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GHOG

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Posts posted by GHOG


  1. 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


  2. 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


  3. 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


  4. 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


  5. 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


  6. @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


  7. If yours I would go for EH-fired (catch every shot, but only execute once every few seconds) which puts him into hold fire mode for a few seconds. If you have two SAW gunners, you could try putting them in suppression mode, and alternate between hold modes (concept of talking guns).

    Does a script for this exist anywhere?

    I don't know much coding.

    I have made a search under "EH-Fired".

    thanks

    gh


  8. this is probably a horribly stupid question to ask but every time I load a save game or revert to an older save the hud disappears. Works fantastic on the first load of the mission but as soon as I die it disappears, any suggestions?

    thanks

    did anyone find an answer to this one?

    *solved. Go to command view [KeyPad del] and back.Hud reappears.*

    gh


  9. 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.

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