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HKFlash

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Posts posted by HKFlash


  1. Hi, yes - it makes sense to do an iteration of the times as we head towards Marksmen DLC (because weapon handling once again becomes a focus). We do have at least one person on the team who has beaten gold for all CoFs after those tweaks :)

    Thanks for the answer Joris! I must say I admire those who can still achieve a gold medal ever since the introduction of these mechanics. Knowing that someone else can do it motivates me.


  2. Hi gruukh,

    My script is fully functional, here's the code. I might actually turn it into a function.

    {
    switch (typeOf _x) do 
    {	
    	//SQUAD LEADER
    	case "I_Soldier_SL_F":
    	{
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 4 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		_x addItemToUniform "I_IR_Grenade";
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		_x addItemToVest "MiniGrenade";
    		for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";};
    		_x addItemToVest "HandGrenade";
    		for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		_x addItemToVest "SmokeShellGreen";
    		_x addItemToVest "SmokeShellRed";
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "arifle_Mk20_F";
    		_x addPrimaryWeaponItem "acc_flashlight";
    		_x addPrimaryWeaponItem "optic_MRCO";
    		_x addWeapon "Binocular";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    		_x linkItem "ItemGPS";
    	};
    	//TEAM LEADER
    	case "I_Soldier_TL_F":
    	{
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		_x addItemToUniform "I_IR_Grenade";
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		_x addItemToVest "MiniGrenade";
    		for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";};
    		_x addItemToVest "HandGrenade";
    		for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		_x addItemToVest "SmokeShellRed";
    		_x addItemToVest "SmokeShellGreen";
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "arifle_Mk20_F";
    		_x addPrimaryWeaponItem "acc_flashlight";
    		_x addPrimaryWeaponItem "optic_Aco";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    		_x linkItem "ItemGPS";
    	};
    	//RIFLEMAN
    	case "I_soldier_F": 
    	{
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		_x addItemToVest "MiniGrenade";
    		for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";};
    		_x addItemToVest "HandGrenade";
    		for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "arifle_Mk20_F";
    		_x addPrimaryWeaponItem "optic_Aco";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    	};
    	//GRENADIER
    	case "I_Soldier_GL_F":
    	{		
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";};
    		for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";};
    		_x addItemToVest "HandGrenade";
    		_x addItemToVest "MiniGrenade";
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "arifle_Mk20_GL_F";
    		_x addPrimaryWeaponItem "optic_MRCO";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    	};
    	//AUTOMATIC RIFLEMAN
    	case "I_Soldier_AR_F":
    	{
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";};
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		for "_i" from 1 to 2 do {_x addItemToVest "200Rnd_65x39_cased_Box";};
    		_x addItemToVest "MiniGrenade";
    		_x addItemToVest "HandGrenade";
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "LMG_Mk200_F";
    		_x addPrimaryWeaponItem "optic_Aco";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    	};
    	//RIFLEMAN [AT]
    	case "I_Soldier_LAT_F":
    	{
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";};
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		for "_i" from 1 to 6 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";};
    		_x addBackpack "B_AssaultPack_dgtl";
    		for "_i" from 1 to 2 do {_x addItemToBackpack "NLAW_F";};
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "arifle_Mk20_F";
    		_x addPrimaryWeaponItem "optic_Aco";
    		_x addWeapon "launch_NLAW_F";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    	};
    	//AMMO BEARER
    	case "I_Soldier_A_F":
    	{
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";};
    		for "_i" from 1 to 6 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		_x addItemToVest "HandGrenade";
    		_x addItemToVest "MiniGrenade";
    		_x addBackpack "B_Carryall_oli";
    		for "_i" from 1 to 4 do {_x addItemToBackpack "30Rnd_556x45_Stanag";};
    		for "_i" from 1 to 2 do {_x addItemToBackpack "200Rnd_65x39_cased_Box";};
    		for "_i" from 1 to 1 do {_x addItemToBackpack "NLAW_F";};
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "arifle_Mk20_F";
    		_x addPrimaryWeaponItem "optic_Aco";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    	};
    	//COMBAT LIFE SAVER
    	case "I_medic_F":
    	{
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		comment "Add containers";
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";};
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		_x addItemToVest "MiniGrenade";
    		_x addItemToVest "HandGrenade";
    		for "_i" from 1 to 5 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";};
    		_x addBackpack "B_AssaultPack_dgtl";
    		_x addItemToBackpack "Medikit";
    		for "_i" from 1 to 8 do {_x addItemToBackpack "FirstAidKit";};
    		_x addHeadgear "H_HelmetIA";
    
    		comment "Add weapons";
    		_x addWeapon "arifle_Mk20_F";
    		_x addPrimaryWeaponItem "optic_Aco";
    
    		comment "Add items";
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    	};
    	//HELICOPTER PILOT
    	case "I_helipilot_F":
    	{
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_HeliPilotCoveralls";
    		for "_i" from 1 to 3 do {_x addItemToUniform "9Rnd_45ACP_Mag";};
    		_x addVest "V_TacVest_khk";
    		_x addItemToVest "SmokeShellGreen";
    		for "_i" from 1 to 2 do {_x addItemToVest "Chemlight_green";};
    		for "_i" from 1 to 4 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		for "_i" from 1 to 2 do {_x addItemToVest "SmokeShellPurple";};
    		_x addHeadgear "H_PilotHelmetHeli_I";
    
    		_x addWeapon "arifle_Mk20C_plain_F";
    		_x addPrimaryWeaponItem "acc_flashlight";
    		_x addPrimaryWeaponItem "optic_Aco";
    		_x addWeapon "hgun_ACPC2_F";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    		_x linkItem "ItemGPS";
    		_x linkItem "NVGoggles_INDEP";
    	};
    }
    } forEach allUnits;

    Regards


  3. Hello,

    I'm trying to complete all course of fire scenarios but ever since the introduction of sway, fatigue and especially inertia, it is much harder to achieve a golden medal.

