The Hebrew Hammer
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Everything posted by The Hebrew Hammer
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F/A-18 Super Hornet and Su-35S Flanker E
The Hebrew Hammer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sent you a pm -
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.
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F/A-18 Super Hornet and Su-35S Flanker E
The Hebrew Hammer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
F/A-18 Super Hornet and Su-35S Flanker E
The Hebrew Hammer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
F/A-18 Super Hornet and Su-35S Flanker E
The Hebrew Hammer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah gotcha. I was hoping for TV guidance as a pilot. -
F/A-18 Super Hornet and Su-35S Flanker E
The Hebrew Hammer replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
Curator Presets Mod
The Hebrew Hammer replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would it be possible to garrison specific factions? Especially if we're using addons? -
Curator Presets Mod
The Hebrew Hammer replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Curator Presets Mod
The Hebrew Hammer replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Huh... I must have fucked something up because I don't see any garrison module.. I'll try to troubleshoot. -
Curator Presets Mod
The Hebrew Hammer replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How exactly does the garrison function mentioned work? I can't seem to find anything. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
The Hebrew Hammer replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
The Hebrew Hammer replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
AI seem to expend way more ammunition than normal with this mod, any thoughts on that?
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ALiVE - Advanced Light Infantry Virtual Environment
The Hebrew Hammer replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Damn I miss the rearm feature from A2...
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RH M4/M16 pack
The Hebrew Hammer replied to roberthammer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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.. -
RH M4/M16 pack
The Hebrew Hammer replied to roberthammer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Jesus... christ, no one wants to talk about replacement packs do they? Fuck.. -
RH M4/M16 pack
The Hebrew Hammer replied to roberthammer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
[SP]Dynamic Universal War System (DUWS alpha0.1)
The Hebrew Hammer replied to kibot's topic in ARMA 3 - USER MISSIONS
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. -
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.
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[SP]Dynamic Universal War System (DUWS alpha0.1)
The Hebrew Hammer replied to kibot's topic in ARMA 3 - USER MISSIONS
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. -
[OPEN BETA] [SP] bCombat infantry AI Mod
The Hebrew Hammer replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Well I'm guessing if you want suppression mixed in, just go with TPW and disable any other features to avoid conflicts.
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[OPEN BETA] [SP] bCombat infantry AI Mod
The Hebrew Hammer replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
RH M4/M16 pack
The Hebrew Hammer replied to roberthammer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A replacement pack for BLUFOR units would be nice..