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HateDread

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Everything posted by HateDread

  1. What do you mean by 'forcing' them into it? You mean, the player approaches a vehicle, selects your custom action, and is then in the vehicle? How does that differ from 'get in'? :p
  2. Cheers for this. I'm finding the push, and the damage, to be rather low against armoured targets, yet the push against the helicopers seems rather high. If one were <500m from a 15 KT nuke, surely their tank would be moved, and be damaged beyond the orange status (in the top left). I can't imagine what it would do... but it wouldn't be pretty. And do these nukes have fallout/radiation afterwards?
  3. I believe the classname is 'pipebomb'. These links might help you: http://community.bistudio.com/wiki/ArmA_2:_Weapons http://forums.bistudio.com/showthread.php?t=73241&page=2 Regards, - HateDread.
  4. HateDread

    The Undead Mod

    I believe that this script's FSMs overwrite default AI behaviour, which is the type Zeus AI controls. You should have no issues, my friend.
  5. Howdy, You'd probably benefit from some pictures in this thread to advertise the look ;) - HateDread.
  6. HateDread

    The Undead Mod

    If you need some help with missions, buddy, jump over to the mission scripter's forum section on here. Also, once you get some basics, and you're feeling polite, and patient, jump on the ArmA Mission Maker's Skype Channel: http://forums.bistudio.com/showthread.php?t=112306. Any other questions, just ask me ;)
  7. Okay - this one is doing my head in big time... From Monsada himself: The thing is, this means a tank crew will dismount when they're < KRON_UPS_closeenough from target. In my case, leaving it as default, means that a tank crew will halt their tank when they're less than 300m from a single soldier, and throw the 'X: Getting out of vehicle' debug line, and then refuse to follow anymore waypoints. This makes absolutely no sense in an urban situation. Monsada himself said not to change this variable, but how else do I get the vehicles to move closer, to a sensible engagement range in an urban environment?
  8. In addition to the above, I must also ask, what is more efficient re. markers - if I have a village/town to defend, should I have 'TownFront' marker, and 'TownRear' marker, with units allocated to patrol each, or would UPSMON work better if I just had one marker encompassing the whole thing, i.e. a 'Town' marker?
  9. HateDread

    The Undead Mod

    He means the Secondary Operations Manager: http://community.bistudio.com/wiki/Secondary_Operations_Manager
  10. HateDread

    The Undead Mod

    Haha, I had the same idea. I even went as far to implement it. I had a lot of neat little features I was going to put. Problem is, until Charon comes back and updates with his new zombie code that uses FSMs in an efficient manner, as opposed to the current one, all advanced code/modules will not work. Try using anything that loops, such as the AC-130 script, Warfare/Construction Modules, etc, and you will notice the problems - there is a limit to how much script that can be run in any one moment, and this mod seems to cap it out completely. Rest assured, my friend, when this is updated, I'll be all over making a warfare scenario ;) --Is patiently awaiting the return of CP and his new code-- Regards, - HateDread.
  11. A few things you can try. Put a hint after that code, and if the hint fires, then the trigger itself is working. Make sure you have '-showscripterrors' in your command/modline (I.e. make a shortcut to game .exe, and place that in its 'target line' field). Pardon this suggestion if you already knew that :) And you're completely sure te heli is named 'Heli0' in its 'name' field? The only other suggestion I have is re. the bomb setdamage 1 at the end. From what I understand, the bomb should collide with the heli and explode on its own? You might be deleted it prematurely, who knows? (I doubt it, though, as the spawning is ahead of the deleting, but you never know). Hope that helps. - HateDread.
  12. HateDread

    WarFX : Blastcore

    Now that I think about it... Longer-lingering smoke/longer-burning fires would be lovely, just to have that sustained war feel :) (Unless fire length it out of your control... I actually have a feeling that's the engine?)
  13. HateDread

