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delta99

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Everything posted by delta99

  1. delta99

    Zeus Enhanced

    That is really great stuff.
  2. There is a link on the OP.
  3. Interesting times with Reforger now. Will be interesting to see how "Patrol Ops Reforger" progresses!!!
  4. delta99

    Bearing

    I'm way behind on this thread. For some reason not getting notified on new messages. I believe I used this flag in my old old orienteering missions way back when. I believe you can use any graphic and replace the texture of the flag. Give it a search and if you can't find anything easy to do this I'll see if I can dig into my old code. If I can find it!!!
  5. Yeah, its a shame because there isn't any decent built-in skill adjustment so we have to rely on the community for proper mods like this.
  6. delta99

    Bearing

    Checked it out. Very cool so far. I'm guessing / hoping this saves my progress somehow.
  7. delta99

    Bearing

    Forgot to mention another thing about my script. It nudged the player every so often so that your course would never be exactly the direction you started moving in. In the real world you cannot just select a bearing (eg 23 degrees) and press W on your keyboard and continue in that direction perfectly. This combined with not allowing the compass on the screen encouraged the player to check their direction and use real-world type orienteering concepts to head follow their bearings.
  8. delta99

    Bearing

    Stumbled upon this thread. I definitely need to look into this. I’ve dabbled with Orienteering type of missions and systems since Arma2 although mostly been out of the Arma space for a long time. I don’t think I ever finished a mission I was creating for Arma3. Involved a scenario where you were shot down in a helo and you only knew your general location and had to determine it via landmarks and triangulation. You also knew a general pickup location along the coast somewhere that you had to escape to. In the meantime the enemy was converging on your downed location in attempt to capture / kill you. It was a non-combat mission for the most part as you only had a pistol and if you engaged you probably wouldn’t make it. So it was best to stay out of sight and figure out how to navigate and get to the coast. I was able to write a script to prevent having the compass on screen while you were moving as I considered that not to be realistic. Of course the mission was totally random each play through. This just rekindled my interest in this type of thing once again.
  9. delta99

    3den Enhanced

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

    3den Enhanced

    Dumb question. Why does it have to wait for the next update?
  11. Personally I would keep the name the same so there is no confusion.
  12. Great to hear you are back in action @tophe
  13. 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.
  14. delta99

    [SP] HETMAN: War Stories

    Wow, welcome back @Rydygier
  15. I haven't seen my AI unmount static guns. They will stay there for the duration.
  16. 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.
  17. 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.
  18. My mistake. Yeah, I would think some other mod / script causing a conflict or something
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. I don't get this behaviour. Are you syncing these groups to other groups by chance that are being controlled by TCL? You can also try disabling TCL on the group in question during its init. Check the docs, I don't have them in front of me right now.
  24. I've been playing around with EOS (Enemy Occupation System) for spawning units and it seems to be working really well with TCL.
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