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dimitri_harkov

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Everything posted by dimitri_harkov

  1. Great! This and AT guns is the only thing I am really missing in this great mod. Keep it up! Cheers, D.
  2. dimitri_harkov

    Guerra do Ultramar

    Very nice one, thanks CimaleX! I didn't get further than the second objective yet but I really enjoyed it so far. :) Cheers!
  3. dimitri_harkov

    Guerra do Ultramar

    Indeed. In the past P85 used different accuracy values than stock weapons which made it hard to combine with other mods. Now I do not know if this is still the case, but keep it in mind if you try (In general combining two total conversions rarely works - P85 + GDU would be cool, though.). Vilas' stand alone east/west weapon packs on the other hand should work quite nicely with GDU :) Cheers, D.
  4. dimitri_harkov

    Guerra do Ultramar

    Sure, the class name lists are in the documentation folder of the mod on your hard drive :)
  5. dimitri_harkov

    Guerra do Ultramar

    Hello miraoister, thank you very much :) -Indeed, security forces would be nice, especially since I even have most of their weapons in-game already. -The M7 was not really used on any rifles I have, and the M79 is already available in-game. -radios: those are pretty hard to get hold of... but would of course be a nice addition (even though the currently available radio fits the setting just fine). -camo improvements: good point, I'll try to look into it. -posters: I'll keept that in mind when I spice up the map Thanks for your suggestions and the photo link :) Cheers, D.
  6. Nice attention to detail! :)
  7. dimitri_harkov

    Guerra do Ultramar

    Hello. Just execute the script on every client (or in the player's init box in SP) and it will add ACRE functionality to all vehicles, the static communication radio item and the soldiers with pack radios. Cheers!
  8. dimitri_harkov

    Guerra do Ultramar

    That sounds promising! You are more than welcome :) The most common Portuguese transport Heli was the Alouette III. Comandos/Para-quedistas used 4-5 of them + 1 armed with a machine cannon when going on a mission. Later, the Puma was introduced, but numbers always were low. It has a much greater transport capacity, however. The guerillas have no access to helicopters in GDU (yet?), but there is a mercenary Mi-17 on all sides that you could use. No jet can fire napalm yet. The only real jet in the mod is the Portuguese Fiat G.91 fighter bomber. It's only loadout at the moment is: twin 30mm DEFA cannons & 38 SNEB 68mm unguided rockets. Napalm has been requested several times, though, and I will add it later (now who would have thought that... damn you Vietnam war! ;)). I'll also add free fall bombs. Thank you :) No, it's entirely made up by me. But I will indeed move it to the Pacific area at some point and add it to Hell in the Pacific too (the A3 version, though). Cheers, Dimitri
  9. dimitri_harkov

    Guerra do Ultramar

    Yes, you can use the ambient voices both in SP and MP. First, copy the DIH_av_trigger.sqf file from the mod's documentation folder to your mission folder. Then run this script from any init box. e.g.: _hndl = [] execVM "DIH_av_trigger.sqf"; This will turn on ambient voices for all AI-led groups that have at least 2 members. If you want to have that feature for a player-led group as well, enter this into the player's init box: _hndl = [group player] execVM "\DIH\DIH_a2_ambient_voices\DIH_ambientVoice.sqf" *** I will not make this an automatic feature as I wouldn't like player led groups to use ambient voices. But I will create two editor modules that you can just put on the map without further fuzz. Cheers, Dimitri
  10. dimitri_harkov

    Guerra do Ultramar

    In this conflict it's harder than in any other to say who's the 'good' or 'bad'. All sides commited countless atrocities. The liberation movements fought for the liberty of their respective countries, Portugal for unity of their empire and (as they saw it) for the security and wellfare of their citizens (after some point they threated all races equal, which was quite ground-breaking back then, but alas - Portugal still had a brutal totalitarian regime at the time). I'd say that's a quite good situation for mission makers - just choose for yourself who are the good guys :) *** As for uniforms: The 5 liberation movements (MPLA, FNLA, UNITA, FRELIMO, PAIGC) all use a wild collection of different uniforms (or civilian clothing), including captured Portuguese ones, and different headgear, including brown berets as the Portuguese. In addition, they all wear arm badges in the colors of their respective movements so you can tell them apart (and yes, that's the only visual difference between the 6 guerilla sets). These 5 factions are on 3 different sides, depending more or less on their alignment/politics. In addition, there are 'generic' guerillas without arm badges on the east side, as well as generic 'regular' african soldiers. The Portuguese Forces are on the 'independent' side, as they somewhat sat 'between' the chairs of eastern and western block. Plus: there is a small pool of mercenaries on all sides. *** As for battles: There is this one, for example. That site is a great one on that subject in general. See the timeline, for example. Or an overview of different combat missions in the PCW. *** Voices: Thanks to gammadust (active on the BIS forums) and kiki, I have an excellent set of both metropolitan and native ambient voices. See the supplied manual on how to use them. I will certainly make this a bit more user-friendly in the future. In short the scripts generate ambient voices for groups that are in 'Aware' or 'Combat' mode. *** I'm looking forward to your missions, if I didn't scare you off :) Cheers, Dimitri
  11. dimitri_harkov

