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victim913

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Everything posted by victim913

  1. victim913

    Israel Defence Force

    I would be happy to help with the textures. I have been waiting a long time for this type of mod. I did alot of stuff in BF2 reskinning so I have some ability to do it if you need any help. At least it's out and it's a good start. At least that country won't continue to be left out of games as most games lump middle eastern countries into a single category of being opfors, or not even being named. It's like saying all those countries are the same. So they either give us middle eastern terrorists or some type of middle eastern coalition. Good work
  2. I had installed all the BI tools and had my P drive formed. But it's been a while since I played with it and not sure which things I put there and which were already there. So i want to reinstall, but when I tried, it pretty much stayed the same. All my stuff was still there, I tried uninstall but it only took out 1 of the items. So my question is this: How can I delete (safely) my P: partition? That way I can have a totally fresh P drive that I know is correct. On a side note, i was following a tut and it said I had a config.cpp file but I didn't it was a config bin. What's the difference? Thanks
  3. Open RTE Capture, select Profile. at the bottom it has two boxes. One says something like -nojayarma2lib The second says -Use RTE Capture dll Check off that box that says UseRTE Capture dll. I think you would need to also check off the other box too that says no jayarma but everytime I check that box, it unchecks the second I close the profile. Once I open it back up, the box is unchecked again. Either way, it shouldn't matter. Jayarma isn't working anyway so it won't be used anyway. If you want to make sure, make sure jayarma is not on your mod list of active mods. My RTE is working perfectly with it using RTE Capture dll. (no need to rename anything). But again, if someone can check on the edit weapon stuff I was asking earlier.
  4. That's what I was looking for. The Target strobe. I know what the IR strobe is, I was just using it as an example. I was looking for something that can be locked on. I remember trying to use them before but neither of them worked. That's why I wanted to make sure what I was looking for. ACE has a VIP IR strobe. What is the difference with that? The reason the laser designator won't work is because I will be in the aircraft. The AI won't use it, or really know how to use it. So if I target with it, then team switch to the aircraft, The AI will switch to weapon. I think i can get AI to drop the target strobe or at least i can switch to him and and drop it where i need it. Thanks alot
  5. I think there has been alot of fixes with ir strobes and similar things, so I don't know which are right and which are not. And maybe I am thinking of the wrong thing. so maybe someone can straighten this out for me. Are there any items that you, as a ground soldier ingame, can place on the battlefield that will serve as a target for aircraft? I thought that was what the strobes were for but i've never gotten it to work. Basically something like that. You can leave some type of "target me" item. You place it down and call an airstrike to target that item, then yo can just leave, knowing your aircraft will target that item. Mainly i want it for the opposite. I want to be able to place that item in position, then team switch to an aircraft flying around, and when I push "target" or "reveal target" my strobe or whatever will come up as my trget. Does it exist or or is it possible? Thanks
  6. Jaynus is broken with the new patch, so if you guys patched, then jaynus is not running. That would cause the pipe problem. You have to switch back to using RTEdll instead of Jayarma2lib. That should get it working until jaynus fixes to the patch Also, i have had prolems with RTE not turning on at all. It says standing by, then as it fads away nothing happens. The Capture says it connected though. I think it has to do with the island or a particular addon that you have in the mission. Capraia or whatever it is called, gives me problems. Slows the opening of rte way down and even once it's open, it gets slow with that map. I still have a question from before. Has anyoe been able to edit weapons in RTE, then be able to export? I can add units and export, but if I edit a units weapons, then exporting crashes when it hits tha unit. So everything before that unit exports. But nothing after that unit. I have been using ACE, so I want to see if anyone has that problem with or without ACE. I can take a standard unit and remove only the binoculars, and that unit will crash the export. So it's not the ACE weapons. Can someone please check this for me? Thanks
  7. Do you have only the first aid module? Or do you have the other 2 also. Battlefield clearance or the other one (don't remember it's name). You can try adding or taking them away if you haven't already. And do you have any mods that would interfere, like ACE?
  8. victim913

