malick
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Everything posted by malick
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I have the same loading order and the -nosplash command in the shortcut. However, I still have QG's loading screens (on mission/map loading, not splash screen on game opening). It's not really a terrible problem, however Malick
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Thank you DMarkwick for showing interest. Regarding the throwing direction, I'm currently digging in VFAI scripts. I may come with a solution which is between VictorFarbau's method and what you said (throw in direction of next move)... Malick
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Hi all ! This set of scripts is very useful and improves greatly the game experience. As suggested in this thread, I have created a standalone addon (with extended init event handler), added checks for units in vehicles (they never count for suppression calculation) and added a simple script for groups in "pinned down" or "breaking" states to throw smoke cover (thanks to DMarkwick viewblock smokeshells). I have made a quick test in editor and it works ok. The only thing I may think of is that they currently throw in a random direction... I wait for Second agreement before putting it here for download... Malick
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Some very useful things to play with... Playing with config is very interesting and rewarding, as a single coefficient can dramatically change the game experience ! I have a slight remark/request though: the Queen's Gambit splash/loading screens are still there. Do you plan on updating the PROPER_UI with them ? Otherwise, what do I have to change to remove them ? Thanks ! Malick
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Fantastic ! I'm really eager to hear the updated and the new sounds... Your mod is amongst the ones that keep ArmA alive ! Thank you for your time, Chammy (and all who contributed and/or helped). Now, let's cross fingers for a release sometime tomorrow (hehe, I have a free evening tomorrow ! Malick
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Thank you for updating this addon, MechaStalin... Hope you find the time (and motivation ) to completely finish it. BTW: found a bug. While in the driver position, turn out and turn the wheel. The axis of rotation of the wheel is wrong, it is turning around y axis (if x axis is front, y is left and z is top/vertical). Malick
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This is great if it can be used in conjunction with Kegety's replacement vegetation... Thank you for your time ! Gonna test this tonight Malick
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Hmmm, that's very interesting, but I think I never noticed these parameters... I'll have a look (once I find the time ) Malick
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Did I already tell you how much I love all your work for OFP/ArmA ? If not: thank you Kegety, I love everything you have done for Arma and OFP ! Do you plan on releasing a high quality sky texture pack, like you did for OFP with Hisky ? Malick
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By the way, this picture does not show up (on my computer, at least) Malick
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Yeah, excellent ! Does it mean you reduced the CPU load due to your script ? Keep up your excellent work, I love it Malick
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Very nice addon so far. I would like to see "dumb" bombs in ArmA, instead of evolved ones : like free fall NATO Mk82/83/84 and Soviet FAB250/500/750/1000. The problem is, would the AI know how to use them ? "Don't-crash-your-A10-in-that-T80-after-dropping-a-bomb" Malick
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All this looks excellent ! Do you plan on releasing these buildings as a separate addon, so that other island maker would be able to use them ? Keep up the good work ! I love your island Malick
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This is due to adding two commands in the init line of the unit, separated by a ";", which is not present for Second suppression. I added a ";" at the end of the init line for Second's Suppression config, and it solved the error. I haven't checked arma.rpt, though... Malick
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Wow... I love this tank (who does not love a huge panzer ?) and your model is the best ingame version so far. Good job ! Malick
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Excellent ! I really appreciate PROPER mods as a very handy tool in order to improve gameplay. As there are some other mods aiming for the same level of improvement (like TrueMod, for example), how is this going to work/conflict together ? Or, is a mixed mod (PROPER+True) on the way ? Looking forward to your next improvements ! Malick
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I just tried it and it works nicely. I wonder what's the load on the CPU with all the scripts we add to the AI with each new addon I just had an error message when I first threw a smoke grenade. Something along the lines of "cannot find bin\Config/config.special" or something similar. Thank you ! Malick
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Interesting find, snoops... What could be pretty useful too is to make the AI launch smoke cover when in pinned down situation. With DMarkwick viewblocking smoke, this is a must I'll try it when I get home ! Malick
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This could be used in conjunction with Second's Suppression Scripts. When under heavy fire or pinned down, a squad would launch smoke grenades to cover itself. This solution 'seems' better than launching smoke cover when hit. Malick
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I think anything is possible, even with very simple actions. Like a "Deploy life raft" action, which spawns some life rafts around the ship. The player/AI would then have to "eject" from the ship if it's sinking and board the rafts by swimming to them. Same thing could be done for dinghies or inflatable boats : "Deploy raft" would spawn a raft alongside the ship, "Board Raft" would AssignAsCargo/MoveInCargo the unit into the raft. Malick
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RHS T-64 MBT pack v.0.9 ( Preview )
malick replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
Is the AI able to change ammo types depending on the target ? Like HE/FRAG against infantry, AP/HEAT against tank... As far as I know, the AI fires with the first/default type of ammo which is loaded. Any idea ? Malick -
That would be really nice I'm really looking forward to it. This will change and improve gameplay dramatically... Too bad BIS didn't do what most mod/addon/tweak makers did in the last few months Malick
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As far as I know, no, there is no radio sounds in this mod. Would be nice, though Like an additional voices/ambient sounds pack for v1.1 Malick
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RHS T-64 MBT pack v.0.9 ( Preview )
malick replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
I have tried this tank yesterday evening. First, it exists, that's already a good start and it shows in game with no bugs so far. Some things still need some work, in my opinion: - like many already pointed out : textures. I think that an UV map will just make it look 100x better. - config wise : all ammunitions seem underpowered compared to BIS values. I can't kill a T72 with a T64BU, don't even dream of killing a M1A1. What kind of ammo do I have to select for AT purpose : AP or HEAT ? Both don't seem to hurt the target. - config wise : turret traverse (turning) is slow as hell. I don't have a large enough table to even point a target which is at 3o'clock with my mouse... Is it just me ? I hope most of these will get fixed in v1. Otherwise, it's still a good toy and a nice first try for an addon ! Malick -
We are all patiently waiting for your next update, Chammy ! I know that it's hard to find time and motivation for ArmA editing, even for playing, when you have a life, a job, a family... Currently I can just play ten minutes in the editor and have to quit because real life has other objectives But those ten minutes are definitely improved by your work ! Thanks Malick