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KingN

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About KingN

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  1. Hey man! Unfortunately the scoring system is a bit more complicated than that. ph2-ph12 are variable names for playable human players, AI operators are created from an array variable that serves as a memory source for all the 24 operators and all their properties. The AI teammates that are normally spawned have few variables stored in them, and also eventhandlers that trigger when they die, adding penalty points etc. If the mission is started without AI teammates and AI units are being spawned thorugh an external mod they don't have the necessary variables nor eventhandlers required for the scoring system. Otherwise the mission should work quite well I reckon.
  2. All the AI units are deleted between missions. Only the playable units are editor placed and those are named ph1,ph2,ph3...ph12. If you need an unplayable editor placed unit that remains untouched you'll need to add one manually.
  3. Hello, I have no experience with TFR but the mission should work fine with ACRE2. At least it has worked before. I will take another look at this soon.
  4. They do spawn and do occasional patrols at safe positions
  5. The text is not well aligned in your post but that "CAS capable" means that true/false column, true if it's armed and can be called in for CAS
  6. Not sure where you need this exactly but the US versions have the english voices, you need to check out how it's done there, can't remember all of the dependencies. At least you need to replace the voice files themselves, the stringtable.csv and change some paths to use the US versions of RadioChatter and RadioChatterArrays files.
  7. Hi, thanks! They're for insertion and extraction. They can be called to patrol an area like any other available helicopter type but there won't be much point in that, except maybe being in stand-by in the vicinity before you call them for extraction for instance.
  8. Seemed to work fine for me. Although I tried just with ACE and CBA.
  9. Leadership - affects the "commanding" AI skill. Marksmanship - affects "aimingaccuracy", "aimingShake" and "aimingSpeed". Awereness - "spotDistance" and "spotTime". Endurance - A bit different as "endurance" skill has no effect in Arma 3, affects setAnimSpeedCoef instead, which basically manipulates walking and running speeds. Fatigue lowers all skills and veterancy increases skill levels. Medics have limited weapon choices but they have the healing ability and carries medikits/medical equipment in their backpack
  10. Glad you like it! Any customization for personal use requires de-pboing and editing the mission. All the factions are handmade, the loadouts and everything else can be found under "Libraries" folder.
  11. PM sent. 🙂 Maybe, maybe not, don't know. Don't own the DLC yet anyway and I'm having a break from Arma atm.
  12. Greetings and great mission.  So great I'd like to go back and see what the ArmA II version was like.  I am not able to locate TheForgottenFew_054.7z anywhere on the web, so far.  Do you have a repository anywhere that I can find this file in?  Thanks in advance.

     

  13. Hey, just tried Cam Lao Nam version in SP with just Prairie Fire loaded to see if it progresses to the next mission and it went fine, although I just used "abort mission". It's always best to try without any unrequired mods first to rule that possibility out, there could have been some mod update etc, so I recommend that first. This is SP right, not MP? The last log on your rpt is weird because there's no error message and there's nothing too special going on before the next logs that should happen.
  14. Small update Version 1.07.03 - ADDED: VN mission versions: Incorporated some Prairie Fire v1.3 vehicles, weapons and music - FIXED: Map placed LZs sometimes not cleared of terrain objects properly - FIXED: Enemy vehicle and ammo box custom cargo items related error - CHANGED: Heli flyby script has max heli count tied to each heli type independently
  15. Tiny hotfix Version 1.07.02 - FIXED: AI teammates dying without falling unconscious with ACE medical loaded
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