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hcpookie

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About hcpookie

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    Warrant Officer

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  1. Yes. There are ACE compatibility settings in the configs for guns etc.
  2. A "small" update... upload to Steam is in-progress and should be complete overnight
  3. The artillery functions I have created are able to be called via action. Info is in the first post, and also can be read via the in-game functions viewer. With a little work one could even add the functions via a trigger. I intend to make the "HQ" vehicles capable of calling fire missions, and I am thinking to do it with a mission variable so that mission makers may disable the vehicle's capability for mission purposes.
  4. hcpookie

    Pook ARTY Pack: v4

    Just published a small update - I accidentally left the gas mask PBO's for testing, and I have removed them. Sorry for the hassle! As far as how to use the gas masks - gas masks now reduce nuclear fallout damage by half when players are within the radiation hot zone. Support for gas masks from: - BIS Contact - Global Mobilization - Hidden Identity Pack - FAP Units To use, just put on the gas mask. When in the Hot Zone, you will suffer 50% less radiation damage with them on.
  5. hcpookie

    Boeing 737 and variants

    That's fine I'm going to be camping in Yellowstone for the next week 😄
  6. hcpookie

    Pook ARTY Pack: v4

    Honestly haven't looked that deeply into Contact stuff yet. I'm remodelling my basement bathroom and wondering when I'm going to have time to install my wood burning stove. And the french drain. And repair the fence. And replace my jeep's front wheel hubs. UGH... lol
  7. hcpookie

    Pook ARTY Pack: v4

    Another update
  8. hcpookie

    Boeing 737 and variants

    Please post a description of what all is required to make this work. Is it the same as Fuller's USAF refueling?
  9. hcpookie

    Project RACS

    Well I have one although I'm not sure you would consider it detailed enough for your purposes. Instead of more polys you could do well with a better texture and surface mapping. Which is the one area of modding I feel I'm not too good at doing.
  10. hcpookie

    Project RACS

    What radars?
  11. hcpookie

    Pook ARTY Pack: v4

    New update!
  12. hcpookie

    Pook ARTY Pack: v4

    Good news, I found a major problem that was causing the nuke missions to fail sometimes! Nuke explosions should always succeed now 🙂 At least, the damage effects. I'm revamping the nuke scripts to reduce lag and trying to ensure the effects always work. I'm finding some of the effects failed due to differences in how "map objects" vs. "objects" are seen in the engine. Also, the drone seems to be working quite well. If you don't use the drone, the damage effects do appear to fire even outside view distance limitations. So that's more good news 🙂
  13. hcpookie

    Pook ARTY Pack: v4

    I know many have commented on the apparent player viewdistance "bubble" limitations that have caused the nuke scripts to fail to fire. So I am writing a script to (hopefully) address these in-game limitations. The script will give the gunners that shoot the nuke missiles the ability to view the nuke explosion from a remote drone. This is only in consideration of the apparent player viewdistance "bubble" limitations that have caused the nuke scripts to fail to fire, and not a "let's spawn a bunch of quad copters" script. I am still tweaking this script (when my computer stops bluescreening) but it looks VERY promising! Interestingly, it appears in my very recent testing that when the viewdistance is 12km, nuke missions beyond that range will still trigger the scripts, which is different than from a few months ago. I've tested out to 34km on the CUP maps. I'm not sure what is causing missions > 12km away to suddenly start working... but I'm not complaining! In its current form, the script lets the gunner see the nuke up close via the drone camera. The idea is that you can launch the nuke, and as the gunner, spawn a drone close to the blast so you can observe the blast remotely from your vehicle. The script spawns one of the quad copter drones and puts you in the camera view of the drone "gunner". The drone only lives for 2 minutes so it shouldn't affect any game balance issues by allowing "peeking" where drones may otherwise not be permitted (e.g. on MP servers). I'm going to add a check for a variable in the missionNameSpace so it can be toggled on/off if MP servers wouldn't want this ability. The good thing is that, in theory, even those long-range nuke missions should now succeed regardless of player view bubble distance settings.
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