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pd3

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Everything posted by pd3

  1. Some areas remind me of Far Cry 2. I'm excited to see how it plays.
  2. pd3

    [SP] Altis Police Department

    This concept has so much potential, kind of reminds me of the old days playing Police Quest.
  3. Good to know, and yeah. I really think the supply drop needs to be reworked. I just sat watching a helicopter try to drop a container in a relatively open area only to allow itself to drift near obstacles and then repeat the whole process like some kind of obsessive compulsive. Seriously mitigates the usefulness of the feature.
  4. Sorry to nag again, but is it possible without tremendous amounts of editing to simply add an array of multiple strings it can select from?
  5. As it turns out, my entire problem was that I was trying to use a unique mod folder for all my scripted gameplay addons, thus disregarding the cardinal advice that you had given about not changing it's root path. Basically, it was my fault I didn't RTFT (read the frigging text). Can I ask where you specify what cargo is dropped when the helo drops supplies? Because it actually did drop a sea can, but it was completely empty. Is there an option in the action menu to "activate" it or something?
  6. I had no idea it would be that intuitive, that's pretty cool.
  7. Finally got it working, and it's quite awesome I must say. However I don't quite understand how to get the UAV working so that I can control it or gain some intel from what it sees. Also, the supply drop chopper seems to not work very well, I would suggest if possible getting the helicopter to simply let go of the cargo at height instead of what it seems to want to do.
  8. Actually I wanted to try out the North Korean SF units I recently updated. Because it's kind of vague, it's not a literal unit type, but a part of a common string (which I'm not sure what that is). If I understood the logic behind it better I could probably figure it out on my own. For all the NK units it starts with NK_Soldier_XXX_XX etc
  9. Can anyone explain in greater detail how the enemytype strings work for the skirmish script? I realize "o_soldier" refers to opfor base class somehow. What would I do to have it default to other types of opfor if I wanted?
  10. Any chance at all of Avgani and Emita being made compatible?
  11. No worries, let me know if you find any errors or lack of function with the configs.
  12. Cheers for that, I'm pretty sure it's mostly bug free, if not I'll quickly update. A note for a few people who get into using both the alternate configs using the VME PLA weapons and, Sudden's weapon pack: - Sudden's suppressor was initially used when I created custom variants for use with the NK units seemed to have absolutely NO recoil at all, I found this rather strange, so while I did leave the option to attach it if you wish. However it is not on by default, this may annoy some people, but I wanted to go for functionality over style. - Some of the choices in optics include obviously western products, however again, this was more based on the necessity for function over style. I've heard stories about paramilitary groups in other nations using foreign made accessories for their weapons, so being as that they're a special operations outfit, they've been equipped with the most useful accessories for the job. That aside, I changed the medic packs to better fit each respective camo scheme instead of simply using the olive green one that was originally used. There are also unique bags for both AT soldiers as well. B_NK_medicPack - Black medic pack, used with default camo scheme (figured it was more versatile than green) MTP_NK_medicPack - used with stratis camo pattern MTP_NK_RPG - used with default camo scheme - Again, it's actually black, but I just got lazy with the class designation. MTP_NK_TITAN - used with stratis camo scheme - Custom weapon variants are as follows NK_Katiba_GL_MRCO_P NK_Katiba_GL_NS_S NK_DMR_ARCO (Rahim) NK_PLA_KBU_NS NK_PLA_QBB_MK_DMS - A particularly effective optics combination for use with the QBB squad assault weapon (I decided not to include it as a default unit) NK_PLA_QBB_MK_SD NK_PLA_QBB_MK NK_PLA_QBZ_GL_P NK_PLA_QBZ_NS_S NK_TRG21_NS_S NK_RPK_MRCO_S NK_SVU107_NS_S NK_AK107_GL_NS_S
  13. Here's the link, if there are any problems let me know. https://www.dropbox.com/s/u93mosmu6s8jdfm/%40NorthKorea_v1.3.rar