    CRcti Proman

    Ahh okay. Oh well. Just gets annoying at start when AI has to run many kilometers to get to nearest town :P And I mean, the AI buys MHQ-style vehicles, and attacks towns with them, when set to 'Armour Light', just as it attacks head-on with artillery when set to 'Cars'. All it does is get them killed - the units are no match for actual front-line units.
  14. Cheers for that first one - I'll have a look. What I mean with my other point is that when you have 'respawn' enabled, the AI groups will be recreated first at their original position, and THEN moved to a 'random pos'. This isn't at game start - this is after the units have died, and have been respawned. It would be nice to first place the AI within the zone as random, but have them respawn to their original, and NOT be placed random, so I can have them run from behind their own line (like we discussed earlier) instead of being randomly spawned in front of the player, etc. Hope that clears it up :) EDIT: Actually, when a unit respawns back behind its own lines, is it possible to get it to charge up to the front again? I'm guessing increasing unit share distance would work, but then they're use COMBAT mode, and take forever to get there. Maybe I could respawn 'reinforcement' squads? Is it possible to respawn as a different type/functionality?
  15. Is there a way to make the respawning groups come from a location different to their initial placement? I.e. when they die, have them rush up from behind their front line, so they don't magically appear in front of the player. And, similarly, when a group set to 'random' respawns, it first respawns in its initial position, then gets randomly placed for its new instance. Is there a way to stop all this? Cheers.
  16. HateDread

    CRcti Proman

    In the ones I downloaded from the link you gave, there were arty vehicles, and they were used quite terribly (I mean, who runs arty vehicles up to the front line to die? :p ). Regarding the towns - is it not possible, either at the moment, or in a later update, to get the random number of towns in a group? Like, if I pick '5 towns', have those 5 towns together. Otherwise, it's quite frustrating, with the five towns scattered all over the map, and the battles therefore being less intense. Would it be possible to look at this? :) (And I'm in Australia - the pings would be too bad to play, sadly. Thanks for the offer, though!) EDIT: Can confirm that group set to 'Armour Light' will attack with built MHQ units. Isn't that a bit... silly?
  17. HateDread

    CRcti Proman

    Aye, good fun it was. So there's no way to get towns together? If I set to 'all towns', does it do every town on the map? That's one thing I dislike about Warfare - it's too big. I loved getting cozy on the Chernarus CrCTI ;) EDIT: Just to confirm - does AI play okay with this? I just saw an MHQ try to attack a town. I assume it wasn't their main one? I've seen AI attack towns with GRADs (Artillery) close-up. Is the AI not checking the vehicles against a 'sensible' list?
  18. HateDread

    CRcti Proman

    Cheers for that! I downloaded off the AddonSync, that's why it didn't work ^^ What parts of this (if at all) don't work without a dedicated server? Like, if I host LAN and play on it by myself, will the mission not work? (Also, if I select, say, 5 towns, how do I get them to be bunched up so it's a group of 5 towns? So it's small like original CrcTI I loved so much).
  19. HateDread

    CRcti Proman

    Pardon my asking, but is it not possible to play this without your selection of mods? I am looking for an alternative to CrCTI that I can play with either vanilla, or ACE, with all of my own mods as I choose. I'm guessing this requires the list of Proman's mods? Cheers for this, mate :)
  20. Howdy all, Is there a way to keep ppEffects visible after the player has hit 'esc' and is viewing the menu? Whenever a player returns from the menu, the effects are lost, ruining the ideas I was implementing in the mission. Cheers.
  21. HateDread

    [CAMP] John - A Rambo Medley

    I was actually having the same in one of my recent missions, involving dialogue/FSMs. Appears to be a recent change. If you figure it out, please let me know :)
  22. HateDread

    Checking for weapons

    I haven't had a chance to re-review my own example here, but this mission I threw together might help you. It checks to see if the current weapon is NOT equal to 'nothing', therefore ANY weapon being present will set it off. http://www.megaupload.com/?d=PESC8HFU Just replace the 'on act' field with your add rating, and remove the 'on deactivation' field. Hope this helps! - HateDread.
  23. HateDread

    death trigger

    In the condition field; Where you change the unitname to the name of the unit. Hope that helps :)
  24. I'd suggest opening up one of the pbos to look at the modules. Don't some of the medical-based ones add in that action? You could skip the addaction part and just use its result, or you could do it via FSM.
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