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verde13

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Everything posted by verde13

  1. verde13

    ASR AI Skills

    That`s what i was thinking too in regards to mission compatibility. Anyway it`s entirely up to Robalo.
  2. verde13

    ASR AI Skills

    Very good addon, i'm really enjoying it. I too would like better snipers. Also would it be possible to make units occupy building positions on their own ? I imagine that something like that is beyond the scope for your mod, but i thought i should ask anyway.
  3. verde13

    US Marines

    No problem, just wanted to make sure that it wasn't something wrong on my end.
  4. verde13

    US Marines

    Anybody else has constant CTDs with these ? They are great but after 1-2 minutes the game crashes. It only happens with these Marines
  5. verde13

    Rejenorst's Missions [SP/MP/COOP]

    I just finished 0.90 and now i see there is a new version. Anyway Rejenorst, that was the best mission i've ever played. All your missions are superb but this one is brilliant. I only have one suggestion, to make the briefing a bit more detailed. Other than that, it's perfect. I hadn't had any problems at all.
  6. verde13

    FlexiAI (WIP) discussion

    Sounds very promising.
  7. verde13

    Rejenorst's Missions [SP/MP/COOP]

    That looks amazing. It's definitely worth a shot
  8. verde13

    P:UKF Challenger 2.

    So a release is forthcoming ?
  9. verde13

    P:UKF Challenger 2.

    That's amazing. Please release.
  10. Can't believe that those are Arma 2 screens. Amazing
  11. Sorry to hear this. Perhaps you could release one set of units and withhold the other one until you figure out what it's going on.
  12. Just to clarify the German pack is not my work, i just came across it at Armaholic and provided the link.
  13. http://www.armaholic.com/page.php?id=14046&highlight=DSAIGER
  14. These look amazing. Is it possible to have patrol units with hats or without any headgear ?
  15. I also have this minor issue. Other than that this is top notch work, surely a candidate for the mod of the year.
  16. I've kind of worked around this issue but in any case i'm grateful for whatever you come up with. I'm afraid i've got two more questions: 1) Is it possible to stop the spawning of one particular group once it gets underway? I.E. i have a group spawning 4 times every 90 seconds. After 200 seconds during which the group has spawned twice, a trigger is activated that stops any further spawning of that particular group. 2) Is it possible to have the dead units of a group spawn immediately after their death ? Unless i'm mistaken right now the spawning takes place only after the entire group dies.
  17. Truly excellent work. However i've got a problem: I have a group which has a "hold" waypoint synchonised to a trigger and then a "move" waypoint. If i don't activate the script the group stays at its designated position, as it should until i activate the trigger. Then the group goes to the "move" waypoint. However if i use the script, the new spawned group will stay put even after i activate the trigger. From what i gather the script doesn't register the synchronisation of the "hold" waypoint to the trigger. Is there any way for me to fix this ?
  18. They look great. I could sure use them
  19. Really enjoyed your work for Armed Assault Kutya. Are there any updates ?
  20. verde13

    Ai thread

    AI driving and pathfinding are the biggest issues. Countless of times i've seen AI destroy any sense of immersion when asked to drive or just move somewhere. Yesterday i ordered AI to get to a car which was 10 meters in front of it. Instead it went inside a building, up the stairs and died after falling from the balkony. Really BIS if you could fix these two problems you would have the perfect game. And don't forget the AI's cunning ability to spot you through trees, buildings, even hills half a kilometer away.
  21. verde13

    Isla Duala

    Love the new Leo. However Leopard 1 A5 vs T-55 is a bit unfair isn't it ?
  22. Anybody knows if you can use ace rucksacks the same way as the BIS in the description.ext ? With the BIS ones you define them at description.ext and then at the briefing screen of the mission you can choose your own ruck and its contents. Is that possible with the ACE ones or you have to define the ruck and its entire loadout in the unit's init field ? I already searched about this but didn't come up with something concrete.
  23. verde13

    JTD Hide

    I know, the thing is that there isn't a hide option in the action menu. If i paste the mentioned code in the init field, i get the option and everything then seems to work fine.
  24. verde13

    JTD Hide

    Yeap, i'm using ACE, so i have installed the CBA. Anyway Happy New Year DM, really appreciate your work.
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