    FDFmod 1.0

    I don't know if it's been asked yet, 10 pages to read through, but are you guys going to modify the Hornet to carry bombs? I hav only seen an air to air, leaving you with no ground attack planes. I am diggin everything so far though. I'm sure you'll be asked by about everyone here to create markings for a U.S. Hornet, seeing that we have an air craft carrier now. But with your Hornet the markings are small enough to pass for any country really. But love the mod so far.
  9. Yeah, in the desert maps, all your black ops guys faces turn orange. I recommend that you put a list of all your units on this thread or your read me. Going around trying to find them is proving difficult. I thought they would be under one title. I have found germans and mercs and spec ops and what else? I don't have any opfor mercs, or anything but the standard Russia, Takistan, etc.. Wait a minute, is the middle eastern army your OPFOR? If so I am not too fond of all of them wearing pink scarfs. :confused:If they were green or something they would be very useful. But the pink or maybe red, scarfs look pretty fruity. But everything else is bad ass though.
  10. Oh man I just saw your black ops guys so far and I am in love. They look so awesome and can pretty much fit in with any faction. I can imagine how the rest will look. Excellent job p.s. I can't find the opfor units
  11. I have a mission where I am using a sub to transport my units to an island. The sub is a seperate group. After disembarking and the sub moves miles away from us, if I team switch to a lower rank in my squad, my leader ALWAYS tells the squad to get back in the sub. That causes the sub to ignore it's waypoints and come back to pick us up. I need the sub to finish it's mission without getting distracted by a team switch. I am temporaril deleting it after leaving the sub, in order to make sure my mission works, but I need it to come back later to pick us up. So, how can I not have the leader tell the squad to board sub. AND/OR if deleting is my only option, how can I bring him back to life somewhere? Thanks
  12. victim913

    Submarine Pack - Subs

    I know this thread has been dead, but I have a question. Can I put some kind of code in the init or waypoint that will tell the sub how far it should be under water. I know there is 10 meters down increments. So just how can I tell it to stay under water. And how can I make it resurface. Thanks
  13. Pretty self explanatory. Here's the situation; Flying a typhoon or grippen or something, can I lock on to a scud missle after it's been launched? I know the scuds fire pretty high since the place it needs to land is pretty close, but it should give me enough time to try to get a heat lock while it's in the air somewhere. Thanks
  14. I asked earlier if there was any way to stop units from autmatically having medical gear. I was pointed to the wounds overhaul and I think this is what i wanted: ace_sys_wounds_no_medical_gear; So what do i do with that? i put it in sodiers init and didn't work? Can you tell me where i put it? Thanks
  15. victim913

    RAF Harrier

    I noticed that your bombs aren't attached to the harrier in the right place. They are too far forward. it leaves the back of the bomb in the middle of the hardpoint instead of behind it good job though.
  16. I tried using them in the editor. I had one russian and one us ship face off against each other. They pretty much fired missles into the air away from each other. I guess it's because they kept throwing flares. When the flares stopped, I might see a random missle that went a mile or two to the side end up turning around and coming back to hit the ship. My question is why don't they fire guns at each other? only missles. And i'm guessing you used flares due to Armas targetting structure. But can't you make them use smoke screens like real life? Something that blocks the heat signature and can allow ships to escape if need be. It was hard to tell how well they took damage. It was hard to figure out how much smoke came from flares, and smoke from firing weapon, and smoke from impact of missles. But having them face off they both last less than a minute and both keep sinking at the same time. So unless they are outnumbered, you pretty much end up with 100% casualties (unless an actual person is in cantrol) so that's AI at least. So maybe there is a way to sort of randomize damage or something. I think i read somewhere that AI pretty much target one single part of the ship, so there is no choice but to have them take on the same damage. Obviously in real life different parts of the ships will be hit, changing how they sink or not. And the other thing, since you are pretty much the authority on ships around here. How does their damage compare to other shps? Like your subs or like sigma, or some of the new carriers coming out or even the LHD. I don't think the LHD is sinkable, but how about the addon LHD or Frigates or Destroyers? I think Mando has made those a little more useful allowing them to fire, but can they be taken down? Or a script you may have that will allow that? Bu I love these ships. Everything about other ships I mentioned pretty much is out of your control. So just using your ships is fine for me but thought I'd ask.
  17. victim913

