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subroc

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Everything posted by subroc

  1. subroc

    Patrol Operations 2

    yeah, figured it out eventually, think i got a nice working version of patrol ops takistan south running with sfp weapons and units. ran a 20man coop for a couple of hours tonight, was a blast :D
  2. subroc

    Patrol Operations 2

    Ive have been looking through the contentpacks on dev heaven, shouldnt there be some config files for changing what weapons that are default in the ammobox in the base and what weapons get assigned on ranked servers? ive been trying to port patrolops2 to the SFP mod and got most of it working but not 100% functionality on the weaponassignment.
  3. Ive noticed a thing that i miss in HAC. Right now im using multiarea defence by moving the hq marker around (1st strongpoint fall retreat to 2nd etc). When running in debug i notice that the markers very often stays around the first objective. It would be real neat to have a variable to reset the commanders calculations like RydHQ_reset. Thank you for making this, its really fun just to pit AI on eachother in the editor and watch them bash it out. Btw tried it in MP and it seems to work fine if you just run in on the server and not the clients
  4. I miss something in the classname lists: Faction and group classnames, anyone got them? Couldn´t unrap the config .bin to look my self Edit: Corrected bad spelling //Swedish chef
  5. Thanks Rydygier, that worked!
  6. This really sound sweet, just what i have been looking for! Unfortunatly i can´t get the scripted version to work, not even the utes demo mission. All units just stands and do nothing for 10 min+ not even if i send one guy from my squad out to reveal enemy pos. Haven´t tried the addon version yet. Anyone expericensing the same problem? Running CO 1.60, only mod is @CBA even if it is not needed for script version as i understand.
  7. one feature i would really like to see is to make this and the upcoming scripts compatible with unit caching. i´ve tried to populate islands by adding a number of camps with several groups in each camp run with similar remakes of bis_task_defend/attack/patrol but it have always failed because of them not working with unit caching.
  8. subroc

    Frontline

    had some other problem on your server the other day, as a FAC i was spawned at random places around the map everytime i respawned. I think i tried some other slot too and got the same problem. OT:-46? i thought COD was the thing to fly...oh wait we never fly...anything...but i have vacation now... :D
  9. 1.3 sounds as an outdated version. A word of note. from a couple of versions back the reqirements for SFP is: Combined Op (atleast for the island) CBA ACRE (and jaylib)
  10. i have just a little config request, make the lingor units backpack capable. sorry if this is the wrong thread but i couldnt find a specific lingor unit thread
  11. damnit, i started from part5 and worked my way backward (minding that everyone would be hogging part1 bandwidth) only have part1 left to download and then RS gone and fuxxed it all up :D anyway cheers to unsung team for the release
  12. @Old Bear, if you pull this off you´re my hero :) started with "sturko 0.00001" back in the ArmA1 days (actually none of the original work is left in there, not even hightmap) but hit my head so hard against the wall trying to get good satmaps i actually gave up modding for a year.
  13. Im trying to add a killed eventhandler to the civs from the Alice expansion (OA) but i cant get it to work. [bIS_alice_mainscope,"ALICE_civilianinit",[this addEventHandler ["killed",{_this execVM "civ_killed.sqf"}]]] call bis_fnc_variablespaceadd; Is the expansion module named diffrently than the a2 module? Or am i missing somthing? edit: nevermind, i searched the forum again (searching for ALICE not SILVIE) :mad: and found a solution. moderator: feel free to delete this post
  14. ok thanks, does the evasive action fill any function in the mission or would it be safe to comment it out completely from the sqf? otherwise the mission seemes really good, allthough i sat as a bradly gunner the whole time i played due to the reload issue :D
  15. does the mission use custom keys? im having problems as im using a custom controller layout. i have mapped "reload" to the "T" key but whenever im trying to reload my unit just do a forward evasive move.
  16. One thing that i see in the video is that the weapon seems to rise just as much in prone position as in standing pos. i would say (from my limted time in weaponranges) that this shouldnt be the case. As you rest the weight of the weapon on the elbows you are better at counteracting the rise of the weapon, but if you fire fullauto without any aid (sandbag etc.) to rest the barrel on you normally have a bigger sway/rise from side to side seing from the vid the shooter is righthand shooter it should push the barrel from left to right. not that i would really care if this isnt implemented, i44 is probably the best mod right now :) just my 2/100 of a swedish crown :D /subroc edit: corrected my "swedish chef" writing
  17. nice to hear! will check it out when released
  18. is there any tutorial for making "powered by wict" missions without addondependency for the addon
  19. subroc

    Oden Warfare Pack

    hey oden: http://forums.bistudio.com/showthread.php?t=102380&highlight=codisabler is santas little helper when it comes to making clean OA missions btw any chance for a SFP105r?
  20. Hi Simple question but i´ve searched the forum and looked in a lot of config files without finding the answer. What are the classnames for the OA HESCO barriers?
  21. thanks! nice with the pictures also
  22. subroc

    SAM / Nordin addons

    really like the safds. maybe we will see somthing similar in the future: :)
  23. yup, to make use of the flir and backpackfunctions we decided to have OA dependecy.
  24. nice! hopefully people will play it (so i feel that i havent thrown away X^2 hours for nothing) OT: pufu, you need to download the nobug HiQ addon and use it for X^2 hours then you will get the openmind addon or atleast the Humble mod. :D
  25. name the helicpter something like: target_heli, in the condition field of the waypoint write: !alive target_heli
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