    Guerra do Ultramar

    I added a FAL yesterday. It's just the one from OA with added rifle grenade capability. Given it's limited use by the mod's main factions, thats good enough I think. Maybe I'll add a scoped version, though. I don't intend to expand the mod in the direction of the old BWC mod. GDU is just a one-man team after all. What's certainly very high on my list is to improve the civilians and add some civilian cars/trucks/boats. I'll also look into re-creating the pára-quedistas. Thanks for your input guys! Cheers, D.
  12. dimitri_harkov

    Guerra do Ultramar

    I'm too bad at this to create a good mini-campaign or other classic SP missions, but I am working on a highly dynamic and randomized COOP/SP mission with some 'The Wild Geese'-like elements. Thanks! Indeed I try to include most of what you proposed. -FN-FALs might come soon, now that the ArmA2 samples are available. -Paratroopers would be nice, maybe I can ask some friendly mod teams for assistance. -AR-10 would be awesome, but my attempts at creating it myself failed thanks to my virtually none-existing modelling skills. -I guess I could get hold of a C-47, but I'd prefer a Noratlas (which I could get too, I guess) -Jeep with Breda MG is rather unlikely, since I have no Breda model. I could mount an MG-42 or HK-21, though. Thanks for the feedback & cheers, D.
  13. dimitri_harkov

    Guerra do Ultramar

    sorry to say: but there is no ace support... more to the contrary really... but acre is supported. As for six updater: no idea, I guess that's for Sickboy to decide. *** I just noticed that I forgot to mention how to get Alice to work on the island in the manual. I will put the solution in this thread in the near future. Cheers, D.
  14. I don't know from the top of my head, but the workaround is mentioned in the manual somewhere. Hm, never noticed that. Maybe the just run out of fuel? Other than that: no idea, sorry. Cheers!
  15. Hello! Good you got it working. If the AI doesn't retract the gear, this usually means it has been destroyed during take-off. But yes, there is a command too: http://community.bistudio.com/wiki/ArmA_2:_Actions#LandGearUp Cheers, Dimitri
  16. dimitri_harkov

    Guerra do Ultramar

    Thank you for the kind words, guys. @GD Mast: Indeed, BWC has been released for ArmA2 - at least in a beta-stage - a long time ago. The download link is burried in this thread somewhere: http://z11.invisionfree.com/BushWars/index.php?showtopic=530 Too bad those talented guys seem not to work on it any more. I guess we could have helped out each other a lot. @CimaleX: Thanks, I'm looking forward to it! :) Cheers, D.
  17. Yeah well, when IF was originally released with eastern front content only, it made sense for Germany to be 'west' and the Soviets to be 'east', right? Now Germany should be on independent side and the western allies on west... Anyway, makes no difference at all on which side they are on, right? I just think that calling the side tabs 'Blue- and Opfor' was no good idea by BIS (since Bluefor is always the side you are playing for, no matter if it's Germany, the US or whoever - so it should change dynamically ;)). Maybe you could rename them 'Axis','(Western) Allies','Soviets' or something like that? I guess that should not break anything. Cheers, D.
  18. dimitri_harkov

    Guerra do Ultramar

    The first version of Guerra do Ultramar has been released. Download it from Armaholic. Many thanks to Foxhound for hosting it, and to the long list of contributors without whom this would not have been possible. Cheers, Dimitri.
  19. If that pbo is missing, you should re-install. Cheers, D.
  20. Great effort guys! Thank you very much for all your hard work. One thing, though: It seems that all trucks/cars are indestructible? (A2OA 1.62 stable, IF without DLC) Could of course be that I f*ed something up on my end while converting/patching. Anyway, thanks a lot for this great initiative. Cheers, D.
  21. Hello Elena, no problem, I will gladly answer your questions as far as I can. a) I guess so. We still get comments on the mods and quite recently Shpagin released a multiplayer-mini-campaign for HIP. Our own MP server is usually on too (DaOarge's Hell in the Pacific Server). b) No. I guess red means that they are using a different (beta)patch than you do. c) Indeed it is. Stay tuned for more info in the near future. 1) We have the model, but did not come around to actually include it in the mod (like quite a lot of other stuff too). 2) We have none, but it's a good idea that we will certainly keep in mind. Cheers, Dimitri
  22. dimitri_harkov

    Guerra do Ultramar

    Yes indeed I have. Let's see if I can make it. If not, it will be a new year's release :) Cheers!
  23. dimitri_harkov

    ASR AI Skills

    Hello Robalo, I have a possible issue with the ArmA2 version (1.16.1). It seems that over the course of the game, civilians tend to gather on a few spots on the map and form crowds there (in the last mission they gathered at two fuel stations, before I also saw this near flagpoles). It seems to happen with ASR_AI only, but maybe the bug is in my mission anyway. Hard to tell. ai rearming is off, ai skill is off for civilians, join loners is off too, reactions array is 0,0,0. At first I thought it's the Alice module, but that also happens when it's off. Does that ring a bell? Anyway, thanks for your continued hard work on this great addon :) Cheers, D.
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