csj
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Everything posted by csj
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Nearly forgot Big thanks to TJ for the use of his rotorwash script @Cpt. FrostBite I understand what you are saying. It is easy to fill these positions with gamelogics when not being used. Maybe I will just do my copy this way. @ThudBlunderQ8 Vietnam, in general a troop-lift huey only carried 6 to 7 geared troops at a time (Probably 9 or more Sth Viets). I made the cargo number 8 to make the total 12 which is an OFP unit. The only case I have heard of more ppl being lifted  was when Alb 9 crossed the fence to casevac 18 Cambodians in one lift. (When I get the chance I will confirm this.) I am sure there are other cases, specially with the Yanks that obviously did alot more lifts. I would say these cases would all be extreme Evacs or Casevacs.
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@speeder The doors at ATM will stay manual but instead of removing the open/shut opt from 'action menu' at 5 m as they are now I will make it 2 to 3 meters. Re Seating. My orig model seating arrangement for slicks was The co-pilot and Crew Chief would be taken up by cargo 1 and cargo 2 posi's. Personally I figure this is better, more realistic. Obviuosly co-pilot and Crew Chief  would be grp with crew and not cargo in editor. Simular seating in Medevac. Appreciate your thoughts on this.
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re: 3) You could add something like this to transport script. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(not alive _mast): endCargoSession=true depends on which script you are using?
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Try this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">engine ="if (_this select 1) then {[_this select 0] exec {\s84_uh1h\scripts\powerup.sqs}}"; everything else looks ok.
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lol. stand corrected again. I have only made 1 mgun and did put proxy in Geo. @Messiah if you like I can send you the p3d folder to compare to what you have.
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Hey Bratty, good to see you back in the swing. Your future projection on Pacific map and models sound pretty sweet. If you need and hand with anything, (that I doubt) just give me a yell. Small payback for the assistance you have given me over the past couple of years.
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As Extraction said 'You dont want proxy in the geo lod' but I dont think this would cause the problem. If possible pics of your geo lod in bulldozer and the mgun in game might help us.
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@Bobcatt666 Thanx mate, there was a duplicate named selection in the 4th Res. Have fixed for later release. Rechecked the rest and seemed ok so hopefully this was the cause of your problem. Interested to know which was your last Unit that was still using the D's?
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@Bobcatt666 if you or anyone good send me a detailed front and side on jpg of the Reflex sight I would like to replace my cruddy drawing of it. Shadow is not working on Dustoff I noticed, will fix. Also would appreciate assistance of a script writer if someone has a bit of spare time.
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lol. Just remembered I set the pilot co-pilot open/shut door opt in action menu to dissapear above 5 metres inheight or there about. So they are out of the way in most combat situations. Still have taken note of ppl point of views re doors. Thanx Cargo doors will remain free opt. not scripted. Its easy enough to script them to open/shut in editor. @Bobcatt666 I think the H model in use today would have slighty improved on intrument panels as to what was used 30 years ago. The pic I used is from Nam Huey, D model can't remember. Â The main difference was between the different weapons loadout used, then extra panels where installed to the main instrument panel. Also the main objective with making this model was to keep it fairly simple and not too taxing on PC. I figured 10 choppers plus in the air running smooth would be better then 1 or 2 choppers with lots of ringing bells and flashing lights that choke the frame rate. My earlier models I built with too much dimensional detail and often ended up with lods of 14000 plus. I love detail asmuch as the next guy, but I hate freeze frame
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I think the main problem is I know SFA about scripting. The more I try to fix something the more I f#@& it. What I have patched together works OK bar the issue. Maybe someone with a bit of scripting knowledge and a little spare time could take a look at it.
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here is the gist of it. Call chopper to pos_x. (sweet simple) When chopper gets there, it lands, two ppl jump out do stuff then get back in chopper and it flies away. Problem is 1) Not using unit land "land". The chopper lands but never on the exact pos_x, sometimes it may bump into stuff before touching down depending on how tight LZ is. When the ppl getout, do their stuff then go to get back in again the chopper will usually take off then land on the orig pos_x before the dudes getin. 2) Using unit land "land" The main, well only problem with this is the excruciating time it takes to land. Everything else is sweet. This is better for landing in bushy environment. Any ideas on reach a compromise between the two?
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@hmmwv Glad you brought up the doors coz I am interested in ppl thoughts on this. The pilot and co-pilot doors annoy the crap out if me coz of the shadowing is diff to the main frame. The Medevac/Dustoff ver. I fixed this by simply removing the doors. Did anyone notice or does anyone care. Do you need the doors to open and shut? Do you use the pilot/co-pilot doors in game? My thoughts are 'they just clutter up the user's action menu.
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hi DanAK47 heliH is created at pos_x, but because the 1) is not "land" cmd it ignores that anyway. I have tried setpos pos_x to where choppers lands but that doesn't seem to work. And the other prob with using 2) with "land" is AI shuts down engine, which I want to keep going.
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I have adapted this script to suit Hueys. Will put in demo mission when I get my ass into gear. ATM the Pilots are standard BIS, if making a mission etc its not hard to swap with which ever addon-unit pilots you are using ie:seb-nam aircavpilots. That's what I do. With the numerous high quality Nam Units available or soon to be released, I figured it easier for the users to choose what they wanted. Re Sound: I personally do not like above mentioned sound. To me it doesn't have the twin blade effect more or a tri. So at this point the sound stays. I would be happy if sombody could sharpen the edge on the base.
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@Silent N Deadly Thanks for mirror from ofp.info:
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I saw this topic somewhere now I can't fiind it. But Is it possible to change the ID of a unit during the game? If so, how?
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Thanx, it works well. Unfortunately the way I wanted it to work gives an err "reserved variable expression" or something like that. but it helps with other problem I had anyway.
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This section is what I need to change during the game. Can it be done??
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Name of unit not grp name
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@868 Thanks for reply. The standard wpt method for unload and pickup is slow and too unpredictable with choppers when it comes to keeping direction and multiple landings and TO's. Meantime I have pieced bits together to come up with something thats suits my needs for this mission I am making.
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I am using snypir's land, load and unload chopper scripts. Scripts work fine as in example missions but I need to unload a grp then move to new location and load a diff grp. None of the example covers this, they only unload and load from same LZ. When I try to make suite my mission it screws up the flow of the script and chopper just waits at 1st LZ. Could someone could give link to an example mission that deals with this problem?
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hmmm... all these missions that ppl whinge about not having can't imagine why
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Sorry if you misunderstood, my comment was @Miles Teg Meaning, yes it can be done and yes it could be improved on. (As with all we do)
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21vbGlider was a steerable chute which worked pretty good Released nearly 2 years ago now