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Muecke

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Posts posted by Muecke


  1. Update:

    New version v1.6:

    -inlcuded Helicopter DLC functions & features

    -extended hint system positiv/negativ/neutral

    -tidied up gear menue

    -improved JIP for MP

    -limited hesco walls to 4 because they are bugged

    -decorated the helipadsquares

    -removed attach/detach for boats

    -added towing to boats

    -added DLC choppers to buylist

    -sanitized units prices and buylist

    -reformed and finaly fixed the transport duty

    -added gimmicks to transport duty

    -tweaks & fixes

    Download: Hit Me

    ps.

    There is more to come in the next time.

    But as the last patch crashed some things here is a fixed version.

    CTI or DIE


  2. @Muecke The new lock system locks only all the logistics features of the object. It does not lock the vehicle's seats by choice (several reasons).

    Do you confirm it works this way for you ?

    Ah, did not know that. lol

    I need to test this but if its only for the cargo shouldn't it be called "lock/unlock cargo" ?

    Anyway thank you for helping me...

    Keep it up !


  3. - Added : the objects are locked to the side/faction/player/none (default config : side, optional unlocking countdown)

    Somehow it don´t work in my mission. I have the action menue entry and the countdown but even with no unlocking i can entry in enemy vehicles.

    I didn´t change the config file its default "R3F_LOG_CFG_lock_objects_mode = "side";".

    Almost all vehicles will be spawned in the mission (MP), maybe that's the problem !?


  4. @Robalo

    Just my experience and a quick feedback.

    I use this for a large battle MP CTI. Without your mod the AI especially the infantry dies very fast/often.

    Now with your mod installed only on server the AI moves carefully and slower. They are able to attack and capture a town with no help from vehicles.

    Thats awesome.

    Just one thing. I saw them often doing something weird. Stand-walk 2 steps-lay down-stand up-look-walk 2 steps-lay down.... and so on.

    Thats a bit to slow to move on....

    To me one thing is the most important. AT Infantry soldiers have to be the most aggressive vs vehicles.

    This doesnt work well in vanilla yet...


  5. Update:

    New version v1.4

    Changelog:

    Opfor Squad-leader has a 2nd RPG now - Opfor AT Rifleman lower price

    changed buildings for small and big Air-factory

    added correct Radius for some buildings

    added a flagpole to primary buildings for better recognizing

    updated the new [R3F] logistics

    added "Karts" to civilians & towns

    added a button in options menu to check the main parameters

    added a info to check your load-out weight in gearmenu

    added a parameter to control fatigue

    tweaked some things to the AI commander

    minor fixes here and there

    Download: Hit Me


  6. I already ran like that with arma2 mods in the past I had arma2 on ssd and all mods on hdd I saw no detrimental effects.

    Maybe this has altered with Arma3 who knows :)

    I used arma2 launcher by spirited machine at the time.

    Same here, even with spirited machine launcher. :D

    Atm I need to have my mods into the A3 main folder with an @ in front.

    The workshop in steam loads mods in that folder too, so its easy to find for the A3 launcher.

    And the A3 launcher checks workshopmods for updates thats cool btw.

    At least i just miss one thing, to be able to mark mods in the A3 launcher cause typing the mods names in isnt really handy.

    On the other side its a good thing to have workshop/updates/launcher connected this way.


  7. Land_BagFence_Long_F.jpg

    Well I have no idea if this is realistic or not.

    Those sandbagwalls in A3 (Land_BagFence_Long_F , Land_BagFence_Round_F) are really hard to destroy.

    It can survive 4 AT rockets from the static (B_static_AT_F) then after two Satchels it disappears.

    So does anyone have a clue if this is realistic or more a bug which needs to be fixed ?

    Because it is possible to build unbreakable walls ingame with certain kind of scripts what can be a bad game-breaker.

    Anyone ?


  8. Update:

    New version v1.3

    Changelog:

    changed spawn at current respawn marker not @ MHQ when joining

    fixed missing dead MHQ marker after JIP

    fixed No more "Score" for Civilians

    added more options for Town Group Reinforcements (e.g. Support Trucks Only)

    fixed infantry rearm while in battlefield @ supports

    fixed Unable to exit equipment menu when negative funds

    fixed some vehicles where not engaging at all

    tweaks & fixes

    Download: Hit Me

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