subroc
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Everything posted by subroc
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atleast for the roadside markers and runwaylight you can use the avenue script in visitor, also good for placing trees along the road
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OK, easy question for someone...
subroc replied to dmarkwick's topic in ARMA : MAP EDITING (VISITOR)
could you post the changes you made, i have the exact same problem. I had it working before the 1.12 beta but now it seemes BIS have changed something with the defaultclutter. I have been playing around with the updated files in the hotfix but i havent got it working yet. -
the bridges can´t be defined as roads, what i´ve done is to put roads (e.g. silnice) right up to where the bridge starts then i place the bridgeparts as objects and where the bridge ends i start the next "leg" of the silnice road. then i put at straight road of the empty6 type which is a invisible road on top of the bridge. i´ve got it working with bridges over water, havent tried over land, the AI might still go round on the sides. the empty6 type can be found in the ARMA_SampleModelsEnvironmentOther pack
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Just came back from a little trip over the island, i really liked the handling. With full flaps there was no problem making shortfield takeoffs. Only remarks i have is that it´s too damage resistent.
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found one irritating bug so far, when i have a squad mounted in a heli and set behaviour to combat they disembark the heli and refuse to go back in.
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thanks for this release, ive always enjoyed CE2 missions. and after a first test i looks really promising. One thing that got me a bit dissapointed was that it felt more like a rts game with all the 3d views and options. I really liked the limitation/feature in CE2 that the camera was locked to the squadleaders of the groups. once again thanks!
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yeah i´ve noticed that. They behave a bit undiciplined and hard to command when close proximity to the enemy, but i actually think this is somewhat realistic(depending on the situation). but i thought that atleast the wait wp would get them to hold pos. maybe it would be evenmore realistic to make a ce mission as the resistance acting as a commander over an untrained militia
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ah, good to hear that it works with DAC. I will try making a CE2 mission with SLX,WGL,CoCArty & DAC. So far i have only placed the player side units and that seemes to work fine with CE2.
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By the way, has anyone tried this with DAC? As i see it, SLX & DAC would be the perfect combination, but im not shure if that is possible since DAC uses its own AI.
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Solus: I can only join in on the praises from Kyle_K_ski. 1.08 is a work of art! For me who do not own an broadband connection this addon will keep me playing OPF for years more, but i truly hope that this addon will be converted to ArmA in the future. Often i just set up a bunch of squads (East&West) in the editor and set myself as civvie and just watch the show. (Now how many games would get you to do that?)
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Is there a possibility that the GL3 will be released as a standalone script addon. i´ve tried to separate it from the rest of the mod but i get alot of errors. (Sorry i cant be more specific but im at work rightnow and i dont have internet at home.) it would be nice to use the ai without the graphic effects as it really lags my comp down.
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is thislist possible to use in my case? i want a suicide bomber to stand waiting unit any west or res soldier moves into a trigger (or is detected by bomber) then i want the bomber to domove to the unit that triggered and blow them both up.