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victim913

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Everything posted by victim913

  1. When i said to have the mines automatically cleared, I meant; Instead of you standing and pointing to a mine telling your engineer to disarm it, then wait for him then tell him to disarm another one. It's a waste of time. I was thinking about a way to have him go on some kind of duty, where he and others can walk around or crawl around disarming any mine they find in an area automatically without you pointing out every single mine to him. That way he does take a long time more like real life without you being his babysitter. Make the mines invisible to everyone except engineers. And to make it more like real life, the engineer can only see the mines when he goes prone. Just like they used to do and maybe still do, crawling around stabbing the ground. Since most mines are no longer metallic, a mine/metal detector wouldn't work. That way the mines can act as if they are buried so we can't see them, but the engineer has to go prone and crawl around to find them. That way it takes a more realistic approach. I'm sure scripting it wouldn't be that hard. Something similar to making people in tall grass invisible at a great distance when the grass is not rendered. Similar to when you could be hiding in tall grass but your enemy could still see you because the grass wasn't rendered at that far of a distance. And i suggest a vehicle for engineers because they are frequently pretty much in groups of engineers right? instead of an infantry squad with an engineer. This will create a squad of engineers that can lay or disarm mines effectively. Having an engineer in an infantry squad walking around with one or two mines on his back doesnt' make sense. Since it is like you say, mines are more of a slowing down area or a go around area and are not usually used as weapons, more of a deterent. But having engineers with a lot of specialties doesn't make the game off balance. Having an army with engineers against an army of non engineers will not decide any mission. They build or blow stuff up. So if an army is heavily defended with obstacles it still won't matter because if the enemy sends it's engineers out to take down your obstacles, all they would be is target practice for you. And if they take down fortifications that aren't anywhere near you, then why would you need it anyway. I believe the MAXXPRO vehcile that someone made would be a good engineer vehicle. And while watching the military channel, I watched the engineers having to clear a mine field on the other side of a bridge by firing detcord a couple times. I believe they had a modified M1A2 tank to do that. And i think the engineers had their own stryker or something similar. So we can use a Maxxpro or a stryker or repair truck with a group of engineers in it, and script the vehicle to be equiped with explosives (satchel charges, and ACE specific explosives, mines etc.). Is there a way to allow a vehicle like that to act as a construction vehicle? Similar to an HQ? It is the engineers who build everything so having the construction ability on an engineer vehicle would be more realistic than an HQ. That way you can have 1 HQ somewhere but build anywhere on the map that the engineer vehicle can go. So that any 50 or so meters away from that vehicle you can deploy hedgehogs or wire or sandbags or fortifications etc? After all isn't that the main purpose of combat engineers?
  2. How can i make the hedgehogs and barbed wire destroyed in game? With the new Engineer abilities now i would like to use them to be able to remove those things too. Not just mines. Anyway to do this? Thanks.
  3. Simple question. I don't want my AH1z Super Cobra to have any air to air sidewinders. I want to keep all the helicopters kind of balanced. Thanks
  4. To make this short, I am wondering if I am possibly using the wrong buttons to target enemies. I have been flying a bunch of jets to see how all the different weapons work but a couple things keep bothering me. Aren't paveways laser guided bombs? So when flying in the AV8B (LGB) I have my cannons selected. I come up to a bunch of tanks. I usually push my "caps lock" which is my "next target" button. With my cannons ready I push the button and a green box shows up on one of the tanks. So i can use that to see where he is (since he is too far to see very good. But when i switch to my paveways, the box goes away. I keep pushing my "next target" button but no boxes come up. I have to guess where i think they are and drop the paveways as free falls. Yet when usinng air to air missles i can lock on a tank, also if i have my rockets armed I still get the green box over the tanks. It doesn't have the green circle showing a lock but it still has the target in the target box. So my question is why can't I lock on anything with paveways.? No matter what aircraft i am in. Even using the rksl weapons, they have all different kind of paveways, but only one kind will lock. Even free fall bombs will show a green box. So maybe someone can straighten me out? Either I am pushing the wrong button to lock on targets or they aren't lockable. What do i do when i want to lock on to ground targets? Thanks
  5. victim913

