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delta99

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About delta99

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    Master Gunnery Sergeant

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  1. delta99

    3den Enhanced

    Doh, I guess I should have thought of that. Makes total sense now!! 🙂
  2. delta99

    3den Enhanced

    Dumb question. Why does it have to wait for the next update?
  3. Personally I would keep the name the same so there is no confusion.
  4. Great to hear you are back in action @tophe
  5. delta99

    Zeus Enhanced

    Well I can say I've been using MCC for many years and it seems to work well with just about anything. Does it have conflicts? Yes, but mostly its with mods that MCC SHOULDN'T be used with anyway.
  6. delta99

    [SP] HETMAN: War Stories

    Wow, welcome back @Rydygier
  7. I haven't seen my AI unmount static guns. They will stay there for the duration.
  8. I haven't had anything special to do. They will just mount and sue it as far as I see. HOWEVER, I've only ever seen the mortars fire against vehicles. They don't seem to fire against infantry at least in 30 play tests I've done of my mission. Is this something set by TCL or is this standard BIS behaviour. In other scripts I've used like DAC, AI will fire mortars at infantry no problem.
  9. delta99

    3den Enhanced

    I'm not sure what you are showing in that video @R3vo - The dialog boxes come and go so quickly. Even then, not sure what you are trying to show.
  10. My mistake. Yeah, I would think some other mod / script causing a conflict or something
  11. Agreed but I think we are talking bananas and oranges. I never get [0,0,0] either and no units are moving there. Pato said he tried your changes to BIS_fnc_randomPos and still has the same thing. But I think it is just with the transport helo that goes off map as it is probably designed to do.
  12. I remember getting rid of BIS_fnc_randomPos years ago and replacing with shk_pos in some of my missions because shk_pos worked way better than the BIS function. Not sure if that is still true today but I would think it probably is.
  13. Anyone know a way to get the groups spawned via EOS? I'd like to send some commands to them like one would via a group init in the editor. I'm guessing no easy way to get the spawned groups and I'd have to modify EOS to pass another parameter or function call that would then get called via their init or after they are spawned. I don't want the exact same init for any EOS spawn but per EOS spawn they could be the same.
  14. Is it just the helicopter that flies to [0,0,0]? If so, I'm getting the same behaviour. The helicopter takes the troops in and the troops start patrolling while the helicopter flies off to what looks like [0,0,0] direction. I've haven't followed it the entire way but assuming that is where it is going. The troops patrol as they should though. But I was kind of hoping we can get the helicopter to patrol and then only drop the troops off if enemy detected or something.
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