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dimitri_harkov

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Everything posted by dimitri_harkov

  1. If you send me the layer mask file and the island config(s), I can have a look. Although... Jakerod will be more than capable of fixing this IMO. Cheers & Keep it up!
  2. Awesome stuff there. Thank you very much!
  3. I'm sorry, I couldn't find the old scripts. They would have been heavily dependent on RHS stuff anyway. But I mashed together a quick and dirty proof of concept. It concentrates on the range issue mostly. I have a loop based on the position of a 'radar vehicle' that checks for air vehicles within the chosen 'radar range'. If there is one, he starts a seperate loop for one of the SAM launchers: This loop: 1- reveals the target to the SAM (reveal command) 2- and commands the gunner to aim at the target (commandTarget command) 3- wait for a reasonable period (so the SAM can actually point at the target) until... 4- you force the SAM to shoot at the target (fireAtTarget command) This most simple approach works pretty well. You just have to make sure that the SAMs are not ordered to shoot faster than they can reload. It's hard to see that it REALLY makes a difference with the Tunguska, but the KRUG usually kills targets 25+ km (!) away. The radar loop stops once the radar is destroyed. If that happens, you can either remove the SAMs' magazines as eggbeast proposed. Or you can have a seperate loop that checks if fired rockets still have a lock. If not, replace the rockets with a new one on the same spot where they are at the moment. They replacement will spawn without any kind of target info and will just keep flying straight, most probably hitting nothing (EDIT: If I remember correctly, this was connected to an 'IncomingMissile' EH in the original script, to make it a bit easier). I'd also recommend making the SAM units as 'blind' as possible, making it difficult for them to acquire targets on their own. Cheers, D.
  4. I scripted a similar feature for the 2K11 Krug years back. I solved the range issue by 'revealing' all suitable targets to the launchers as long as the radar unit was active. Worked like a charm back then, though I haven't checked those scripts since. Nice additions, looking forward to the next update :) Cheers, D.
  5. Great update! I especially love the boats :) Cheers, D.
  6. dimitri_harkov

    O2-A Skymaster & Cessna 337

    Great, very useful addon! Thanks a lot for sharing :) Cheers, D.
  7. That sounds great! Though I hope you focus on a small pack (2 man-sized races, 1 small map) first to prove the concept and get more people to join the team. I also like the PvP focus. Good luck with this & cheers, D.
  8. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    No, I meant the first aid module that came with ArmA2 in 2009. I have no experience with the I44 healing module.
  9. Nice, keep it coming! :) I know it's probably a bit off topic, but could you maybe share your solution? I have this on one of the models I'm using too. Cheers, D.
  10. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    It's a wide shot, but have you used BIS' standard first aid module? This used to happen with that module after respawn when I used it ages ago. Cheers, D.
  11. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    If you want a parachute in HIP, take one with you ;) (and don't forget the workaround for a BIS-bug for pilots & crews mentioned in the manual) btw: HIP and I44 are not compatible at all. *** Really looking forward to 2.7! :) Cheers, D.
  12. Great that you enjoy the mod :) No, there will be no more releases for ArmA 2. There had been some plans for the second sino-japanese war, but nothing has come of it (yet?). Cheers, D.
  13. Thank you SnakeTheFox for your nice comments :) As Foxy already pointed out, we had no problem with the HIP - ASR_AI combo during our tests. Indeed, I took the greatest care to ensure compatibility wherever possible, because I'm a great fan of ASR_AI too. Still, HIP as a team can not gurantee that HIP runs with any 3rd party mods, as we can not control their development. However, I just had a short firefight with ASR_AI enabled and it seems it runs as flawless as ever :) Here are my ASR_AI settings I use for most missions, maybe they are of use for you. I have turned off/tweaked some things where I was not sure if they might cause trouble: Cheers, D.
  14. We had yet another event with this great mod. The airstrike at the end is definitly a highlight :D Big thx to DaOarge for recording this video and for a ton of screenshots (you can see everything on his homepage HERE) Keep it up! Cheers, D.
  15. Yeah. Perhaps it is because 'manual fire' is available for Huey pilots? I guess that should be removed, unless it has some special benefit that I am not aware of at the moment. Cheers! :)
  16. I use to call the following function to get an array of radios the unit (_u) has: private ["_u","_ret"]; _u = _this select 0; _ret = []; { if (getText(configFile >> "CfgWeapons" >> _x >> "simulation") == "ItemRadio") then {_ret = _ret + [_x];}; } forEach weapons _u; _ret You can then cycle through the returned array and remove the radio(s) using the 'removeWeapon' command. There used to be a function quite like this in ACRE, but it is/was broken, that's why I used my own ever since. Cheers, D.
  17. Cheers W0lle! Good luck & fun and maybe we see you again in the ArmAverse at some point. :) D.
  18. At least, you do not need any source files to add the airfield to Cao Bang. That's a pure config issue. I'm also pretty sure you can disable the turn out option on the M113 without an MLOD. Concerning ACE_compact: It would be great it this file would use a different key than the rest of Unsung indeed. Thx for response & Cheers, Dimitri
  19. Since it looks like there will be an other patch now, here's my 'wish list': :) Keep it up, it seems to me that this version of UNS is a great success :) Cheers, D.
  20. Isn't that what the latest OA beta puts out on every undefined variable - so, unrelated to UNS?
  21. And yet one more video of our last UNS mission, this time by DaOarge. And IMHO the best of his screenshots with original comment: :) - You can see this and much more on DaOarge's Arma Site *** Great mod guys, I hope to see it it on ArmA3 too! Cheers, D.
  22. dimitri_harkov

    Under Suppression Fire Effect

    Very nice. Love it.
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