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JojoTheSlayer

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Everything posted by JojoTheSlayer

  1. JojoTheSlayer

    Question about AI teams

    Its not the move command that determines how they get there. Its their status, Stealth, Danger, Aware or Safe that determines how they act and even Safe wont prevent them from going into Auto danger. If one unit goes into auto danger everybody else is also set to it and when in danger mode they will use bounding watch. Editor Careless is a higher level of "not caring" compared to Safe, where they will care if they are being shot at.
  2. JojoTheSlayer

    Question about AI teams

    In CTI you sometimes dont want them to shoot back. Just run through a place with one or two enemies, maybe losing a guy in the process which isnt that important, but get to you as fast as possible. Thats where its useful. Or if you want to disengage from a enemy and "rally out" it would be great to have.
  3. JojoTheSlayer

    Ordering your AI to walk?

    Yes, the mission have to have been designed for it. Once in the mission you press ctrl+space to swap between squad and HC command. In my sig there is a link to my voice profile which contains a mission that includes control of 12 HC units. The mission is primary to help and teach people to use the voice profile, but... You could try that one if you want to check it out. okMA_wEaPmw
  4. JojoTheSlayer

    Tanks are really unrealistic

    Cant do that unless the commander is also out. Vs humans its not always a smart thing to do ether. :)
  5. I though both intros where good. If I could add my own twist I would lower the camera into the jungle. Like in stead of going from the sky to the ground you go at shoulder height in the jungle towards the player. With this sound and finish off with one of the two music bits in youre two intro eg. A little jungle creep before the tour :).
  6. JojoTheSlayer

    New Russian Soldiers

    Nice desert uniforms for the Russians. There seem to however be some kind of performance issue when looking at the troops though. My fps goes down to a halt if I swipe the view over a squad of em as apposed to vanilla. Anybody else getting this?
  7. JojoTheSlayer

    Tanks are really unrealistic

    Because when you play with full realism and sit in a driving seat for 3 hours during a tournament its great to have that extra view. In other scenarios, where you gun, you can look down into the hull to see where current 12oClock is as well, which I often do on the BTR-90 or the other way around if I am driving. I look back at the fully modeled turret to see if the gunner is watching where I told him to because I spotted enemies and so on. The BTR-90 dosent have functional windows, but you have solutions for that like you can see in the Bradley where they sacrifice the telescopes (engine limits) for direct see though windows at an angle. In general: ACE-2 (Functional ballistic computers. Both range and speed. Press Tab) RHS T80 Mod. Type 10 & 90 and Xk2 in Asia MBT by Waterhiro. (Functional suspension elevation/degradation.) Other great main battle tank models that stand out in other mods. Leo 2 in BWMod v 1.7. Leo 1 in Isla Duala v1.91. Tiger 1 in WW2-31st Normandy (Full interior modeled!). M1 Grizzly (Recovery tank) in ACE-2. Panther and Tiger 2 in Invasion 1944 v 2.0 mod. Most of these tanks dont have manual range settings and have gradual zoom settings etc, but you can mod that in yourself. I usually add the laser and range OA thing to main turret on modern tanks, pre set the optics ala M1 on OA and make it so the main turret dosent activate the engine while spinning. Its simple config editing. Why this isnt in more tanks released today I dont really know.
  8. JojoTheSlayer

    Ordering your AI to walk?

    You also have the Limited speed choice in High Command, but even there I dont think AI always walk. @Commonplace I didnt know about the stand up and safe to force walk. Il check it out myself when I get ingame next time. Nice find.
  9. JojoTheSlayer

    Screen shots of the targeting icons?

    The dude you are controlling has to "spot" them ingame first so that the spotted enemy "info" is transferred to the targeting menu. That you with your human eyes see them isnt always enough at long range. (edit: 1min mark if autoskip dosent work)The AI sound is a little high, but what I am saying is that I am look at the targets in the binnos and right click to "send" the info of spotted enemies to the AI because this way you can spot them at longer ranges than the AI does automatically, which includes your controllable squad leader avatar.
  10. If you want immersion get a Track Ir5 or similar. With that, head bob and deadzone would work against realism because your weapon would already be detached from your head movement. As for PvP the head bob and deadzone thing would only give a boost to campers in a already defensive oriented combat game. I think its fine that people can turn it off or on at their own choosing.
  11. JojoTheSlayer

    Question about AI teams

    If you have one team of lets say 5 guys. 2 of them are next to you and the 3 others are way away. If you tell all 5 to go somewhere they will group up first and then move there... The most annoying thing I think is that soldiers miles away are affected by the 2 guys next to you if they go into auto combat. Suddenly the 3 "reinforcement" guys also go into combat mode as well and slows their movement down to a crawl because of the bounding watch thing. Maybe its done to save resources or something, but auto combat thing should only affect a set radius of other soldiers around the guy that went into it for some reason I think. Also they should add the missing command 7-5 Careless to the commanding menu because 7-4 Safe dosent cover all situations. Specially in regards to auto danger. Having careless as a override setting would be great. The whole team goes into danger when it happens, but if you have infantry reinforcement otw you could set them into careless so they would still rush to your position. Which actually works if you use a mission editing trigger, but that forces everyone into careless.
  12. Maybe this isnt news to everyone, but anyway... I bet we all have been on missions with the medic modules where the AI gets lost or takes ages to get to you. Well you can fix this issue with 1 trigger. Heres how: ********* 1. Set up your team and link em all to the medic module. 2. In the group leader Init, you, put something like: B1=group this; 3. Put down a trigger with: Done! The millisecond you go down and need a medic you will instantly take control of the unit in your team that takes over command while "you" are down. Heal yourself, hopefully faster than the AI... And you are returned back to "yourself" once healed. Pretty sweet and keeps the game play in these kinds of mission less frustrating!
  13. Well, if you want a really simple solution (looks at post count?) you could use triggers. You would be able to have 9 tracks and 1 (0) to turn whatever track is playing off. Trigger: I find the jukebox rather annoying. It dosent play the tracks I want when I want. If you are building a mission for specific tracks at areas I would use area triggers or spotted by etc. Like when the enemy spots you start the: M4dUiBfMQVU Or whatever music you prefer.
  14. JojoTheSlayer

