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The Hebrew Hammer

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Everything posted by The Hebrew Hammer

  1. The Hebrew Hammer

    ASR AI 3

    Is there a way that I can slow down the rate of fire? I love ASR but the AI spend way too much time firing long bursts, can you explain how to tweak the PBO to slow it down or keep them on semi only minus close range engagements? I can't go 10 minutes into a mission without half my squad calling out low ammo.
  2. Still had issues with the GPS coordinates being unreliable. If I came off it, I could not simply get another lock, I tried next target, empty target, every keybind related to targeting to try to get back on, but it seems like it needs a timeout before I can try to lock again. Square locks do not guide the JDAMs to their mark, I was only able to achieve hits with a diamond. That's what I've experienced so far, just trying to relay that information to you.
  3. Ran into an issue with the GPS guidance. There's only a brief 2-3 second window to drop the GBU38's otherwise I have to unlock and lock again. For some reason I have to reapproach in order to get a new lock too. I cant just quickly lock and unlock anymore. It also has to be awfully close, it would be nice to drop from higer altitudes.
  4. Ah gotcha. I was hoping for TV guidance as a pilot.
  5. I still don't get how the FLIR pod is added, I've tried the sample mission and the service menu doesn't allow for any pods other than fuel?
  6. The Hebrew Hammer

    Curator Presets Mod

    Would it be possible to garrison specific factions? Especially if we're using addons?
  7. The Hebrew Hammer

    Curator Presets Mod

    No, I'm just dumb I figured it out. I thought by module you meant in the regular old 2d editor. One bug I've run into is the dialog will not let me place civilians. When I scroll to it it won't let me select it. Using the scroll bar I can select everything else.
  8. The Hebrew Hammer

    Curator Presets Mod

    Huh... I must have fucked something up because I don't see any garrison module.. I'll try to troubleshoot.
  9. The Hebrew Hammer

    Curator Presets Mod

    How exactly does the garrison function mentioned work? I can't seem to find anything.
  10. Ran into some issues with the MCC console, if I had it to an ammobox and spawn it in the 3d editor, it doesn't work. I can't access it in the action menu. The first time I did get it to work it didn't function. I added the AC-130 to the map then went to the MCC console and the display didn't work. I could hear the thing shooting which was a bit odd.
  11. Is there something wrong with the latest version? I'm running A3 stable and MCC4 R3 and the 3d editor does not work. Am I missing something here? It worked fine on older versions of MCC4. I'm trying to spawn the prefabs found under D.O.C like was done in the video you guys put out but nothing works. Upon further testing, some of the stuff is placed at the [0,0] coordinate for some reason even though I'm trying to place objects in the 3D editor, I'm having trouble finding any new documentation for the updated layout.
  12. The Hebrew Hammer

    ASR AI 3

    AI seem to expend way more ammunition than normal with this mod, any thoughts on that?
  13. Having a bit of an issue with the profile system. Say I'm doing an invasion/occupation scenario where the BLUFOR is attacking the OPFOR, I'll be using the debug and it seems that friendly forces will teleport right into their given objectives. So by the time the rest of the forces catch up, some magic tank has already killed off a bunch of infantry.
  14. The Hebrew Hammer

    ASR AI 3

    Damn I miss the rearm feature from A2...
  15. The Hebrew Hammer

    RH M4/M16 pack

    So I'm going to keep posting about it.. I see no reason why it couldn't be done, just let the auto rifleman keep his MX series weapon, everyone else with M4/M16's..
  16. The Hebrew Hammer

    RH M4/M16 pack

    Jesus... christ, no one wants to talk about replacement packs do they? Fuck..
  17. The Hebrew Hammer

    RH M4/M16 pack

    Seriously though, is there any plans to make a replacement pack for this mod? If no, are there any good resources so I can just do it myself?
  18. The Hebrew Hammer

    [SP]Dynamic Universal War System (DUWS alpha0.1)

    BigShot, I know that the mission is already running a heavy amount of scripts, but for prefab bases you may want to consider this script: http://www.armaholic.com/page.php?id=22522 I've found that it is fairly well optimized compared to doing something like using UPSMON's fortification feature. You would probably want to use the teleporting mode instead of relying on the AI to actually run into the buildings or cover. I believe you may have to add a sleep command so that it's run after the prefab is placed. Another thing I'll note again that is if I'm running the mission from my editor, and in the init.sqf I've denoted that I'm manually placing the HQ, and manually placing zones, that upon mission start I will still get the dialogue asking me if I want a randomly placed HQ, or a manually placed one. This creates TWO BLURFOR headquarters on the map. So in the future, changing it to hq_manually_placed = true; should disable that prompt.
  19. The Hebrew Hammer

    Speed Of Sound

    Is there a better changelog than what is shown on Armaholic? I don't have the luxury of downloading every mod on a whim because of bandwith restrictions, there were some pretty major issues with the last version, but I'd be willing to give it a go if I saw some videos or a changelog.
  20. The Hebrew Hammer

    [SP]Dynamic Universal War System (DUWS alpha0.1)

    One thing that I've noticed using manual zone placement while running the mission from the editor. Units at the prefab bases are spawned in a bunched up manner where a group of 4 or more are stuck in an object. I would recommend you change it so they spawn a couple of meters away from the object itself.
  21. The Hebrew Hammer

    [OPEN BETA] [SP] bCombat infantry AI Mod

    I think there is something in Zeus_AI that over rides that tendency to stay in combat mode. That or I just didnt test enough. I prefer bCombat for regular play. But for that mission which involved a lot of scripting I had to use something else.
  22. The Hebrew Hammer

    ASR AI 3

    Well I'm guessing if you want suppression mixed in, just go with TPW and disable any other features to avoid conflicts.
  23. The Hebrew Hammer

    [OPEN BETA] [SP] bCombat infantry AI Mod

    I've had to roll back to my old AI modset because of some issues with bCombat, or possibly just how bCombat interacts with the latest stable version. I had a mission where units parachute from an aircraft, some of the units take damage as they fall, and I've appropriately scripted it so that they are invincible, and as a precaution they are healed while parachuting. I think as a result of taking damage at all, even if they are healed they go into combat mode instead of aware. So when they land, and they need to run in a certain direction, they take a painfully long time because they're bounding, even though there is no threat. The biggest flaw with the AI, and this isn't a fault of bCombat is that sometimes you need AI to cross danger areas quickly. Of course the AI will always choose to prone out rather than dash through the open though, even if it means getting mortars and grenades walked in on them.
  24. The Hebrew Hammer

    RH M4/M16 pack

    A replacement pack for BLUFOR units would be nice..
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