    OA desert mercs

    Looking good. Will these be replacing your other mercs or just adding them on? I'm tired of seeing good models/unit addons that have ugly camo. There are too many mismatched units out there that just look bad. Too many woodland shirts with desert pants or a weird color helmet. Or the desert camo patterns then a us army camo pattern for pants or something that make them stand out too much. I wish they would start keeping them more similar and not so extreme. Especially the mismatch happens on spec units, where the individual usually picks what they want to wear, but then the whole squad all looks the same. Your units are usually very good. I recommend having a couple varieties of the pic above where they are kind of uniform. Make a couple squads of those with different colors. Makes them look like a spec op squad instead of civilian pmcs all the time. One thing I would like to see, and haven't really seen yet. But back more in the cold war type days, Spec ops would remove all tags and items that showed what country they are from. So if captured their captures wouldn't know where they came from. So what I would like to see, is more blufor/opfor specops, to be dressing more like the enemy. That way they can infiltrate better. If i'm going on a secret mission behind enemy lines, i'd rather be wearing enemy camo. So if there is a way you can get some of these mercenaries (or a new project) to start wearing enemy camo instead of old or just mixed up stuff. Maybe use an american unit, so the soldier still looks american but give him a mix of camo based on missions. German/ACR/French/Russian/etc. for european missions and the same for the desert type countries. Also take opfor units and touch them up with blufor camo. You get the idea. Just saw your post saying to add ideas.
  18. victim913

    USS Nimitz

    This is the greatest addon ever. Not only does it look awesome, you have included way more than any other modeler would have done. I mean how many people will actually fill up the inside of the carrier or put people in all the rooms? Most people would have just made it landable and maybe a bridge section. You went above and beyond. That's how all models should be done. Great work. An idea I had or wondered was taxiing. I know you mentioned something about it. I think it would be good if you had some kind of automatic taxi when getting out of your aircraft. I"m sure this would help in MP. Once I land, if I just get out (which people will likely do) Every other aircraft wanting to land will crash into it. Especially if you are able to get autolanding to work. Maybe just have an aircraft tug on board that moves any abandoned aircraft within the landing strip area. Outside that area is no big deal. I love this thanks. Now I just need to find a good F-18 Hornet addon
  19. victim913

