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CaptainBravo

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Posts posted by CaptainBravo


  1. Try to make a steady rain of 0.23 with an overcast of 0.73, and you'll see what I mean. It needs to be updated several times per second, otherwise you'll get a nasty pulsating effect from the associated visibility. Unless something has changed. I know I asked about a delay before the engine kicked in, but I haven't checked if it made it.

    If you do that, it could tax the system specially if you have other scripts going on.

    There is a bit of trick to it. Before you set the script, make sure you push the slider for weather in editor all the way to the left and same for forcast. This way the mission starts with dark cloud weather and will not need to revert to sunny weather. 10 seconds loop will work. Otherwise it will always try to revert to orginal weather condition in editor.


  2. Below goes in : removeSideMarkers.sqf

    waitUntil { !isNull player };

    // hide markers m1, m2 and m3 if player is on the east or independent side

    if ( (side player == EAST) || (side player == RESISTANCE) ) then

    {

    "m1" setMarkerAlphaLocal 0; // this makes the marker transparent

    "m2" setMarkerAlphaLocal 0;

    "m3" setMarkerAlphaLocal 0;

    };

    Then in init.sqf put:

    [] execVM "removeSideMarkers.sqf";


  3. HA! That is exactly what happened. Had the post well fortified then all of a sudden an enemy Squad just waltzed through the wall and boom boom!

    I wonder if there is a way to prevent that .. place asecond wall maybe?

    I hope this bug gets fixed in next patch.

    Annoying cheating AI!


  4. Protegimus,

    I only ask because I haven't seen you mention it in awhile...any luck w/ the aircraft and their ability to attack ground targets? Or their lack of ability to climb? Helos like to stay too low when under fire and end up hitting things, regardless of a setflyinheight command.

    I really enjoy this addon/mod, but it limits my use of CAS when I make missions for myself.

    Place: this setVariable [""zeu_AIBypass"", true] in air unit initfield. That should solve it .. I think.

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