Jump to content

oldy41

Member
  • Content Count

    394
  • Joined

  • Last visited

  • Medals

Community Reputation

43 Excellent

About oldy41

  • Rank
    Staff Sergeant

Profile Information

  • Gender
    Not Telling
  • Location
    Sweet Home Oberfranken

Recent Profile Visitors

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

  1. Many thanks for the quick fix to FALL. Seems to work fine now. ๐Ÿ‘ (In my missions I usually set a whole squad as "playable". Maybe that screwed up the player detection in the code, if it had only been done during initialization?)
  2. @tpw: With one of the latest versions a problem seems to have crept into the FALL module: When the player is recovering after a hit he is now forced through a rather lengthy animation, which includes a kneeling position. More often than not this results in a rather frustrating death of your avatar while you have to watch him stretch his arms in the middle of a bullet storm ๐Ÿ˜ฃ. Can this be changed to sequence of prone animations? And not to forget: Many many thanks for still maintaining this fantastic mod! As i mentioned: I can't do without at least FALL, and would like it to be the best it can be ๐Ÿ˜
  3. @mickeymen: I think that is a very good summary of the FALL modules animation issues. Being a big all-time fan of that module I would rather beg TPW not to follow your conclusion to abandon the module completely. I believe it worth every effort to iron out one or the other of the remaining glitches, if that is possible at all with the current Arma engine. Actually, FALL is the single TPW module I am using all the time, since the vanilla AI reaction to bullet impacts is so lame and immersion breaking...
  4. Arma 4? Me too, I am pretty sure that this was the official confirmation we were all waiting for. ๐Ÿ˜
  5. Might be related to what I found out a while ago: I believe this is caused by some specifics of BIS_fnc_ambientAnimCombat: This function always seems to spawn some blufor entities for displaying the animation, while hiding the original units. TCL opfor AI then probably registers those spawned blue entities (whatever they are) as threats.
  6. oldy41

    Faces of War [WW2]

    Many thanks for the update. The PAK looks really great. Fine details. Just allow for two minor remarks: - I believe the iron sights of the MG42 are not aligned correctly in SP. The top of the front side should be in a line with the top of the notch. (I used the MG3 some forty years ago, and I seem to remember its sights were similar ๐Ÿ˜‰) - It is very difficult to use the PAK in SP as a gunner, when using AP ammo since one cannot observe any impacts. Maybe add some spark effects or a bit larger dust clouds? And maybe reduce the smoke form the barrel a bit so it does not obscure the target completely? Again, many thanks and keep going!
  7. oldy41

    Faces of War [WW2]

    Oh noooooo! ๐Ÿ˜ฑ
  8. Is it possible that the latest version includes some code or config to remove dead bodies after a short while? (If that is actually a feature I would love to be able to switch it off ๐Ÿ˜‰)
  9. I am not quite sure, when this happens, but I am quite confident it happens occasionally: When the player is a member of a group lead by an AI, sometimes the movement commands from the AI leader seem to override player control. I.e., your avatar suddenly decides to walk the highway to hell without your doing ๐Ÿ˜œ Besides that, I really enjoy the mod a lot! Many thanks to Lambs & the team for making it! Edit: As an afterthought, this might be related to switching control to another playable unit.
  10. oldy41

    RHS Escalation (AFRF and USAF)

    2nd that. E.g. the M4 variants without the handle are a real pain in the eye... I think modellers should go for some compromise between 1:1 scale realism in the model and a realistic usability.
  11. oldy41

    Mf's Heal Abort Mod

    Thinking twice, I don't believe it is worth the additional effort. It is really fine as it is now. You better concentrate on "abort reload" (please!!!) ๐Ÿ˜
  12. oldy41

    Mf's Heal Abort Mod

    I was just talking about the UI part, not the animation itself: When you are climbing a ladder, or near a vehicle you can mount, or near a wounded unit an icon pops up in center view. By pressing the default action key the related action is then triggered. (UI options allow to toggle, whether these default actions are displayed at all.) So, analogously, during healing a specific "heal abort" icon could be displayed, and pressing the default action key could be used to abort healing. But that is not really important. I am already very fine the way it works right now!
  13. oldy41

    Mf's Heal Abort Mod

    You made my day! This is absolutely awful, great, game changing ๐Ÿ‘๐Ÿค— (I filed a feature request for that years ago, but it never came...) One suggestion: Would it be possible to implement a quick action for breaking the animation, like there is for e.g. ladder climbing?
  14. I keep getting these errors, too. Nearly every mission, I believe it is triggered by first contact.
  15. Yes, it tends to become a bit tedious when assaulting a village with more than a few houses, having to wait while your squadmates clear them one after the other. A move or regroup command should override that behavior. ("Come on everybody, now stop pillaging those empty houses and let's all go back to work. It's not like there is anything expensive inside, anyway... not even any furniture...")
ร—