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dimitri_harkov

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Everything posted by dimitri_harkov

  1. Yeah... especially: Why is ACRE not connected? ;)
  2. Vilas has a BHP as far as I know. Great project by the way :)
  3. dimitri_harkov

    CSLA for A2CO

    Have you also tested the grenades in multiplayer? That's where the problems manifest themselves, usually. Also a question: is there a way to disable the 'dig trench/foxhole' etc.... features during the mission? In my specific case, I want that players can only create fortifications at the start of the mission, and not later. Great mod by the way, as always since OPF. Cheers, D.
  4. Great! I'm really looking forward to try these out. :) Cheers, D.
  5. No, it does not help the AI see in the dark, sorry. But I will fix that in a possible update. Also, there is a new night fighting mission in the pack waiting to be released, which includes a scripted solution that is AI friendly. And many thanks for your kind words :) Cheers, D. EDIT: Ninja'd by Foxy :)
  6. dimitri_harkov

    ArmA2 Mumble Plugin *NEW*

    Great! Finally a good reason to re-install Mumble :) Thanks for sharing & cheers, D.
  7. Why don't you ask the Fields of War guys? Have a look HERE. Cheers, D.
  8. Very nice! I'm really looking forward to this :) Cheers, D.
  9. Yes, or just use Robalo's excellent ASR_AI. EDIT: @Galaxiesaver: To put LCVPs and the like on an Attack Transport (ATT), execute a script like this: [boat,caller,-1] execVM "\DIH_logistics\scripts\DIH_log_psob.sqf"; where boat is the name of the landing craft you want to put on the ATT and caller is any object on the same side as the ATT. Your landing craft needs to be within 30m of the ATT for this to work. As for your second question (AI should land vehicles on the beach): These features where not made with AI in mind and I have no clue how to do that. Maybe Foxy can help you out there, as he somehow managed to do it with his magic skills. Cheers, D.
  10. Thanks for the kind words everyone. :) I suppose you did set the planes to careless behaviour as you were advised in the manual? If it still doesn't work, it's indeed something we should look into. Sorry, I didn't get that. Sites? You mean sides/factions (Dutch?) or maps/islands (Singapore,...?). Cheers, D. EDIT: Oh, and as I reminder, I would like to point out that we have a nice bug tracker on DevHeaven HERE. It would be awsome if everyone could post possible bugs over there, as at some point bugs reported in this forums will be overlooked and forgotten.
  11. dimitri_harkov

    Grebbeberg - WIP terrain

    The map you are talking about is by Waxbutter, as are all the objects in question and most in Hell in the Pacific.
  12. Well... I wouldn't take a mission announcement by Pedersen too serious - or any announcement unless it's about his islands. He tends to get a little over-excited now and then and posts stuff that has not been decided on internally yet. I know Commando Raid Coop 16 is being worked on, no clue about the others. And no: there is no Springfield without scope in HIP. Cheers, D.
  13. Someone has not read the manual, I suppose.
  14. :) Indeed, awesome job Benoit. Many thanks! btw, here are the cfgMusic classnames of the music tracks if someone needs them: wx_music_t0 - Jungle Hunt wx_music_t1 - The Last Island wx_music_t2 - Jungle Hunt (drum only) wx_music_t3 - Invasion wx_music_t4 - A New World is Born wx_music_t5 - Heroic Wings wx_music_t6 - Sons Of Japan Cheers, D.
  15. @nickmow: Thanks to Foxy, who dug up the script, I can help you out now. Execute the follwing script on the server: Where: -boat1 is the landing craft you want to attach the tank to -tank1 is the tank to attach -"wx_us_m4a2" is the classname of the tank to attach Both the tank and the boat have to exist on the map when you execute that script. *** @Rob_Mayall: As stated in the manual, this menu has no function at the moment. It is a crucial part of the 'pacific warfare' mission type, that will hopefully see the light of day sometimes in the probably distant future. Cheers, D.
  16. Yeah, sorry, this should have been documented. I wanted to create an editor module for the ambient voices but I didn't get around doing that in time. Execute the following script once on every client at game start: Same here. This is rather complicated at the moment. Execute a script like this on the server for the transport in question (named 'ship' in this example): This is only for cargo that is not visible on the transport in question, like ammo boxes in all kinds of transports or vehicles in the attack transport. Loading vehicles on LCVPs and LCM3s is even more complicated. I will update the manual with those things at a later date. *** You don't. Closest thing you can get is to switch the weapons to a bajonet version by script. Cheers, D.
  17. And I might add that ACRE works with HIP if you use the supplied script suite in your custom missions, and this suite is also in all official missions. This is clearly outlined in the manual.
  18. Good tips in there. And you will hardly ever need more than 1000 m view distance on any of those maps unless you are flying.
  19. Poor you... Then you got to have a really shitty computer, because mine is 5 years old too and can run it fine. EDIT: btw, try to dust off your gfx card and/or processor - worked wonders for me! ;)
  20. Great to hear :) Thanks and don't forget to share your missions. For players, this is explained in the manual. If you want to script that for AI, you have to toy around with the setVelocity command. Cheers, D.
  21. Thanks for all that nice comments everyone :) call this little function: [ship,0,0,[0,0]] spawn DIH_cv_fnc_anchor; Where ship is the name of the ship in question. Cheers, D.
  22. Better start creating some yourself, there are none planned yet. :)
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