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modemmaik

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Everything posted by modemmaik

  1. modemmaik

    crCTI without Addons

    Well, check the scripts in this mission and modify them. The code is pretty straight. Usually the AI commander oders some groups to a specific town before starting the next assault. Adding some time to this would result in a bigger force for the next assault. I do not think that the "buy close to the MHQ" is the problem, because the AI-Com usually sets up a transport squad (including jeeps and transport choppers) to move new troops to the frontline. On the other side, crCTI is best played pvp. I regard the coop-style just as some kind of training/test mission
  2. modemmaik

    realistic javelin

    Hi Frederf, I noticed this: So far, I have only discovered some codes in a "support-script", which should be included within this mission feature "call air strike with GBUs or AT with heli". The calulation is based on the viewdirection of the binocular / scope, although the consequence would be not to have a "lock-on" weapon, but I hope this helps a bit :edit: Finally located the script, created my ZoneKiller
  3. modemmaik

    RHS T-64 MBT pack v.0.9 ( Preview )

    Hi Dalai Lamar. I located the first thread about this issue in the Armed Assault Info forums: Thread link The corresponding CfgModels section for the M60A3 and Vilas Vibi was included in the cfgSkeletons.h file, so I included the default section and the error did not show up any more. I was unable to attach such a modification to the RHS T-64 because the config is binarized. :edit: But the issue is a bit tricky, because the error message pops up without any info, which config causes the issue... It seems that linker split (armedassault.info) knows most about it
  4. modemmaik

    Vilas' addons

    Just checked the new Vibi M2A2, LAV, T-72B etc. etc. etc. and they look great I love it
  5. modemmaik

    RHS T-64 MBT pack v.0.9 ( Preview )

    I just checked it, and the t-64's work @ 1.14 on my installation Using T64's + ECS + ArmAEffects in combination, I receive a "No entry 'bin\config.bin/CfgModels.default'" message I just checked it and I think this can be resolved by adding Just as a hint
  6. modemmaik

    L!nkCTI Coming Soon...

    Hi L!nk07, Yesterday I checked the OGN crCTI again, regarding the spawning. It includes RACS-unit spawn, when an enemy gets closer than a distance of viewDistance+500 (~2000) to a town. I have not recognized this, because I usually play crCTI on Yanutha, which is about 3000 in diameter (and all units spawn, at the begining of the mission) BR, mike
  7. modemmaik

    L!nkCTI Coming Soon...

    For My experience: The crCTI might lag when I start it using the ArmA MP-Option, nearly lag-free, when I start a dedicated server on the same machine (I use a Intel 2160 + 2 Meg on Win2k for testing). In OGN's version, the Resistance spawns about 10 seconds after starting the match (using the civilian as spawn, you can seen the RACS unit's pop up on the map, because the location is displayed on the civilian side map view). BR, mike
  8. modemmaik

    L!nkCTI Coming Soon...

    As far as I can see, JIP seems to be correctly implemented in OGN's crCTI version (we use coward_hearts version available on http://cr-ofp.dyndns.org/ ) and encountered no problem, yet. I cannot remember the author of the JIP scripts, but I think, that this one knows how to implement JIP for such a project.
  9. modemmaik

    Heavy Equipment anyone?

    I think, I noticed a bulldozer in Q's KP-CTI version Ups.. Sorry granQ and kungtotte KP CTI Released But it was unarmed and I do not know if it is still in the addons...
  10. Wow That was a realy fast reply Thanks, mike
  11. Hi Mandoble, I agree with supergruntsb: Exactly what I needed and superb Just one thing: I tried to combine the console with crCTI and it seems that the crCTI's onMapSingleClick function from the mission is inactive after using the console once. Is there a way to add a script, which gets called when closing the console to reactivate the default onMapSingleClick? Thanks, mike
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