! Is 1.62 still the recommended version?
  16. foxyboy1964

    HETMAN - Artificial Commander

    OK, thanks very much.
  17. foxyboy1964

    HETMAN - Artificial Commander

    Hi Rydygier, another noob question here :) I decided to try ASR AI along with HAC 1.47 and everything seems to be working fine. I was wondering about the order I should put the mods in on my target line. It currently looks like this... -mod=@CBA_CO;@ASR_AI;@RYD_HQ Does that look OK to you or should I put RYD_HQ before ASR_AI?
  18. foxyboy1964

    HETMAN - Artificial Commander

    Having a great time with this mod. As you said, Rydygier, the best thing to do is let the HAC do its thing. I'm finding I gat the best gameplay, for my purposes, by leaving the config at default except for naming garrison groups and setting idle and rest decoy chances at 100. I'm now building missions with about 200 opfor, including armour, on the map. I'd never have done that using the editor alone. I couldn't be bothered setting all those waypoints :D
  19. foxyboy1964

    HETMAN - Artificial Commander

    Ahh, [(group LeaderG)] solved it. It was great. They climbed into guard towers, went into barrack rooms. Wonderful :D Thank you very much for bearing with my ignorance.
  20. foxyboy1964

    HETMAN - Artificial Commander

    Thank you very much for your detailed reply. I have RydHQ_MAtt = true and his peronality set to eager. I played the mission as the opfor HAC with the bluefor units playable. When I use the bluefor units to attack the HAC excluded units the HAC's losses increase and the bluefor infantry icon appears on the map. So the HAC is aware of the bluefor presence. He just seems reluctant to send anyone near the area to investigate. Is there a minimum number of units the HAC likes to have available before he feels bold enough to issue attack orders? He currently has about 80 units under him. I'm also having difficulty with the garrison mission. I have RydHQ_Garrison = [LeaderG]. I have a group leader named LeaderG. I've placed the group right outside an airfield control tower, but when HAC starts up the group go off on a recon mission. Any advice? Sorry for asking all these dumb questions.
  21. foxyboy1964

    HETMAN - Artificial Commander

    Ahh, it's the cycle time. I've been wiping out the excluded units before the start of the next cycle. Looking at the desriptions of RydHQ_Fast and RydHQ_CommDelay it seems unwise to change their default settings. What about RydHQ_ResetTime? Is that a safe way to reduce cycle time or is it likely to encounter the same sort of problems as making RydHQ_CommDelay<1? I haven't been using debug but I noticed you drew attention to it in the Utes demo. I just didn't understand what it was telling me :D I'll look into it. Thanks again for the help.
  22. foxyboy1964

    HETMAN - Artificial Commander

    @ Rydygier Under what conditions will opfor RydHQ Excluded units send info to LeaderHQ? 1) Do they need to come under fire? 2) Do they need to return fire? 3) Do they simply need to see bluefor? If I kill them all too quickly will that prevent them from sending info? If they send info but their position is not near one of leaderHQ's objectives will he send troops to assist, or will he ignore? I'm trying to set up a mission where there are excluded opfor groups patrolling given waypoints inside an airfield. I have HAC contolled groups patrolling a wider area outwith the airfield. When i attack the groups within the airfield I want the HAC groups to come to their aid. Any config tips? BTW, I'm now using HAC ver1.47 and the 1.63 Beta if that makes any difference.
  23. Sorry, my bad. Rockets can be fired.
  24. foxyboy1964

    HETMAN - Artificial Commander

    The pdf's Rest Mission description says there is an option, inactive by default, that allows pairs of combat ineffictive groups, under certain circumstances, to combine into one group. I can't find the config for that option. Anyone know what it is?
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