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-HAC-_mainframe

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Everything posted by -HAC-_mainframe

  1. -HAC-_mainframe

    HWM 1st Release Addon Pack

    Hey Dan we are very happy you liked our M113. We wish it wouldn't be so tricky to get in it , but this the true height of M113. Soon you will see some other futures for it. About the smokes keep in mind that the enemy is aware of your position.So even if he doesn't see you, he can shoot relative to your position. This problem exist in the hole game, for example try to cover your self with BIS smoke and the AI will still see you-shoot you. Off coarse if you think of it, this is happening with real players too. For example if you spot a tank and they use their smoke dispatchers you will fire a round or two at his last known location...JUST IN CASE you are lacky.
  2. -HAC-_mainframe

    HWM 1st Release Addon Pack

    Well thanks both for your comments, especially about the destruction system as we had put much effort on making it as random as we could. We believe that everything destroyed – dies on the battlefield stays on the battlefield and that even a screw must have it’s physics. That’s why we are still trying to upgrade it to be more random with more custom pieces and effects. Also the problems reported above had been already fixed, but we will not release a hotfix as we believe they are not critical bugs. So plan is to update these units in our 2 release pack together with the new stuff we are working on. gL33k If the crew is turn out then that’s why there are not firing but about the state of the crew we couldn’t reproduce the bug you described above. I think I had the same problem in one of my MP missions but it was with a BMP. If you can give me more details on what you did maybe I find out what is going on. Thanks again for your replays and for trying our Addons, much appreciate your comments as they are helping as to give the best results.
  3. -HAC-_mainframe

    HWM 1st Release Addon Pack

    Axa….. This is truly great infos you gave us here. Well as I told in my previous post we thought the opposite. So APDS stands for Armour-piercing discarding sabot (APDS) And HEAT stands for high explosive Anti Tank. Ok that’s easy to correct we will rename-swap the displayed name on the configs in our next version. Maybe APDS-T for antitank shells and HEAT for dual purpose ammunition. Just to be accurate and as close to real life as we can be. Connor.SG-1 we have some missions ready but we didn’t include them on this release.We will give them when the hole pack is complete. Until then….hold tight and check your six Thanks again for your replays and for trying our Addons, much appreciate your comments as they are helping as to give the best results.
  4. -HAC-_mainframe

    HWM 1st Release Addon Pack

    No our information are that HEAT rounds are the anti tank shell LEO is using and APDS are the high explosive.So we design them this way.
  5. -HAC-_mainframe

    HWM 1st Release Addon Pack

    Yes I tested the damage system too and you are right. But I did also the opposite and I noticed the following. When I got Leo and shoot a HEAT shell at a T72 the exact same thing happened. (any angle just to be sure). Both tanks were heavy damaged but in fact operational. So i don't know if this is a bug of our addon or something BIS should look at. I also asked our "HAC military advisers" which I deeply respect because this is their regular work and they respond. "if you take a direct sabot hit form an AT shell then there are two possibilities. 1)the shell will bounce on tank exterior armor with out exploding resulting only to a bump, a scratch or loose weel 2)the shell will penetrate the external armor exploding inside the crew compartment...with devastating results to the crew" So now I am confused.Which would be the best solution to the problem above, realism or incrice on Leo armor? Waiting for your oppinion
  6. -HAC-_mainframe

    HWM 1st Release Addon Pack

    xmm I didn't thought you would find them useful thats why we didn't include them on the manual. Nevertheless I thing this should do the trick. deploy_smoke>>> this exec ""\HWM_Core\scripts\smoker.sqs""; Apply Camonet>>> this exec ""\HWM_Core\scripts\camo.sqs""; Remove Camonet>>> this exec ""\HWM_Core\scripts\camo.sqs""; Open back Ramp>>> "this animate [""ramp"", 1]"; Close back Ramp>>> "this animate [""ramp"", 0]"; So according to the above place accordingly in a)unit init field b)Wp statement c)trigger statement Be sure in which state is the animation state before you run the commands because you may experience the strangest results NOTE: I believe this will do the trick, but bear in mind that I haven't test them in MP and by doing so you are bypassing the build in checks in the configs.
  7. -HAC-_mainframe

    HWM 1st Release Addon Pack

    Super, glad to hear you are enjoying this. To be honest we were a little anxious if you would like the results of our custom destruction. We thing it is giving pretty random results but we are working on make in it even more better. As for your guestion regarding the goodies, unfortunately arma engine and its AI handling isn't allows us to do so with out the help of the mission maker. So if you need to enable any custom "action" for our tanks-units then you should do it thought the help of initialization-command exec on waypoints or triggers.
  8. -HAC-_mainframe

    HWM 1st Release Addon Pack

    First thanks for your comments.I hope you enjoy messing-playing around with our "15t beasts" Now replaying to your bug report, I don't thing any vehicle,unit or weapon addon can do what are you describing, except if you are using units that are utilizing heavy scripting in back round.Also keep in mind that for our beta test we didn't use any mods for sound graphics or GUI engine tune up. This is because we wanted our job to be primary BIS compatible. For the second glitch you are right.But we are still learning and this is something temporary we hope we can unlock all BIS secrets . . thanks for your comments again
  9. -HAC-_mainframe

    Mixed ammo

    no arma engine is not allowing it thought configs . I was playing with it for a while but I didn't have a model to test it. So when I saw your Zu I merge the files to test it. There is no reason of doing the above? this is what I am proposing. First you can put two ammo modes on your weapon<< works very well and I managed to put frag ammo. Second you can do it thought a script, you have a barrel you are not using after all Problem is that this is more complicated and when I am using it I have problems align the bullet initial point with the second barrel. If you can bypass this problem, then you can do exactly what are you asking above.For every firing command you will shooting two bullets 1 AP & 1 HE Hope this helps you, nice weapon by the way it packs a lot of fire power (just how I like them) http://arma.unreal.gr/index.php
  10. -HAC-_mainframe

    Weapons Script

    try this I have used some parts of this code in an other script of mine. modify accordingly depending the weapons of your choice.
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