    Questions about bombs/targeting

    Thanks those all make sense. But why do i get that green box over targets when using guns or dumbombs but not the LGBs? Using the cannon obviously i am not locking but why can't i still have that when using paveways? It's just easy so i can see the target especially when far away. Its like calling out a target to a teamate. If I can get a target box with guns and rockets why can't i get it with every weapon? Is it possible it is like that so that when someone is painting a target I will target only that target instead of targeting something else because it is more in my line of sight? Thanks
  6. In the last campaign from arma2, warfare mode. There was an option for me to select one of my units and give him to another squad. I know it was a way to select the leader and send to him, i believe using the communication or interact menu. Anyone know how to put that in my mission? Thanks
  7. I am almost ready to release a couple air missions, but I wanted to see what i could do to insure that the pilot will eject. The mission will be a bombing type mission that will last a good while but then it turns into a rescue mission. What I want is to be able to take damage up to the point where the jet loses control. that way the player can eject. And i need it to lose control but not be a lump of charcoal falling from the sky. I also need the AI eject too without telling him to as a group leader. I say that because I don't know if the AI do eject at all, or what damage it needs to take before they do eject, and I would rather him not die. Thanks
  8. I know alot of people don't have money to throw away, but complaining about paying for DLC for this game seems insane to me. Some of you guys don't know how good you got it. It's really not that expensive. AND you don't have to buy it. The people who make this game deserve to get paid and paying for just the original game gives them no incentive to create anything new. Some complain saying this community supplies plenty of stuff for the game so we don't need any more DLC, or feel it should be free. First, appreciate that it won't end up like BF2 where the community is the ONLY supplier of new content and don't ever upgrade or improve the game at all. Instead paying for this stuff is worth it. We get professional quality stuff. And many engine improvements alone can be worth most of the money. Seriously, the amount we pay for the game compared to the hours on top of hours that we play it is cheap. Find anything else out there where you can spend 40-60 dollars and use it for months and months and months. Especially for you guys that live the game, playing 40 or more hours a week. Second, the community content shouldn't be an excuse to have free content. You get addons that don't work well or don't work well with each other. Or addons that don't get any support from the maker after their first or second beta release never seeing an alpha. Sometimes you get someone that makes some good quality stuff, but it's usually only in one direction. Good models, but no campaign or missions, or a mission maker using vanilla units. Outside of ACE and maybe BWMod everything is in pieces. If ACE and BWMod made SP missions, Campaigns with story etc. Then you would have a complete package, Like Project REality was with BF2. And modders don't always have time. Project Unkown released awesome helicopters but hasn't ever been updated. And i like the SU-33 that has the folding wings but no one has ever made a cockpit for it. Then there are others making the same models, so we end up with 6 different Black Hawks instead of other things. So paying for DLC just to make the game better, with better quality everything, and you don't have to worry about a bunch of addons for missions. Now we can play and make missions with fewer and fewer addons because BIS is making them part of the game. AND BIS takes our input. They watch these boards and create things we want. BF2 takes your money and then leaves the game moving on never looking back, or making stuff we don't want or need. Anyway, I am the only Victim here so stop playing the victim. It's worth every penny.
  9. victim913

    Vilas Weapons Pack update

    But i found this website that says the features of NLAW are that it is reusable http://www.saabtechnologies.net/en/Land/Weapon-Systems/support-weapons/NLAW-Next-Generation-Light-Antitank-Weapon/Features/ Is it possible that it comes both ways? I have seen it as disposable and reusable depending on what website I go to.
  10. victim913

    INKO Disposable

    I was trying to figure out why my NLAW doesn't work right anymore and i see it is because of this addon. And i wondered why BIS would make it a reloadable weapon with a seperate assistant NLAW soldier if it is only a disposable weapon. You probably have done your homework for this but i searched online and i have seen it said that it is disposable and that it is reusable. IN fact here is a link that says one of it's features is that it is "•Anti-tank missile integrated in a reloadable launcher" this is the site i got that quote from: http://www.saabtechnologies.net/en/Land/Weapon-Systems/support-weapons/NLAW-Next-Generation-Light-Antitank-Weapon/Features/ So is it possible that it is both?
  11. victim913