    High Command Module

    I dont get the issue here? What are you guys trying to do? Orders wont go down chain of command? If you put up the size of unit you want in each HC sub box and set each individual unit to playable you can jump to them if you want to give specific orders like scan horizon or something. Since all are playable you wont lose access to the leader of each unit if one dies as well and as long as they are in formation they will follow your orders in that setup when you jump back to commander. If you are on smaller operations you should take control of one of your platoon leaders and go into combat yourself. Dieing as a HC sub isnt a issue because: HC Commander: Back to Boss Trigger: (Team switch slows down the gameplay I think.) Then have a "Game over" trigger for the HC Commander: ...and its game over if the HC dies.
  15. JojoTheSlayer

    TWIRL Virtual Sniper

    Thx D and thx for the script T.
  16. JojoTheSlayer

    TWIRL Virtual Sniper

    Does the demo use some mod? I cant run it.
  17. I tried: & That didnt ether work. Maybe check the Bennys CTI mission since that one spawns in AI vehicles with crew locked where the AI dosent get out even when they are really damaged for clues on this issue?
  18. A throat mic (video) would solve your external sound issue, but I am not sure if they exists for PCs directly. They used these, still are, in loud environments like tanks or aircrafts etc. Edit: I have only used military ones for squad patrol and similar and I have had no issue with them. Old tech. I would bet commercial stuff now are pretty decent. You just have to fasten them good. I would check some of the more "action" oriented ones for paintball or similar since the PC ones I just looked up didnt seem that well in regards to stay put at your neck area.
  19. JojoTheSlayer

    Show enemy indicator on HUD in squad mode.

    You can actually get a general idea of where the AI spotted the enemy because the Oclock thing is always in regards to where you are pointing. Lets say the AI says something like enemy 9oClock, but you didnt understand the info strait away. If the enemy is still alive/not confirmed killed he will be in your target menu (2). So you can just look wherever you are currently looking and press 2. If the text then says soldier 2oClock that means the point where the soldier was seen is front right of where you are currently looking. Note: This might not be where the enemy is currently though if he has walked somewhere else by the time you check... Its just the location he was spotted. If you then do a 180 turn, close the target menu and re open it you will see that the soldier 2oClock has been changed to something like soldier 7oClock... This is because the oClock thing in the target menu updates live.
  20. Couldnt you just use a "exploding cow"? Using the distance to target at a meter or so to spawn in a bomb or something at the cows location when it reaches it target? Would probably be extremely funny. :) PSXOeqwbrEo
  21. You dont need a script for this. One trigger is enough. In the editor, after you have placed a player, you can find targets under Empty_Targets_Simple targets. These targets are the one you shoot and they fall over. This is because they have "health bars" and you "kill" them. When you place a simple target give it a name. Example L1, L2 etc. Now place a trigger (blue flag) with a repeatable radio command, eg Alpha (0-0-1). In this triggers Act put: 0=Full health 1=Dead Use the radio command ingame and all the targets put in the trigger will pop right up if they have been hit.
  22. JojoTheSlayer

    Sound; How to change tank reload?

    Adding this removed the error message. Dont know why... Edit: Changed it to 2. Here is a explanation of scope.
  23. How do you change the tank reloads sound? I want to change a vanilla M1 tank reload sound to the VopS 2.3 one. (Private use) I am using it in something similar to this. But ether I get a "undefined base class" for CannonCore or I add it under ...nothing new happens when I fire the main gun. Anyone have a clue? ---------- Post added at 12:16 AM ---------- Previous post was Yesterday at 11:14 PM ---------- Okay, I was unable to put it into the "main file", but I manged to add it via another pbo. M256 works fine, but I get an error on 2A46M: Error creating weapon 2A46M with scope=Private ?
  24. JojoTheSlayer

    Stepping on higher level with step-over-animation

    I wouldnt mind having a sprint animation for getting over fences and similar. So you dont have to stop. Basically a sprint towards object and if you are sprinting when you press the "get over" button you take a forward knee high short jump where you push off the fence when its under your foot. Basically you just jump high enough to get, usually your left, foot on top of the short fence or similar to push the rest of your body over it and get over. Its not really jumping the fence, since you are more walking or stepping over it. With average strength you are able to do this in combat gear. With full recon gear I wouldnt really risk my knee that way...
  25. JojoTheSlayer

    Invasion 1944 - DDay 2.0

    I was wondering in regards to tanks, again. :) Since I have currently been doing a little noobish config tweaking I came over the setting: Which added under main turret will give you the OA elevation thing, but without the laser range info at the bottom mid screen. Basically wwII style. Are you guys going for this in v2.5 or is there going to be some other system to range tank optics like in 2.0? Edit: Just correcting myself. BallisticsComputer = 2; goes under the weapon. Its turretInfoType = "RscWeaponZeroing"; that goes under the turret to get zeroing without laze info on weapons with b2.
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