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Posts posted by kremator
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I have to agree that this IS a sad day. You skills will be missed, as you have created one of the finest AI improvements.
What we need is another programming giant to take over the project and keep it going.
[TAO] Kremator
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Hey Celery,
Good to see that you are still on the scene, and still doing great aerobatics ! I remember Camel Deathmatch VERY well !
Thanks for this script. Should make flying that damn Camel easier !
[TAO] Kremator
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Ahhh that explains it. Would it be possible for it to treat ALL friendlies in the vicinity? Sometimes I have several squads in my missions.
[TAO] Kremator
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Tony,
About picking up the wounded. I have tried it before and the helicopter arrives and the medics get out, then they get back in and fly off without ever treating a patient ! Is it because they are landing too far away from the casualties ? How far do they look for injured?
[TAO] Kremator
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Mandoble,
Thats looks brilliant! Will that system only be available to the gunner position only or will pilot be able to access it (if alone in cockpit)
Looking foward to riding the camera to target in a controlled fashion
[TAO] Kremator
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Tony,
REALLY looking forward to the new release. I have been using your mod with RTE and having the most excellent fun !
[TAO] Kremator
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I can thoroughly recommend using RTE in an MP environment ! Â The [TAO] boys had great fun creating a massive war-scape and base with RTE in a matter of minutes. Â The fact that you can have many people creating content on the same server is wonderful !
Keep up the good work i0n0s !!
[TAO] Kremator
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Mandoble,
Fantastic! Checking it out now. I WAS going to bed but not now.
[TAO] Kremator
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I updated my Extended Event handlers. but RTE dosnt seem to recongnize it....when i place waypoints they never go to them. adn when i try to get opfor to attack blufore they never attack....i0n0s,
I also get this bug with armour. Blue attacks Red but not the other way. Can you look into it please?
[TAO] Kremator
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Tony,
I have been playing with FFN MOD and CoolBox-SBS AAS missions (which are brillinat BTW ! ) and have noticed that on getting hit a few times the little minimap and other graphical bits in the mission fail to show. Â Could you have a look into it ?
Another thing. Â The wounded do breathe VERY heavily, could we quieten them down a bit
[TAO] Kremator
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I suppose an option would be to increase the turn rate of the camera then.
You also have a point Nkato, but I'm not sure how Mandoble would go about this, if at all (as the current system works albeit slowly )
[TAO] Kremator
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Yeah dont use EMSIs UAV. It doesn't work properly for what you want. I couldn't get it to fly over 400m without problems.
Stick to good old harriers
[TAO] Kremator
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Can Benny up the amount of players to 64
[TAO] Kremator
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I noticed it Mandoble, but LOVED it so I kept it in my mission! Â As I am the one that normally plays commander I would have been the only one to abuse it
[TAO] Kremator
PS Mandoble, IF I wanted to have the aircraft going NOE flying (nape of the earth = 5-10m) what do I have to change? Would this have an impact on the 'look ahead' distance that the AI uses to avoid dying ? I would love to have aircraft screaming in at 10m on a mission
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Hurray!
[TAO] Kremator
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i0n0s,
That camel video was great. I think that RTE take Arma to an even higher level !
Well done. Can't wait for release so that I can start using it in MP.
[TAO] Kremator
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Beautiful !
[TAO] Kremator
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Nice Tony. For your videos have you thought about using Gigan's camera script ?
Can't wait for your next release
[TAO] Kremator
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I bring you a good news,FFN MOD 0.82 MOD can use with SLX MOD!both FFN and SLX animation live together,and even the AI.you can even try SLX squad fight with FFN squad.That's great news Tony. Many thanks. Will be interesting to pitch an SLX squad versus FFN squad.
[TAO] Kremator
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i0n0s,
This is GREAT news. Many thanks for including the DM option. I can foresee a myriad of scenarios that could develop from this.
Thanks
Looking forward even more to release now !
[TAO] Kremator
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6) Just a hint: i bet the "dodge" behaviour is driven by a "hit" eventhandler ... why not triggering ALSO when a unit comes into fire ? How do do it ? I did it through a "FIRED" eventhandler, basically it works this way: you check the "assignedTarget" of the unit firing, if it's not NULL then fire the "dodge" behaviour for the target unit (you should take in account a proper delay and the "knowasbout" value of target vs. firing unit). Also you may provide an useful  timeout variable to be checked before re-triggering the  dodging behaviour, trough an instruction like "this setVariable ['dodgeTimeout', time + 5];". Pretty simple and worked wonderfully for me ÂWhat a great idea. Could this be implemeted easily Tony into the next release?
[TAO] Kremator
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Tony,
I have been doing more testing. Is it possible to override the 'only pilots fly planes' ? Is there an init that I use for normal troops to get them to be pilots ?
The reason is that I wanted to test the new AWACs script in a mission and the replacement.pbo must have kicked in and immeidately dropped me out of the plane.
[TAO] Kremator
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Looks very nice indeed. Any timescales on the mini-release Mandoble ?
[TAO] Kremator
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Can this be used in a MP environment? Effectively one player becomes the DM (dungeon master - for those old enough! and controls things that happen there.
[TAO] Kremator
Realistic Tank Firing System
in ARMA - ADDONS & MODS: DISCUSSION
Posted
Sounding very impressive. Can't wait to try it.
[TAO] Kremator