  14. I actually think I fixed it, which incidentally did not impede the running of the addon in game at all. I tried packing it with eliteness and it simply gave me a lint error. I tried again with BINPBO and it said that a linkproxy declaration lacked a semicolon at the end, even though it ran just fine in spite of it not being there. It seems that when binarizing the config, the application had a bit of a tantrum. I think it's more or less good to go, it seems to work just fine on my end, so I think I'll pack them up and upload them and write a changelog, etc and it should be available some time later on today. I regret to say that I won't be creating a bikey for it, so it's kind of just use it as you will. I was kind of hoping to just so it was a little more secure to use if anyone wanted to host a server with them, but perhaps some other conscientiously motivated individual can do that.
  15. Well, I've more or less finished, although I decided not to convert the one AK pack as I decided it wasn't thematically concurrent, however I did use sudden's Russian weapons pack to good effect, as well as the PLA weapons however I've run into a spot of trouble. Two of the additional configs have a "lint error" when I try to compile them, secondly I apparently don't have the necessary file to create bikeys which was supposed to be installed with the tools I have, yet I don't see it. I don't really feel like buggering around installing those again. Does anyone know what a lint error is? It says that it's something wrong with the config file, yet they both seem to work fine. I'd like to get this business finished up so people can get to using them again.
  16. Mostly done with the PLA weapons version minus some inventory tweaks, although I'll admit I'm a little disappointed with the lack of attachment options for the QBZ. I had previously made a nice custom night ops equipped version with mixed tech for the Katiba, and was hoping I could do so again with the PLA weapons, but the scope is protected, thus no suppressed/TWS -enabled stealth ops kit. I really was hoping I could do something special for these units as I don't think they should just be some rag-tag bunch of misfits with barely adequate kit. However If the author has decided to protect their classes then, I'll just have to make do. I also plan on making an HLC_AK version because I really like the sounds the author incorporated with them, as well as one incorporating weapons from the SUD_Russian's weapon pack albeit separately. EDIT Nevermind, I just screwed it up, night ops QBZ is a go.
  17. Is this possible? I would like to combine a katiba with MRCO optics via config so that it's pre-attached.
  18. Why I didn't think of that myself I don't know. Thanks for the reminder.
  19. Thanks, that actually helps quite a bit.
  20. I will admit I've never used Zeus, although I can do some reading and experimentation. If anyone wants to provide supplementary info, I'll look into it. Also, it is settled on the optional configs, which will all be sequentially compatible albeit optional if you don't want to use the addon dependent ones. I will include the original TRG variants as Shockeros had wanted, I shall also include a config that uses CSAT equipment that is ready to go just in case anyone wants that instead. I shall also download some of the links suggested and get to work on those, I will also keep my eye open for anything I find myself that might fit nicely. I have some things I need to do this afternoon, but I'll be back on it once I'm done. I'm also going to have to figure out how to create bikeys out of the configs which is something I have not yet done. Thanks for all your suggestions.
  21. Okay, change of plans then, lol. I like the idea of QBZs. Would it be okay if I included additional config pbos that are mod compatible then in addition to a default loadout? Post your preferences (although I like the QBZ theme, however AFAIK there is only A chinese weapon pack for A2), I shall work on them. If anyone has any ideas for AT or marksman rifles, feel free to include those as well. I could release them as-is, but I do like the idea of themed alternate configs.
  22. I've gotten permission from ShOcKeRoS, so I think for the sake of tidiness I'll fix a few minor errors in the config such as a bad (alpha) primary weapon declaration, get rid of the green medic assault pack (replaced with custom a black one for aesthetic purposes). I should have it ready to go later on tonight or tomorrow at the latest.
  23. Would it be possible in the interim to solve the minor problem that AT and AA classes have when using Flashpoint with A3? I would do it myself but I seem to keep bunging up the script, although all that needs to happen is the particular unit needs a backpack in order to have either an RPG or AA missile in it's inventory.
  24. That is positively excellent news, I'm so glad you're still with us. One question on the new A3 version, will it be portable to old A2 maps easily enough?
  25. I too am in the same boat, I cannot see anything. I was expecting something similar to Kronzky's support call, but I couldn't find it. My resolution is 1920x1080 and interface size is also set to small.
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