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Posts posted by crassus
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Don't the US Airforce use Harriers aswell?Nope, no Harriers in the Air Force.
Quote[/b] ]I think this has been discussed before but is it not likely that the marines arrive as a rapid reaction force to provide some kind of reinforcement to the US Army?I didn't consider that. I was just following the "story" in Wm's blog. From what I gather from the blog, major hostilities, if any at all, haven't broken out, thus not requiring Marines' assistance. But then if one goes by all the demo movies for ArmA, it's frikin war!
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So we've established that Bill's a Soldier.
But I'm guessing there's a detachment of Marines on the island as well, as evidenced by the Cobras and Harriers.
I'm guessing no picture taking is allowed of the Det while in-country, at least not of the aircraft while on the ground nor of the squadron personnel; and that there's no liberty (time off) for them....God bless the Marine Corps.

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Excellent work, as always, Rock.
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Great looking island!
Dare I ask about AI and those bridges?

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From Mr. Bossant's letter:
Quote[/b] ]I can tell you we've been thinking about this for a long time wondering how we might do things differently, what we got right and what would make it better if we had the chance. That chance is coming. We've learned a lot along the way and so we are quite certain we can go a lot furtherI've played AA on and off for awhile, and with each "new" version of it I'm always left shaking my head wondering how it is Infiltration, a mod of a game built using an older version of the Unreal Engine, has more realistic features in it than AA.
Oh yes, Mr. Bossant, you have been thinking, but apparently the execution has yet to occur! Â

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If anyone else is looking for ideas for a new mod....Sword Point, by Harold Coyle I think. Russia invades Iran, the U.S. goes in to "help"(?) the Iranians (I think that was the premise).

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I think I've tried all the key combinations that I'm aware of: CTRL + #s, SHIFT + #s, CTRL or SHIFT + left clicking, etc.....Is it possible to group my squads into one big "platoon"?

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Alas, my rig is too new for good old UT and Infiltration.
I've two BFG GeForce 9800GTs in SLI, and I get nothing but jerky or accelerated movement, depending on the video setting (OpenGL, etc.). (I may have wasted money on Rainbow Six 3: Gold Raven Shield and Athena Sword, same jerky performance!!! ) Â

I'll try it on the wife's rig. Â

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Demo's out!
I like the animations and effects, and the AI (though some of the old facing problems with some individual soldiers: "the enemy is that way!")
But it's another quashing of my wish for an RTS with the correct number of soldiers: last time I checked, there were 13 men in an parachute infantry squad, not CoH's six. Oh well.
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I'm proud to present my last work.I'm guessing you meant your "latest" work.

They look great, Vlad. Keep it up!
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You will need to add the nukes and cooperheads to the firing unit's "magazine" inventory. Just as with any other Unit, you use this addMagazine....:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addMagazine "CoC_Howi155CLGP"; this addMagazine "CoC_Howi155Nuke"
I don't recall how many rounds of each type ordnance are in each magazine, but the above code will give you the copperheads and nukes.
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Another great article, Dslyecxi.
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Terox, thanks for the utilities.
But has anyone else reported getting the following error, esp. when running the AI On Demand Demo:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Script \Tx_Utils\CoC_AD\maincond.sqf

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Incredible work, on the aircraft, and the video.

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Works wonderfully!
Thanks, Kyle.
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Nice work, Kyle.
I'll have to report the same problem as swtx: a CTD after the frag detonates near me. It's with the M67. The only reason I'm dropping the frag near me is that I'm prone. The frag will not fly; the spoon flies further than the frag

Also, in the ReadMe is stated:
But only Soldier (Grenade Pack) is in the Editor.Quote[/b] ]You can find the grenade units under BDKS - Men in the mission editor, named Soldier (Grenade Pack) and Soldier (Bouncing Grenades).
I ran a "clean" OFP, meaning no add-ons like DMA's Anims, or any full-blown mods, and experienced the same problem(s): CTD, no-fly frags while prone, and the missing Soldier (Bouncing Grenades) version.
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Sanc, you are tireless! Thank you!

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Mav, great movie. Four thumbs up!

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....but you can change what's in the dialog by making a stringtable.csv for your mission and adding something along the lines of:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"STRM_HS_frm_wedge","Wedge"
Then in HS_formations add:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_name = localize "STRM_HS_frm_wedge"
You can also change the names of your teams in the dialog by adding other lines eg:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"STRM_HS_cmd_ft1","Machine Gunners..."
"STRM_HS_cmd_ft2","Grenadiers/AT..."
"STRM_HS_cmd_ft3","Snipers/Rifles..."

Thanks, MrN.
But does this mean I need to actually code in the button graphic, and then add the code your provided?
+_+_+_+_+__+
I'll be adding the Vee Formation, unless someone beats me to it. And I'm thinking of tweaking the Column. At the "default" Level 3, 2d team in the lead is bunched up/mixed in with 1st team in the center.
Anyone want to try variants of the Line, say Fire Teams in Wedge?
Belated thanks for the update, GenB. esp. the orders cueing and support for Fwatch.

