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gavinthecat

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Everything posted by gavinthecat

  1. Hi there, I was just wanting to explore the possibility of providing a donation at the level necessary to produce a high-res, good-quality Mig-23 Addon, with a reasonably detailed interior. Ultimately, I would look at donating the finished add-on for Cup, and RHS, and of course, it would be with the purpose in mind of making it available to the community. There could be 2 versions, 1 that's appropriate for use in a cold-war setting and another, armed for modern-day use. It's not a $10 job of course, but if you can give me some quotes for the necessary level of donation, then on behalf of the community I could take a look. The goal would be to produce an add-on with the same level of quality as the excellent RHS mod.
  2. gavinthecat

    HETMAN - Artificial Leader

    This is an excellent mod and I'm very grateful for your efforts. I was wondering whether HETMAN uses aircraft (planes) with bombs / clusters to attack enemy targets?
  3. Hey guys, Why the heck do 'aircraft' not engage enemy units with their allocated pylon weapons? Bombs? rockets? Missiles alas.... too often they fly in circles around enemy units. Bohemia... please add this functionality and lol, in the meantime gents - after all these years... is there a mod or a script, that simply adds an engagement AI to aircraft, so that they will use bombs / and / or their full weapon capabilities against enemy units? Or are we still on a page full of script to make a jet bomb a tank etc. Thanks again :)
  4. Hi guys thanks for the replies and assistance regarding helicopters. My question though about jets/aircraft applies to the regular game, regardless of which mod one uses or not. It's simply this... is there a simple way to make AI aircraft (not helicopters in this case) to attack enemy units. From the BI jets with bombs... pylons features and all that, it seems peculiar that still, we can't place these units in the editor... waypoint them towards enemy units and have them drop bombs or use guided missiles etc.
  5. gavinthecat

    HETMAN - Artificial Commander

    Thanks for the heads up!
  6. gavinthecat

    HETMAN - Artificial Commander

    Question - Chaps? If i want to make a group not receive orders from the Hetman commander (such as our player group) what is the script I should type in the init field? Thanks :)
  7. gavinthecat

    HETMAN - Artificial Commander

    Apologies for the noobish question to come Rydygier but, To activate the init.sqf, is there a line of script I should use in the mission editor to tell ARMA2 to 'read' the init.sqf file? For example if I took another init.sqf and just changed it's values to true would it work by copying and pasting or should it be done by scratch? I had a go copying the init.sqf file (with changed values) from a folder to a saved mission folder (in my user missions directory) but it never seemed to activate I think. With that method I tested RydHQ_Rus = true and RydHQ_CargoFind = 100 but had little luck with either too. (To clarify I assumed the RydHQ_Rus would be the simplest variable to test for whether the scripts were activating as these would make units basically 'run' rather than walk etc?
  8. gavinthecat

    HETMAN - Artificial Commander

    Whaaaaa First of this is an incredible mod - I love it and it's among my favourites to play! However I'm eager to apply the config variables (to experiment with features such as the RydHQ_Surr, RydHQ_CargoFind and so forth. Problem is I am not sure how to turn them on? I have tried for example adding RydHQ_Surr = true; in the init box of a trigger (and even my leaderHQ) unit to activate this function for the HQ side without success. Same with the other config variables. So my awesome Arma peers, I humbly ask if you can give me a dummies guide to switching on such config variables (from the Hetman manual) I'd also appreciate any clarification whether ACE mod might conflict with the use of such config variables etc (though I did try it with vanilla Arma 2. Thanks again guys and Ryd thank you in particular for creating an absolutely incredible mod.
  9. gavinthecat

    Best AI/Group Info Sharing Mod?

    Right well lot's to choose from! I like the simplicity of the GL4 for setting up quick engagements, but the depth in UPSMON and HAC i'm gonna definately take a look at. Those kinds of battlefield AI's I find to be among the most exciting developments. So you would actually use Zeus and ASR in conjunction (I thought Zeus was supposed to be outdated or not fully compatable etc?) Is that the case with using it with ACE or? Thanks for the replies gentlemen :)
  10. Hi there guys, I was wondering what mod you might recommend that adds the most enhancement to the AI in terms of combat / utilising cover/ smoke retreats/ and so forth / medics / injured guys getting dragged and so forth along with an AI that allows groups to share information. For example allowing groups to automatically respond to contacts etc? I was rather looking for a mod that might do this within the editor rather than mission scripts per say. Any thoughts or recommendations?
  11. Hey there guys I was wondering whether the tools fooor Arma 2 (that i guess use Arma 1) to provide functionality for bulldozer (yep?) are workable with ofp? I got a bad serial error when i attempted to load up bulldozer (for oxygen 1/bulldozer) with the recent rerelease of ofp (cold war assault etc.) So apolagies for the rather round about question, but just wanting to edit ofp preferably with the newer tool set (as i thought what the heck, i could finish off that civil war mod house divided as a practice for me ol' 3d modelling skills.) :) Help appreciate gents
  12. Hi there guys, I was wondering if it is possible or how one might set up a mission, so that a single player could switch between 2 high commanders. I just thought it would be fun for sandbox play, to control 2 opposing armies. However ingame its only one side it seems can have this feature? Any thoughts chaps?
  13. coooome on hehe *grovel grovel* anyone? XXX Pretty please? hehe
  14. Hey there GossamerS - perhaps you can check on your version? I mean on mine, if i set up 2 high commanders (making one a player and another one playable.) Then the player is able to command the groups on his side, but if i team switch the other commander (of the opposing side too) can't!
  15. gavinthecat

    Sharpe's Rifles Mod

    Hi there Stubblehopper - please use anything from the Hose Divided Mod that was produced for OFP if it might be useful. I don't know if any of the animations would be compatable, but we produced a range of them, and we had a decent horse texture/model thing. There might be some cannon model/textures useful too. http://ofp.gamepark.cz/news/pics3/housediv103.jpg You can still download the House Divided Alpha for OFP at the old flashpoint site
  16. gavinthecat

    Editing Bible.

