Jump to content

kremator

Member
  • Content Count

    9291
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by kremator


  1. 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


  2. I can thoroughly recommend using RTE in an MP environment !  The [TAO] boys had great fun creating a massive war-scape and base with RTE in a matter of minutes.  The fact that you can have many people creating content on the same server is wonderful !

    Keep up the good work i0n0s !!

    [TAO] Kremator


  3. 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.... banghead.gif

    i0n0s,

    I also get this bug with armour. Blue attacks Red but not the other way. Can you look into it please?

    [TAO] Kremator


  4. 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.  Could you have a look into it ?

    Another thing.  The wounded do breathe VERY heavily, could we quieten them down a bit smile_o.gif

    [TAO] Kremator


  5. I noticed it Mandoble, but LOVED it so I kept it in my mission!  As I am the one that normally plays commander I would have been the only one to abuse it smile_o.gif

    [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 smile_o.gif


  6. 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


  7. 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  wink_o.gif

    What a great idea. Could this be implemeted easily Tony into the next release?

    [TAO] Kremator


  8. 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

×