    USS Nimitz

    I tried the FileFront download link and it doesn't work. I click download and then a screen pops up saying "thank you for downloading" then underneath it it says the file your looking for is cerrently unavailable.
  20. To keep it simple, I have a ship I am using, but doesn't have any type of walkable sections. In certain parts of the ship, everything ffalls right through floors to his death. So what i am doing is placing sidewalks just underneath the floor. so it makes it walkable. It makes it look like you are walking on the ship. my question first: Is there any type of script that i can use that will always make my items height set above sea level, instead of whatever is underneath it? More detailed info below: The true height i need these objects at is 17.68. But there is one section, where 17.68 goes to about 27 meters higher than 17.68. So I am guessing that the ones tha work, have no walkable space underneath them, so the height is the true height for sea level. But the one that goes another 10 mters higher (which still says 17.68) has a walkable section of the ship underneath it at a lower deck. So that makes me thing that I need to adjust it so that it goes by the lower deck. So putting it at about 9, it should be level with the others who are at 17.68. Does that make sense? Meaning are you understanding what i am saying? Ok so i manually lower it to 9, and now the 9 changes to be height over sea level, which sends it back down to far. It is now at the actual real 9. But now i need to bring it back up to be level. At 9.9 it still is sea level, BUT if i change it to 10, it sends it to about 20.68, and now it's too high. So to sum it up, when i use 10 as my height , it sets height above the ship deck. If i lower the 10 to 9.9, it changes height back to sea level. So there is a gap of about 10 meters that are between the lowest high, and the highest low. So I can't put anything in that area. SO is there a script or something that I can use to make my heights all consistant? Making them have their height over sea level 100% of the time. That way obstructions won't mess the calculations off. Thanks
  21. Well for those of you who gave feedback and anyone that might come across this probem this is what's going on: As far as AI, I know they won't be capable of anything. I set the AI in the positions i want with a dostop command, and they do fine. The ship will pretty much be for you, not AI. At least in terms of walkability. The mission will be desined for just you boarding the ships, while the AI just stays put. Seeing as how its meant for you, just don't walk through walls. Also some of the ship is walkable. And I may leave the sidewalks slightly above the deck. Might not be as pretty but that way you will be able to avoid falling through the deck. I will probably put up walls too, if they are dangerous. And I have found what looks like the solution, I noticed units all falling from the sky a ways above where I want them. So i looked at the command for getting units to spawn on top of the carrier. Long story short, I was able to get everything where I wanted them by using this: this setPosASL [getPos this select 0, getPos this select 1, 16.405] now they go where they are supposed to go instead of this: this setPos [6754.35, 6816.57, 16.405]; this setDir 24.56; RTE gave me those coordinates. I mered them with the mission. While they have location in it's int, It puts them on the map in the 2d editor in the right place. So now that it is put where the xyz coordinates told it to go, i can now erase the xyz, and then put the setPosASL in it's place using the z. So know it works. something about RTE or it's coordinates are what seems to be causing the problem. One last thing; Now that I am using the this setPosASL [getPos this select 0, getPos this select 1, 16.405] I am having an issue with it's vector now. So what code should I use to flatten it back out? Thanks for the help
  22. For those who don't want to read this, Is there any addons out there that have short ladders, or ladders that can let you get off or on where you want? I haven't found what I want when using the search. I've been spending time trying to get the Frigate to be walkable everywhere. I have gotten it where i need to but I can't find ladders that work right. The ladders in the object category are too long and no matter where you get on at, you always start at the very bottom or very top. I can't get on a ladder in the middle, where the level I am standing on is. Well, I can get on but once I activate "climb ladder up" I go from the middle of the ship to the bottom and start climbing from under water. The ladder and short ladder don't have any difference. Same length just not as many rungs. And there is an FSF ladder but half way up the rungs stop and you climb up on invisible ones. Either way, they are all pretty much the same height and do the same thing. Any way to get off where you want at least? Other games used to have a "jump" and it would get me off the ladder. I tried using stances but they don't do anything. Thanks
  23. I was wondering if it's possible (for you guys or me) to seperate the automatic medical equipment to units from the ACE WOUNDING SYSTEM? When enabling the ACE wounding system, all units get 2 bandages and medics get the other stuff. REASON is that when using "remove all weapons this", it does not remove medical gear. A unit with no equipment will always have 2 bandages and medics have full medical gear. And I can't edit missions with those specifics. Unless you recently changed anything. Is it possible to create a "ADD AUTOMATIC MEDICAL GEAR" module to add to the wounding system? Should i create a ticket?
  24. I tried using the attachto command. I used RTE to place them where i wanted them. So I had the xyz coordinates for both pieces. "bob" was the name i named the sidewalk that was in the correct place, then in the init of the bad one that wasn't lining up right I put in your command: this attachto [bob,[x,y,z]]; (and) set dir X And i can't find the bad piece anymore. It's not around the area anywhere. I even checked to make sure it didn't blend into the good piece, and set the bad piece slightly higher, and it wasn't there. It's getting frustrating. I don't understand why using 5 as the z puts it at 20 and 4.9 puts it at 4.9. Not allowing me to get anything in that space. Thanks though. I'll keep trying some other stuff.
  25. Looks cool. Only thing that bothers me, which i keep seeing in every fob template, is everyone keeps making helicopter landing areas barely big enough for the helicopter. In your picture you even have an artillery nest inside the area the helicopter fits in. Others put walls around them that no real life helicopter would even attempt to land in that area. (Not to take away from your good work), but if i have an AI pilot try to land in that space you made. Crash probably every time. Especially with a different helicopter. The coastal defense looks awesome though, and looks good everywhere else. Especially compared to some of the others out there. There are very few good beaches out there where sea attack is possible. There is usually a few feet into the water then a deep drop. Excellent work
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