    Argh i can't be deleted nooo delete me mods
  17. Hey there gentleman, I am absolutely delighted with the High Command module for Arma 2, its just a brilliant idea and is well executed imo. I was wondering however if it is possible to script, so that by team switching to an opposing side another high command module works for the opposition side also. As being able to direct forces (of opposing sides) would lend itself to quite a sandback experience. From my simple understanding its easy enough to set up the high command module for your own players side, but i would appreciate if it is possible some instruction on how to do so for the other side, so that i can team switch to control there groups also. Cheers gents :)
  18. Yep T_roc, ah well at least you've notified I44 of the intended change of textures - it was a bit clumsy of you to post work using other mod textures though!! Tsk tsk you should know better than that from your Ofp modding days hehe. I44 or any mod is entirely in their rights to defend their intellectual property. It's all very well for a populist to say 'anyone can use my stuff' when its everyone elses stuff But any individual artist has the right to keep their work exclusive to their mod or even themselves - its always been like that. The onus of responsibility is on the addon maker to prove he has not used another persons work if accused of it - not to sit back and go meh... We know this from the disclaimer the editing tools and BIS have posted even here about creative property. With your scrambling of various addons Rip, its your responsibility to make sure that all contributions made, are actually not violating anyones intellectual property... While this is a game, intellectual property is exactly that...
  19. There's no need to sulk about it Rip we're all winners when we produce content for the community first or last. Your actually really fortunate to have some grandmasters of ww2 addonmaking still working among ya! Jojimbo, and others - certainly its worth talking to them to get advice etc. It's nice to harness addon teams too, but be wary not to get a little too political with it Thank goodness im retired haha!
  20. Hey there, yeah i think its nice for you to say that everyone should be able to contribute work whatever the level of quality, and that fusing it altogether at least results in a release being ready quicker. However I think I also appreciate those teams who engage in rich historically accurate research, and very precise accuracy in their artistic creations, as while these mods take longer, they create within themselves the most memorable of all mod experiences. And trust me - i was making ww2 addons for ofp when you were just a twinkle in your daddy's eye
  21. gavinthecat

    WWIIEC : Caen 1944

    Omg FAB, we had our differences aeons ago didnt we? In the world of ww2 modding lol But my oh my, that is INCREDIBLE that you are still modding for ww2 ofp - and let me say its absolutely worth it. I hope the encouragement your recieving from the thread helps you to finish your mammoth project because I think it looks very exciting and I know that I myself can't wait to have fun playing it. So keep up the amazing work, and know it will def be appreciated!
  22. gavinthecat

    Hezbollah faction?

    lol now now popcorn hehe... Seriously, remember Hezbolla is very controversial (so is my bad typo's and spellings so bear with me.) There considered terrorists by some and freedom/resistance warriors by others etc. Accept theres differences of opinion and lets have done with it without any political innuendo taking over this thread. Xira if your bro is indeed a soldier in that group - then if we can avoid politicising this - it would be great for him to help/or you to post pictures that allow for a more realistic recreation of their faction in arma.
  23. gavinthecat

    Burning Sands: Africa '42

    Yeah mate this looks really promising! I remember editing ww2 stuff aieeee - i released the old gavin infantry pack lol Anyway if theres one tip i can give you - or even plead with you to remember! Is not to go too fast on your work - to take time cos its exhausting even making a mini mod. Thank god your keeping it to a mini mod (cos look at what happens to mods that are overly ambitious! So take your time and good luck- it looks like an excellent mod could be in the working here gents
  24. gavinthecat

    Civil War mod- requesting help

    Yeah if there is a port over, I'm open to the possibility of our graphics and stuff with house divided coming in cos honestly a lot of that stuff did look nice, we even had some nice weapon remodels that lt hunter did that he might be willing to share with.
  25. gavinthecat

    Civil War mod- requesting help

    I suppose but really it should be remade - i mean heck our stuff looked pretty neat for ofp! But even that would be a bit rought for arma hmm I think if a mod like this was made for arma (i mean sure we can port stuff and it would happen for mods that cover weirder subjects where its less likely to be built by scratch from new dudes) just its gonna look a bit rough. I mean what are the main advantages from porting it from ofp to arma? Its higher specs for less performance - i mean i could be wrong! Id love to make a mod like this for Arma but WOW it just would take a huge amount of effort!! Civil War mod was never a really slick presentation - house divided was slicker but never got passed its public beta... Neither really created the battles of the civil war (or can hope too) but they can perhaps make skirmishes etc. For that i think such a mod should focus on a part of the conflict where smaller scale battles were more likely - and should feature militias, wild west type stuff too (during and post war) Tis a thought!
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