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Below is the code for the Squad Wedge, Fire Teams in Wedge (straight from FMFM 6-5, Marine Rifle Squad, Dec. '91)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;--------------------------------------------------
; 3RD FORMATION
; SQUAD WEDGE
; FIRE TEAM WEDGE
;--------------------------------------------------
;group leader's position (relative to player)
;fire team leader
_ft1_pos1 = [10, 2.5, 1]
;group member's positions (relative to group leader)
;rifleman
_ft1_pos2 = [340, 1.0, 0]
;assistant automatic rifleman
_ft1_pos3 = [280, 1.0, 0]
;automatic rifleman
_ft1_pos4 = [220, 0.7, 0]
;---------------------------
; 2nd team sub-formation
;---------------------------
;group leader's position (relative to player)
;fire team leader
_ft2_pos1 = [225, 1.0, 1]
;group member's positions (relative to group leader)
;rifleman
_ft2_pos2 = [220, 0.7, 0]
;assistant automatic rifleman
_ft2_pos3 = [270, 1.0, 0]
;automatic rifleman
_ft2_pos4 = [325, 1.0, 0]
;---------------------------
; 3rd team sub-formation
;---------------------------
;group leader's position (relative to player)
;fire team leader
_ft3_pos1 = [120, 1.0, 1]
;group member's positions (relative to group leader)
;rifleman
_ft3_pos2 = [45, 0.8, 0]
;assistant automatic rifleman
_ft3_pos3 = [140, 1.0, 0]
;automatic rifleman
_ft3_pos4 = [90, 1.2, 0]
;---------------------------
; End 3rd formation setup
;---------------------------
Not having served as an 0300, you'll have to critique my set up in-game, GB.

Apparently the default "Dispersion Level" is 3, meaning the Level when the mission starts, and this is the Level at which I edited my wedge. So you may find Level 1 too close, and 5 too large.
Also, I'm not able to get it to show up in the Dialog with the other formations. "Open up the description.ext to see the available sound names." I'm afraid the only thing in the description.ext is the following:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
//include HS dialogs
#include <GENB_HS_core\dialogs.h>
class RscTitles
{
//include HS resources
#include <GENB_HS_core\resources.h>
};
+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+__+_+_+_+_+_+_+_
And just to share my key binds:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TAB="dialog"
F1="team1"
F2="team2"
F3="team3"
F4="squad"
F5="rto"
F6="watch"
F7="rush"
F8="retreat"
F9="move_map"
F10="halt"
F11="change_signal"
F12="cancel_orders"
BACKSPACE="root_menu"
0="inc_disp"
9="dec_disp"
RIGHT="max_disp"
LEFT="min_disp"
h="hold_fire"
y="open_fire"
UP="stance_up"
Down="stance_down"
NUMPAD5="rally"
J="fall_in_formation"
U="move_here"
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I don't recall the setup, but I was running Fwatch.
I think I put the HS_Core.pbo in with Fwatch.....I put it into the main add-ons directory...works fine now.Perhaps I missed it, GenB, but how do I get vehicles on which I want to embark to appear in the dialog?
Also, is there an order to Embark, which I can bind to a key using Fwatch?
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Hey, guys, has anyone gotten this error?
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Preprocessor failed on file Users\Scripts\missions\HS_template.Intro\description.ext - error 1.
This actually comes up when I try to launch any of the HS demo missions.
It didn't happen when I first installed and ran the System, when it first came out.

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Outstanding work, Gaia. Great stuff seeing a replay of the missions.
Problems though:
1) Mission 03, if I play the part of the helo pilot, and I fly in an east by northeast direction, I get "KIA". I'm guessing you've a trigger in place, forcing the player to fly only due north?
2) The menus with the list of events and units: I think a majority of the time, it's just not viewable even against the white background of the map. The colors of the fonts and the color of the highlight just blurs it all out.
Any chance there'll be a version of OPERA which will playback in 1-second increments, or is that something we can edit?
Great work overall.




, and classes on Photoshop!
William Porter's Blog
in ARMA - GENERAL
Posted
They wouldn't need to put the A10s on a carrier; it would have its own strike capability aboard, in the F/A18, EA-6 (and S3s?).
Now the Joint Chiefs, or the local Commander of the region, might get a wild hair up the you-know-what and put A10s on a carrier, to transport 'em in (much like when they put the 10th Mountain Division on a carrier when the U.S. went into Haiti in the mid- to late-nineteen nineties. (I'm still tryin' to figure that one out, given there was a MEU(SOC) on hand))
Or A10s are on some "nearby" island....
Like Low Light said, I guess: "We'll just have to wait and see what really happens"