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velzevul

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About velzevul

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  1. connecting to the "HAL RHQ Artillery", seems, working too.
  2. hi, Ninja! been testing and playing aroung with demo missions and very enjoyed of HAL working. battles are very interesting. comm provides logistic and fire support for players and AI well. thanks again for your hard work on NR6 PACK. i've notices a few things while testing NR Tools: 1. sometimes, at the start of mission, predefined Arty units (spawned from custom pool and sync-ed with NR6_RHQ_Art_Module or NR6_RHQ_RocketArty_Module) gets order "Seek-and-destroy", sending them to the frontline, even before reconnaissance units. 2. a few times destruction of some vehicle caused call for support trucks (ammo, fuel) to its position. RPT file spams with followed msg at that moment: and one more question. Is it possible to realize some kind of simple logic by means of NR6 modules in mission? i mean, for example, make spawning of Site or Reinforcement point dependant on Dynamic Marker state?
  3. velzevul

    Pook ARTY Pack

    haven't any problems with arty, but found some model glitches with "Uragans". https://postimg.cc/bSXddCPz https://postimg.cc/Z03CXSP0
  4. yes, sad to hear. as W0lle announsed his project, maybe all your work can see the light in CWR3?
  5. velzevul

    Ragdoll Effects Overhaul.

    seems, it is acceptable solution. as far as i know, author of PiR tryed to get rid of jumping and flying effects too. so, if your mod workarounds this problem better, there is no need to use PiR`s pbo in case of using both mods together. thanks.
  6. velzevul

    Ragdoll Effects Overhaul.

    can it be solved by load order? or does physics behaviour changed anyway, if both mods activated, no matter which loaded last?
  7. velzevul

    Ragdoll Effects Overhaul.

    hi! should i deactivate VEN_SP if i want to play on the server that have VEN_MP insalled?
  8. take a try to not open it by winrar itself with double leftclick, but unpack archive in folder by rightclick and choosing corresponding option in context menu.
  9. velzevul

    [SP] HETMAN: War Stories

    hi, Rydygier! very glad, you returned to HWS. :) tryed wip7. looks like everything works well. wanna ask again about end conditions for "whole map" mode. is it possible to modify its parameters somehow (number of captured locations to win, percentage of casualties for "lost will of fight" ending)?
  10. velzevul

    [SP] HETMAN: War Stories

    seems, markers works well - has correct colors and changes it properly with location capturing. 👍 in first test, only one of my officers was invisible (Alpha 1-1). will test more when i'll have more time. HWS becomes better and better, thank you. :)
  11. velzevul

    [SP] HETMAN: War Stories

    and, probably, they'll be marked on map. 🙂
  12. velzevul

    [SP] HETMAN: War Stories

    yes. maybe make "working officers" invisible and invicible for proper actions of whole armies and add one more officer to pretend HQ in safe, well guarded area. killing that one will trigger "loosing side HQ" win condition. is it possible in HWS mechanics?
  13. velzevul

    [SP] HETMAN: War Stories

    yep, had no problems with porting anymore. thanks! encountered end condition that haven't been seen before: "both sides lost their HQ". does it mean that both officers on every side was killed? it is a fair condition, but behaviour of that officers is abit questionable. usually they acts like suiciders: tries capture frontline locations; travels alone, without any guarding units. about markers. not sure, but it seems, marker color didn't changed when point was captured. at start it was nearest "violet" location, marked as "current objective". after some time (much longer than 60 sec) of presence our units, marker "current objective" was moved to next location, but color of location remained violet. is it possible to keep faction colors that choosen for playing for side? scheme "A - blue, B - red" is not confusing only in case A = WEST and B = EAST. what if somebody will play RESvsBLUE? 🙂 of course, this is not a priority thing at all, but it is just seems logical. p.s.: any chance of fixing bug in factions choosing interface for "shitload of factions" maniacs? 🙂
  14. velzevul

    [SP] HETMAN: War Stories

    this one works, but i`m totally confused. if i drag "RYD_WS_Caller" a bit aside the mission does not start and writes message about locations. https://i.postimg.cc/yNL6CwfS/Clipboard02.jpg Does the coordinates of "RYD_WS_Caller" gamelogic object matter when porting to other map?
  15. velzevul

    [SP] HETMAN: War Stories

    thank you for quick answers. good luck in further improving HWS. waiting for WIP4 or RC. 🙂
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