    Vilas Weapons Pack update

    Ever since i updated your weapon pack NLAWs don't work right. I think it's INKO disposable that you require for your addons. But NLAWS only fire once and say "used" so it makes the BAF Asst AT specialist useless. He has two NLAW rockets. And even if I add two or three rockets to my own weapon inventory, they do not show up in game in the "gear" option. it only shows the NLAW and no rockets. when you use it in game the top of the screen says 0 rounds then once in hand it shows 1 in red meaning you need to reload it and after firing it says "used" and throws to the ground.
  12. Minorities meaning czech, UN, even BAF? There are alot of good addons out there, some might be hard to find. So if anyone knows of any that fit with this topic please post them here so we can use them. BI have given us some good factions but some can't be used much. Only the big factions have everything. Mostly everyone else needs the big ones or can't do much. Even BAF can't be played without having to rely on US to resupply or repair or refuel, etc. Czechs were intended to all die, having no medic, no armor, no air. They end up being a waste of time for the creators spending time making things no one will use. Static warfare buildings are needed for BAF, Czech, German, etc. We can't always fight wars with the US providing all the support. First, what was the point of Czech? They look great but only have one vehicle? They have no medic, so you can't even have a small infantry battle without needing support. Anyone making any armor or air or at least a medic for them? Or support, ammo, repair, engineer,? I would love to see more from them I would like to use them more. Why put them in the game if they need to use US in order to play? And the second worse is the Takistan "special forces". Seriously 3 soldiers? What a waste. I'm sure someone can help that out a little. BAF just came out and have some great things but again, no support. with Project Reality coming i'm sure they would fill the void but You would have to play their mod. Anyway to get support, ammo, repair, refuel, jets. We already have harriers, has anyone reskinned any for them? Luckily there is a good Challenger out there. And an ok one. UN is the same. but don't really matter too much. I took germany off the list cause the BWMod. Anyway just a thought for any of you modders out there. If i could do it i would, Thanks
  13. victim913

    NLAW question

    Is the NLAW a disposable weapon? firing and droping it after one use? I have been playing lately and when i give a unit more than one nlaw rocket, in "gear" they don't show. only rocket. and after firing it (used) shows up next to it at top of screen. I tried it with beta and regular. I thought it was like a smaw and could fire as many times as you have rockets. Especially since the british ASSt. At specialist has two rockets in his backpack. which means it should be relodable. I took beta off and still the same.and i deleted any user configs that i had from ai mods.
  14. victim913

