Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

153 Excellent


About gatordev

  • Rank
    Master Gunnery Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. gatordev

    3den Enhanced

    So would this allow for deleting lights/lamps? I've found there are some lights that can't be deleted in Lythium using the object editor module. I'm guessing this may have the same issue where you can only delete the whole building and not the attached lights due to how the model was made originally (for Lythium, anyway).
  2. I run AIO in just a Menu mode (most of the options except the menus are turned off in the settings) and I don't have any of the issues you describe. The only AI add-ons I'm running are ASRAI and Discipline (which I'm not sure even matters in this case).
  3. gatordev

    RHS Escalation (AFRF and USAF)

    Understood. Thanks for the reply. Looking forward to their release!
  4. gatordev

    RHS Escalation (AFRF and USAF)

    With the public dev version most likely almost a week behind any changes you guys have been making, my question may be moot at this point, but... The new HMMVs are being reported by the AI as "MRAP" and when they drive over multiple IEDs that detonate, the hulls and the crew still survive (albeit without any tires). It seems like these should still be pretty well destroyed after driving over an IED (I was using the scattered trash IEDs in the editor), but the damage it's actually (not) taking seems more in line with the MRAPs. Was this a config copy "error" or is this intended? Obviously I can (and have) manipulate the object damage manually by trigger when I need to, but just curious if this was part of a work in progress.
  5. gatordev

    RHS Escalation (AFRF and USAF)

    Thank you! These look amazing!
  6. I was trying to figure out what was causing this, as it wasn't specific to any one mod. I could also walk through vehicles, as well. Looking forward to playing with the fixes.
  7. Looks like I had it the settings turned on, so I turned it off. However... Here's the report: helo in "AWARE," and told to land with engines on, would still land then takeoff immediately. When told to "Combat Landing," it would land and stay. Progress! So we all loaded up. Tried the same test for an unloading, and same thing. "Land engines on" would result in a landing and then takeoff. Doing a "Combat Land" would work, and the helo would land, stay until I told everyone to get off, and then take off afterwards. I can live with this, but figured I'd give you the feedback in case you had the time to make it match the intent.
  8. I'm not using Super Pilot (as far as I know). It's just an AI that joins my group after a trigger call and I tell him to land via the [Vehicle, Land, Land with engines (off/on)] menus. Regardless, appreciate you looking at it.
  9. I'm still having issues with helo extraction and getting the helicopter to stay on the ground with the rotors turning. It seems like either in "AWARE," "SAFE," or in "DANGER," the helicopter will set down and then immediately take off again. I've also seen it where if you order it to land with engines off, in will land, kill the engine, but then try and take off a few feet until it runs out of lift and then settle back down again. I get sometimes you have to finesse the AI in Arma, but am I needing to do something else with their condition to get them to listen? This seemed to start to be a problem again after a BIS update a couple of months ago.
  10. gatordev

    RHS Escalation (AFRF and USAF)

    Thank you very much. I haven't really messed with dearming mines much, so I didn't realize it needed the mine detector, as well. I'll play with it some more. I figured it was user error and it sounds like you've confirmed that.
  11. gatordev

    RHS Escalation (AFRF and USAF)

    I'm guessing this is user error, but I'm not sure what I've managed to mess up... I can't get the Marine Raider EOD Tech (SOCOM/EOD Tech) to disarm IEDs. I haven't tried RHS conventional units yet, so not sure if they have the same issue (or more accurately, not sure if I have the same issue). Is there something I'm supposed to have in their pack that I'm missing? This is on current Dev version.
  12. That looks great. Any interest in making the gun work only if the APU or helicopter is actually running? Would add even more authenticity.
  13. gatordev

    3den Enhanced

    FWIW, I've noticed that the last release of AiO is also having issues (for me, anyway) with helo extraction. I haven't tried his betas yet to see if it was fixed. I'm wondering if there was something that changed in a Dev update for his code. I know not exactly on topic, but just putting it out there for comparison.
  14. gatordev

    Community Factions Project

    Warning, this will probably be an incomplete and unhelpful report, but maybe now's the time to pass on what I saw since I started playing Arma again... I had several CIA units with CFP vests. These were the default random vests (with and without pockets) and it looks like either the vests or the uniforms on those units are casing weird shadows (LOD issues, I believe). I'm sorry I don't have the specific items, but I think this might have been new after the last CUPdate. All that said, thanks for continuing to update this. It's a fantastic resource for mission makers.