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velzevul

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Everything posted by velzevul

  1. velzevul

    Advanced Use Of Hand Grenades

    hi, Ibragim! thank you for very interesting addon. if it is possible, i have a two small requests about it: add action "cancel call" after using phone call. and make appearance of attracting enemy`s attention actions (rock, voice) optionable thru CBA menu.
  2. velzevul

    Libertad

    outstanding work! is FireFrom(Vehicle)Horse available? 🙂
  3. velzevul

    PMC Ukraine Kharkiv

    just to note. homepages of Ukrainian terrains contains some "conflict hystory" text, providing point of view of one side of conflict. didn't find same on other terrains homepages.
  4. velzevul

    Soviet AF Pack

    also, texture looks transparent at 5:20. same effect exists at BPM-97 from AFV pack.
  5. Hi, RCA3! Thanks for your mod! it does great improvement of dumb vanilla A3 driving AI. very appretiate your work on it! Is there any chance to get version of your mod with completely disabled "setting_fuel_to_0" workaround? sorry, but it seems, in large scenarios in heavy modded game it doesnt work 100% relyable. and it is better get a one or thwo dead pedestrians than one disabled tank. :) besides, there is Rydygier`s small mod "Liability Insurance" that really helps in such situations. maybe, you even could include its code in your mod as it is a kind of "open source".
  6. velzevul

    Arma 3 death animations mod

    probably, you could release your mod on Patreon site. and post here video and download link from there.
  7. as it seems to me, it will take two steps: 1. form garrison pool: place Asset Compiler module, type some "Name" in "Array Variable" field in its attributes. place and link to compiler all units you want to be in garrison. 2. spawn pool: i guess, Site module will be suitable for you task. place it in town, type in "Name" in the "Pool" field and other attributes, link to side HAL Commander.
  8. Totally agree. Random battle locations + easy configuration of participant factions + easy mission portability on any map + NR6 PACK fatures = infinite replayability. i saw Ninja`s answer somewhere in workshop comments that he had some RL issues in proffessional sphere cause of covid situation. really hope that everything will be fine for him and he will be able to find time for his brilliant mod again.
  9. yep. mentioned it too. hope, sometime, author will found time to give some love to "dragging" feature to make it a bit more intelligent. :)
  10. connecting to the "HAL RHQ Artillery", seems, working too.
  11. 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?
  12. 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
  13. yes, sad to hear. as W0lle announsed his project, maybe all your work can see the light in CWR3?
  14. velzevul

    Ragdoll Physics Plus+ v1.0

    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.
  15. velzevul

    Ragdoll Physics Plus+ v1.0

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

    Ragdoll Physics Plus+ v1.0

    hi! should i deactivate VEN_SP if i want to play on the server that have VEN_MP insalled?
  17. 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.
  18. 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)?
  19. 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. :)
  20. velzevul

    [SP] HETMAN: War Stories

    and, probably, they'll be marked on map. 🙂
  21. 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?
  22. 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? 🙂
  23. 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?
  24. velzevul

    [SP] HETMAN: War Stories

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

    [SP] HETMAN: War Stories

    talking about locations. may i spam some related questions? sorry if some/all of them are premature. 🙂 what sense of size and color of dots designating locations on map? does bigger dot mean more valuable target? any map has airports. is it possible to make capturing airfields would give access to spawn some faction aircrafts? is there any conditions of location capture? will the win conditions changed for "whole map" mode? for now game still ends with "loosing will of fight" by one of side disregarding number of captured locations.
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