    NLAW question

    Interesting. I do have INKO Disposables downloaded but i have not opened it yet. So it hasn't been put into any of my mod folders yet. In fact the only thing i really changed within the last couple weeks has been CBA. I run it with sixupdater once every two weeks or so with ACE but i haven't used ACE at all since getting OA. I noticed alot of new files with CBA could it be that?
  15. Just thought i would mention, that having "Copy MY Stance" enabled in a mission, not only makes them copy, but they almost always stay together. Even on "Danger" setting. Unless you totally ditch your guys, CMS always makes them all get up and move no matter what they are doing.
  16. I'm having major problems now and I can't get this thing to work. Before OA came out, I would launch the game, then when the game was on I could open rte capture and then push Activate Monitoring. Then when OA came out, I changed the executable stuff so that it said arma2oa.exe instead of arma2.exe. And then It didn't work, I checked the box at the bottom that says Use RTeCapture DLL. and i got it to work by launching rte capture first, then launch the game from capture. Yesterday RTE updated and now it doesn't work at all. If i launch game from Capture, the "launch arma2" button, the game loads and the buttun changes to read Activate monitoring, but it's grayed out. And next to it it stays saying "inactive" I had everything perfect until the update it did two days ago, and now it doesn't work at all.
  17. Is it possible to make some kind of trigger that any unit that crews a vehicle like a tank, so that if they leave the vehicle they join a different group? -Say a tank crew loses their tank, they can leave their group and join a group that moves to a rear location. Or boats. -Anyone abandons ship, they can join a group that is designed specifically for picking up floaters. Second question is there a way I can use a trigger like radio alpha to have all units of a side join together into one group. That way at the ending of a battle when units are scattered over the battlefield with one or two units left in each group they can band together to be easy to manage. Thanks
  18. I am going insane!!!!!!! I have restarted this mission so many times. The AI sucks really bad using that Bradley. You start of and immediately get into a Bradely. You only have one crew member, I guess you are supposed to park it everywhere you go instead of having a real crew driving you around and then protecting you but no. Anyway no matter what position i am in I keep pushing the reveal target, or next target, or anything related to targeting and no one gives a rats behind. For example, I have a group of 5 enemies 20 feet or meters away from me and my gunner will not shoot. When I try giving them as a target nothing happens. I have to switch to gunner and shoot them myself. Another instance i got to play a game of chicken with a T32 in my Bradely. Both of us going straight at each other neither firing, me, constantly pushing the target button, nothing. We collide and I almost win, with the tank showing it's belly to me while it tries to go over me, but the when he comes down i got the end of his barel and he sent us all to hell. In this mission, I have to drive, because the AI won't they run into buildings or stop every 5 feet, then i have to switch to gunner because the gunner won't target anyone, Commander mode is only good for pointing where you wish your driver would go but thats it. If i am lucky and specifically have my tow launcher ready to go i can actually get the gunner to lock only if the t32 is not moving and is pointing at me but not firing. And if any Blufor gets in the way the gunner doesn't care, and fires the tow at them too. I can't get passed 4 minutes. I have tried playing with combat behaviour. I set them to danger, safe, aware, no change, and it makes no difference. Still stopping every 5 meters on safe and still not engaging when told to engage at will. Anyone else have any success with this? The AI seems particularly bad all together. Every mission i have been in situations where the enemy and me are 10 feet away from each other and may as well have tea. They will look at me, stand for a few second then turn away, never trying to fight me. I have super AI on and AI turned all the way up.
  19. I am playing that mission and I get to the part where the warrior comes to pick up your squad and we all get in and it just sits there. Is there some kind of issue with it? Or a beta fix or something? thanks
  20. I was wanting something similar. I wanted to have a soldier to get a place and have him change clothes into civilian clothes and walk around the city. I was planning on just having the civilian units ready and when i get there just team switch and use a script to delete the old unit once i switch to the civilian. Since it's just me playing it team switching is simple, but if i get it good enough to release to public then i would need something better. And switching using teams switch you have control of which side you fight for or look like you fight for. Switch to a unit that has a group leader that is set to 0 probablity of presence.
  21. More people keep asking, so i edited this first message in order to explain instructions together. Open RTE Capture, Select Options/Profile, Change the box that says Armed Assault executable from: C:\Program Files (x86)\Bohemia Interactive\arma2.exe to C:\Program Files (x86)\Bohemia Interactive\arma2OA.exe- or wherever your arma2OA.exe is. Then look at the bottom RTE Capture Check off the box that says Use RTE Capture DLL To use it. open RTE Capture and launch the game from Capture Make sure RTE is checked off in the games expansions section. It doesn't connect right away when the game starts. Usually takes a minute or two, usually after CBA comes on. Same when editing, for me at least, once the game opens, right when you start to do something, CBA pops up, loads, then you should be able to access it.
  22. I have looked at this: http://community.bistudio.com/wiki/Town_Generator And i will say this first because i know that will be some peoples reply: -I know it won't change unless you move the module, so every time i change something, i move the city- And I still have some questions. -How can we add more space in between buildings?I tried using the diamater at different values but nothing changed. want a small city but don't want the buildings all 4 or 5 feet away from each other. I wan't buildings about 10-20 meters away. -Also I tried eliminating the walls cause the don't look to good. They are all different heights and randomly end. Most just don't make sense. so I changed the value to 0 and i get the same amount. I cahnge it to 0.1 and no change. This is what my gnerator init is: this setvariable ["townsize",900]; this setvariable ["housecount",17]; this setvariable ["houserotation",5]; this setvariable ["coefMisc",1.8]; this setvariable ["coefWall",0.1]; Thanks
  23. I just saw another thread started with the exact problem, I searched it last week but i guess i should have searched again. But they had the problem after british addon. Mine started with combined ops. Can someone tell me which common addons affect AI behavior? Other than ACE. I have had other AI problems. So i think there may be an addon I am using that changes ai behaviour.
  24. I am running it with the latest beta 72863. I'll try it with out the beta and see if that changes anything. Cause according to the editor everything looks fine.
  25. I'm on the last mission (i think) Endgame. The two littlebirds just hover. They don't land. If I tell my guys to disembark it will find a spot and drop us down. I don't know if that's part of the plan. Or if it's ok to just get out. If telling them to disembark is ok, i'll just do that. Just checking though. Actually, i looked at the mission in the editor and I see they are supposed to land at the invisible pads but they don't. They have a transport unload but don't unload, the birds get to the spot, stop for a second (sometimes not) and go to their next waypoint and hover.
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