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oldy41

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About oldy41

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  1. 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.
  2. 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˜
  3. 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!
  4. 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?
  5. I keep getting these errors, too. Nearly every mission, I believe it is triggered by first contact.
  6. 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...")
  7. @nkenny Great work! I just replayed some of my own very simple sandbox-missions, clearing towns against a few AI teams. The experience was completely new and so much richer, since your mod really adds a new dimension to the game: Before I started to realize I better REALLY should watch those windows opfor AI had already mopped up my whole team. From positions inside buildings, which the AI had decided to man completely on its own, without any modifications to the mission code. ๐Ÿ‘๐Ÿ‘
  8. Absolutely impressive! ๐Ÿ‘
  9. And keep in mind: " If you hurry it ain't a hobby!"
  10. Maybe you missed that post ๐Ÿ˜‰ I think it sheds some light on the problem with static animations.
  11. @snkman: I think I found another subtle little glitch: - I set up an opfor camp for indulging myself sneaking in on unsuspecting enemies. - One of the groups in the camp is made to sit down on the ground using BIS_fnc_ambientAnimCombat. In particular: { [_x, "SIT_LOW"] call BIS_fnc_ambientAnimCombat} forEach units grp_1 => As soon as that group begins to chill on the ground, their comrades in the other opfor groups seem to get upset about their lazy behavior and come running from all sides with weapons ready. They barely refrain from killing their sitting fellows, but keep running around the sitting group for a while, not knowing what to do :). And, worst of all, they are alarmed now before registering a single real enemy. 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. Maybe you can add a check in your code to prevent such entities from being registered as blufor units? This is really not high prio, but it keeps breaking my little mission. I tried working around it for a while, but to no avail. Many thanks A.
  12. This may very well be a problem related to how the RHS vehicles are configed. And of course I totally understand if you do not want to spend time investigating sophisticated issues with 3rd party mods, but this might still be interesting: One of the classes affected is rhsgref_BRDM2_HQ_msv. It is a variant of the BRDM2 wheeled APC, which RHS chooses to categorize as an MRAP. It has no 'real' turret, but an open hatch with an MG. The unit is stand-alone with no waypoints. As soon as the action gets near (idk what exactly is the trigger) the complete crew disembarks and engages by foot.
  13. I noted the same for some APCs from RHS: It was some Russian APC manned (per default) with a driver and a machine gunner. (I will try to look up its class later.) Both driver and gunner immediately abandon their vehicle as soon as the mission starts. Maybe something is broken in the TCL code for deciding, whether a vehicle is damaged or the like?
  14. @tpw: Being one of those not in favour of player suppression allow me to urgently suggest not to forget a switch for that new feature ๐Ÿ™‚
  15. The problem is I shredded the scenario configuration, which would show the effect while fiddling around and trying to simplify it ๐Ÿ˜– I'll try to rebuild it.
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