    Still I did manage to complete CoF: Green and Red 1 & 2. CoF: Red 3 is very difficult for me due to the inertia. Are there plans to adjust this CoF to the new gameplay mechanics?

    Regards


  4. Hi and thanks for the reply,

    I did some fixes but the script is not having any effect on the units:

    {
    switch {typeOf _x} do 
    {	
    	case "I_soldier_F": 
    	{
    
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		_x addItemToVest "MiniGrenade";
    		for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";};
    		_x addItemToVest "HandGrenade";
    		for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "arifle_Mk20_F";
    		_x addPrimaryWeaponItem "optic_Aco";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    
    	};
    
    	case "I_Soldier_GL_F";
    	{
    
    		removeAllWeapons _x;
    		removeAllItems _x;
    		removeAllAssignedItems _x;
    		removeUniform _x;
    		removeVest _x;
    		removeBackpack _x;
    		removeHeadgear _x;
    		removeGoggles _x;
    
    		_x forceAddUniform "U_I_CombatUniform";
    		for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    		for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    		_x addVest "V_PlateCarrierIA1_dgtl";
    		for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    		for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";};
    		for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";};
    		_x addItemToVest "HandGrenade";
    		_x addItemToVest "MiniGrenade";
    		_x addHeadgear "H_HelmetIA";
    
    		_x addWeapon "arifle_Mk20_GL_F";
    		_x addPrimaryWeaponItem "optic_MRCO";
    
    		_x linkItem "ItemMap";
    		_x linkItem "ItemCompass";
    		_x linkItem "ItemWatch";
    		_x linkItem "ItemRadio";
    
    	};
    }
    } forEach allUnits;


  5. Hello,

    I'm currently creating a script for my mission to create gear based on the unit's classname.

    {
    switch {typeOf _x} do 
    {
    
    	case "I_soldier_F": 
    
    	removeAllWeapons _x;
    	removeAllItems _x;
    	removeAllAssignedItems _x;
    	removeUniform _x;
    	removeVest _x;
    	removeBackpack _x;
    	removeHeadgear _x;
    	removeGoggles _x;
    
    	_x forceAddUniform "U_I_CombatUniform";
    	for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    	for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    	_x addVest "V_PlateCarrierIA1_dgtl";
    	_x addItemToVest "MiniGrenade";
    	for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";};
    	_x addItemToVest "HandGrenade";
    	for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    	_x addHeadgear "H_HelmetIA";
    
    	_x addWeapon "arifle_Mk20_F";
    	_x addPrimaryWeaponItem "optic_Aco";
    
    	_x linkItem "ItemMap";
    	_x linkItem "ItemCompass";
    	_x linkItem "ItemWatch";
    	_x linkItem "ItemRadio";
    
    	case "I_Soldier_GL_F";
    
    	removeAllWeapons _x;
    	removeAllItems _x;
    	removeAllAssignedItems _x;
    	removeUniform _x;
    	removeVest _x;
    	removeBackpack _x;
    	removeHeadgear _x;
    	removeGoggles _x;
    
    	_x forceAddUniform "U_I_CombatUniform";
    	for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";};
    	for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";};
    	_x addVest "V_PlateCarrierIA1_dgtl";
    	for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";};
    	for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";};
    	for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";};
    	_x addItemToVest "HandGrenade";
    	_x addItemToVest "MiniGrenade";
    	_x addHeadgear "H_HelmetIA";
    
    	_x addWeapon "arifle_Mk20_GL_F";
    	_x addPrimaryWeaponItem "optic_MRCO";
    
    	_x linkItem "ItemMap";
    	_x linkItem "ItemCompass";
    	_x linkItem "ItemWatch";
    	_x linkItem "ItemRadio";
    
    
    
    }
    } forEach allUnits;

    However the problem is that it is applying the last loadout to every unit that I spawn. What is the issue here? allUnits?


  6. You're not really outnumbered if you can keep your APC alive. The problem is that you can barely see the AI at all at 100m+ in the bushes while they shoot pretty good... then you shoot and hit you can see their bodies moving awkward but they don't just die that easy. A few devbranch updates ago bullets were more efficient now it seems I'm firing a peashooter again. Considering there's no zoomed sight, I thought it was the weaponsway but it isn't... I can really see I hit them and they don't die. It's the dmg model, again.

    I agree. While CSAT uses an all body armor protection it should not be as powerful as the regular NATO carrier rig. CSAT is more mobility at the expense of protection.


  7. Well then either add a new type of illumination flares or make the existing ones to be able to illuminate large areas. It currently breaks a lot of missions that adds the flares as another form of tactical advantage and a layer of immersion. These are actually my favorite missions, and I'm not alone in this. Moving without NVGs, having to illuminate your way and find the attacking enemy is a marvelous experience, and currently it's completey broken. We can use illumination flares also for signalling anyway, problem solved.

    I'm just repeating what a developer said. ;)

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