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pellejones

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Posts posted by pellejones


  1. We've tested this, small scale, on dedicated and it is awesome! Now all we need is a grass view blocker like the one in ACE2 for A2. This AI mod makes it super fun to battle against AI. But since they see you right away, the view block would be great. Not sure how ACE did this, also this is not the thread for that :P

    Thanks for this great AI Mod!


  2. I'm not saying You're not right, or anything.

    It's just, like I've mentioned before - I've been to Norway, for example, including both lowlands and the highest mountains.

    And honestly? No difference in lighting, in my opinion.

    I have lives 2.5 years in southern Spain and 29 years in Sweden. And I can say that the light differd, a lot! Sweden is way more gray during autumn than Spain which has a more yellow tint. So yes, there is a differens. It is also due to the angle of the sun and rays hitting the atmosphere.


  3. Uhm, is it just me or are these tubes not disposable? I can reload it all I want... I also have to manually add a magazine into it.

    /EDIT/

    Also, adding weapons with player addWeapon "AT4_HEDP"; does not work :(

    Picking them up from a box works. Checking the config.cpp the classnames appear to be:

    launch_AT4_F

    launch_AT4_HEDP_F

    launch_AT4_HP_F

    launch_AT4_EMPTY_F


  4. Check messages in thread. It is not an easy task currently because unique radio ID. In next version I have plan to add special items for such purpose.

    Is it not smarter to have a class name say: TFR_148 as a radio, and then when you add the item _unit addItem "TFR_148"; it checks the IDs of radios and adds a unique name to the radio?? That way you can always add radios in real time without having to figure out what radios are already in the game...


  5. -Somewhat minor nitpick, but the icons for bleeding, broken bones, etc. are very large. it would be nice to have an option for smaller icons, or better yet to do away with them entirely and use on-screen effects, like red edges for bleeding and white for pain.

    You can remove the icons via the module, or in the userconfig, or via code in init.sqf for example.

    X39_MedSys_Display_Overlay_EnableLegView = false;

    X39_MedSys_Display_Overlay_EnableHealthView = false;

    X39_MedSys_Display_Overlay_EnableBoodView = false;

    X39_MedSys_Display_Overlay_EnableTourniquetView = false;

    X39_MedSys_Display_Overlay_EnableCamShake = false;

    X39_MedSys_Display_Overlay_EnableMorphineView = false;


  6. We've done some more testing now and sadly this pack does cause 10-15 fps drop when you have atleast 15 units with these weapons on them. Remove the weapons and all is back to normal.

    If you want to test, just place a bunch of units in the editor, write this in the debug console (or add radio trigger):

    {_x addWeapon "RH_M4_RIS"} foreach allunits

    To switch weapons just write the following in the debug console (or add a trigger)

    {_x addWeapon "arifle_mx_f"} foreach allunits

    Switch back and forth. Also look at the units then look away etc

    No news on the LOD thing?


  7. We also had an issue with badly hurt and not being able to make that status go away. Dedicated MP 30+ players. We tested medsys by shooting a player in the butt with a .45 pistol. Some players collapsed and broke their legs, got deadly hurt, others only light hurt an bleeding..

    Second, the morphine effects kicked in for some players on the fist administration of morphine.

    Two feature requests:

    1) Showing the name in the hint, of the person you are treating, because sometimes when many players are close to each other you can treat the wrong person by accident.

    2) Add a function that requires a player to actively accept/deny morphine when a player is awake... Yesterday i sneaked up on a guy and administered seven morphine in a guy before he had time to react and move away. His screen looked funny after that :P

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