Jump to content

GHOG

Member
  • Content Count

    42
  • Joined

  • Last visited

  • Medals

Everything posted by GHOG

  1. A couple of noob questions. In MP with MCC mod. if I die I respawn in situ rather than to team. I have set respawn to team [4] in the desc file. Can anyone point me to instructions on "Steel rain" artillery in console? thanks GH
  2. GHOG

    EOD Mod

    Great mod! I am trying to create a mission where a foot patrol reaches an IED area about 15 minutes into the mission. I have noticed that civ vehicles spawning can set off vehicle pressure plate IED's before players reach them and assume civs on foot will set off man pressure plate IED's. Has anyone found a way to avoid this or create just radio controlled IED's. thanks for any help GHOG
  3. This sounds like a useful idea. Looking forward to demo mission. GHOG
  4. I get the Addon 'ibr_lingor' requires addon 'ibr_lcivilian_patch' popup too. Great Islands IceBreakr. I spend 95% of my time in Lingor and Isla Duala. thanks GH
  5. I have used Norrins Revive v46 in the past with arma2/OA combined. I tried updating to v50 with the exact same mission and all works well except for addactions. With v46 after revive/respawn I retained my addactions for arty and airsupport that I had added. With v50 after revive/respawn I lose most of these addactions. Also I see a statistics screen for 3 secs before I revive which did not happen with v46. I have rechecked that the options in reviveinit are the same. Any ideas?? I think I have fixed it.Using a script to readd the addactions after revive or respawm. Never needed to do this in v46. thanks GH
  6. Jedra thanks for solving this!:cheers: Now I can use two great mods together. GH
  7. I have tried to use UPSMON with the ACE wound system for the last 2 evenings and can't get it to work. I know about "ace_sys_wounds_noai = true;" but that makes no difference. UPSMON works fine including the arty and spawning but then the wounding system stops working. If I comment out the UPSMON lines in the init the wound system works fine. I have taken out all other mods but the problem remains. If anyone can point me to a mission using both or can suggest where the conflict might be ??? thanks GH
  8. Is this mod still needed or has the AT vs Infantry issue been fixed by a patch or by the ACE team? thanks GH
  9. I have tried to get this to work but can't get to grips with add action. Is it possible to simulate changing the sight on a rifle by using addaction to swap a L85a2 with an ACOG to a L85a2 with a CWS sight? addaction "attach night sight" addaction " Remove Night sight" Any help appreaciated. thanks GH
  10. Great script! It works fine in SP but I saved the 1.4 version as MP and it doesn't seem to work. Can anyone confirm it is MP compatable? thanks GH
  11. Excellent. thank you as well IceBreakr for all your islands. GH
  12. I have read through this topic but cannot find details of classlists or weapon name for the fn2000's. Does anyone have a link? thanks GH
  13. Keycat Thanks for the reply.Thought it was just me seeing this. Missed out on the last few betas so didn't see it until the patch. I have noticed that smaller units (2-5) do it less than (6-8) and that ordering troops to crouch sometimes stops it. GH
  14. I have searched but cannot find any references. After installing this patch AI men in my section have started wandering in small circles instead of correctly changing formation and then remaining still. They even crawl in circles. Has anyone else seen this? Thanks gh
  15. GHOG

    Slowing the machinegunner down

    In the new Beta I saw:- Could this allow EH-F to call a change in a Cfg solution to ROF for AI troops? GH
  16. Following an interesting discussion of ROF in the General forum... http://forums.bistudio.com/showthread.php?t=107832 I just don't have the skills to script something like this. I can figure out the Eventhanderfired side of things but if anyone could help with a script the EH could call to make an AI fire in shorter bursts that would be great. thanks gh
  17. GHOG

    Slowing the machinegunner down

    Yes we have to micromanage a lot but it works. Each man carries MG/AT ammo in addition to his own kit. A normal patrol of 90 mins probably includes 2-3 contacts of up to 3 times our strength [all randomised] sometimes including vehicles. We use the Zeus AI mod which is excellent. AI riflesmen seem to manage ok for ammo. Problem is that the AI MG gunner can burn through 800 rnds in a contact ! With controlled short bursts this could be halved while still suppressing the enemy. Infantry small unit tactics is all about overcoming problems and working with what you have so I guess thats realistic too. thanks GH
  18. GHOG

    Slowing the machinegunner down

    We use the ace mod with equipment weight. SL are players, teams AI. Everyone carries backpacks.These are filled with rifle and mg mags,grenades[frag,smoke and gl],night vison kit,Carl gustav ammo,batteries ,goggles,gasmasks,firstaid and c4 explosives. Luckily we don't need to carry water yet. Like real Brit troops we move very slowly. :) Encounters are random (DAC) but may reach 3-5 in a long patrol. 200rnds of 5.56 don't last long! 7.62 belts are hell. If MG ammo gets critcal we RTB. Thanks for all the ideas. gh
  19. GHOG

    Slowing the machinegunner down

    @CarlGustaffa I have tried the other options but wish we had a way to control burst length better. I mainly sim long BAF foot patrols where we have to carry everything we need and it's just AR/MG ammo that causes problems.Resupply dumps are not realistic. I have tried to script with eh-fired but just don't know enough to make it work. One day someone will fix it.:) gh
  20. GHOG

    Slowing the machinegunner down

    Sorry I misunderstood.:o So the idea is to add an EH-fired to the mgunners init which calls a script which sets his combatmode to blue and after say 2 seconds sets combatmode back to yellow or green? Thus giving short bursts of MG fire. gh
  21. GHOG

    Slowing the machinegunner down

    Does a script for this exist anywhere? I don't know much coding. I have made a search under "EH-Fired". thanks gh
  22. did anyone find an answer to this one? *solved. Go to command view [KeyPad del] and back.Hud reappears.* gh
  23. New "Config_Weapons" to define a custom weapon-layout foreach soldier type in every unit_config. I am having problems getting this feature to work. I have created some weapon configs and updated the unit configs but the units are still equipped with default weapons. Is there another parameter I need to change? thanks GH Sorry guys pilot error here.I found my mistake.all working now.
×