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victim913

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Everything posted by victim913

  1. The runways are have set patterns that waypoints will NOT make a difference. Only one command works. GET IN. after that, no matter what waypoint is next he will take off. he will taxi and fly. any ground waypoints get achieved before he gets 10 feet down the runway. Once in the air waypoints work. The reason for this is because there are too many variables that can screw up. Without the auto taxi, aircraft will be all over the place mostly crashing. How many times have your infantry walked through water losing weapons, or cars getting stuck or not driving through things. Now take that and multiply that by a few times for aircraft. They need a specific speed and specific points in order to actually take off correctly, and without taxi, waypoints attempting taxi will still not look ver realistic. Im just guessing all these. Once he lands, it's similar. He will ignore all waypoints, he will land, taxi to a certain point (different on each map) then stop, If that stop point isn't automatic, he will take off again. So all you can do is put a "get out" waypoint on the airstrip anywhere and he will get out where he wants to, then run to the "get out" waypoint. then the next waypoint. You can't have anything near taxi ways. Using utes as an example, you have to have empty aircraft pushed all the way to the back of the tarmac. On smaller aircraft (than a c130) just picture an entire other aircraft fitting in the space between wing tips to objects to the side. It's a pain in the ass. If you want an active airstrip, all flying aircraft neeed to be placed in order on the tarmac unless you have alot of room. When it moves a few feet and stops, that means something is too close. If its super close it will stop. the further away the object is the faster and farther it will move during those small stops and will eventually clear the object (unlesss it's tooooo close) then it will stop. So it jams up the runway. so give it time to move before another aircraft taxi. If your aircraft makes turns, that means he passed the point in which it can take off, usually turning towards the taxi way to get back to the begining of the runway. When they land, they want out, so they turn to get to the taxi way to get out. Depending on which map youre on he will leave it in different places. This has been a headache for me just like you. Iv'e been trying to do the same things you want. Trial and error over and over again. What i suggest is to start with what you want accomplished. If it the c130 thing, start with only that and waypoints before adding anything. Using the RTE helps. I can place it and change everything while im watching it. once you do that you will see where the aircraft moves, then change it to a different place and see how it changes the rest, then put objects near the runway while it's taxiing so that you can see it stop, then pull back the object slowly until the aircraft resumes its mission. That will show you how close things can be. Also if something is too close to it in the other direction will cause it not to move. It can be all clear to the left, the way you want him to turn, but if an object is too close on the right, then it won't move either. Programmin AI on flat land is one thing, but im sure its alot more complicated when it comes to AI knowing how and where to go to make an airstrip work. At least i think it might be. Im just glad they taxi at all. BF2 could have used that. jets taking off with a 20 foot space in front of them .
  2. the way they did it in the pmc is with a function. i wish they would unlock the pbo so that wecan see exactly. the function works randomly and i havent found a way to destroy all. here is the function: http://community.bistudio.com/wiki/BIS_fnc_destroyCity
  3. Tanks will not change targets to what is right in front of them. I keep wasting time making missions that always fail because tanks continue to target soldiers that are hundreds of meters away and ignoring a tank that just stopped right in front of their gun barrel. Its driving me insane. I like making missions with a good amount of infantry fighting over a small part of territory using various kinds of armor. Mostly tanks. Right now I have about 4 tanks blufor and 7 tanks opfor. Using a specific referrence, I am using Shapur and we are fighting for the bigger factory area. 2 blufor tanks move inside facing roughly the same direction while only a few meters from each other. They stop, a T90 crashes through a wall and stops in front of them. It turns it's turret away from them to shoot a soldier, it points back at them and stops. The 2 blufor tanks are still sitting their doing nothing. A warrior apc comes around trying to shoot the opfor with machine gun and an opfor at infantry from a diff squad destroys warrrior. The tanks sit. I team switch to them to find out problem. 1 Blufor shows a target 442 meters away, I think its a single infantry guy. The othe blufor is targetting another soldier 60 meters away behind a building, someone else kills that target and instead of targetting the T90 which is starring down it's barrel 20 meters away, It aquires a new target, an apc some ways away. Both commanders are facing the T90 but won't target it. The T90 is targeting a jackal somewhere else. They do target each other once in a while. But near the end and all opfor infantry dead, I still end up with a few tanks each side, all within clear range of each other just sitting there. Won't target the apc's much either. Now i have played with every aspect of waypoints, grouping them together, splitting them up, skill, etc. Even changed difficulty settings, enabling and disabling things like super AI and skill levels, etc. I'm stuck How can I get tanks to stop targetting infantry that are out of sight or range and target what's actually in front of them. I need this fixed. Its the reason I play the game. I like the slightly larger scale battles and I NEEEEEED tanks, it's an addiction. I spend so many hours making these missions then they end up garbage by the end of it. Thanks for any ideas and help
  4. victim913

    many AI units ignore each other

    I had a problem like this before too. Enabling superAI fixed it. Try team switching to some of the units ignoring. You can see if they have been given a target (won't work for the leader)
  5. Have no fear, I am here to help :p RTE is great, i'm worried about the creator not making it it for Arma 3 but we'll see. I've had issues with getting this to work before so I can help you guys. Sometimes it can be tricky because of other addons or load times or CBA or whatever. Either way, you should get it to work. I have not had any luck getting it to work with Jayarma at all. I haven't tried it lately so you can try my way if you want. BTW I don't have RTE on this computer so I have to remember this" First of all, I check the boxes on the profile that say "use rtecapture dll" and i check the "do not use Jayarma...". I don't remember the exact wording for those boxes but you should be able to see whaat I mean. Second, make sure that after you bis expansion boxes checked off, put CBA then RTE (might not be important exactly where but put rte after cba. Third make sure RTE is named correctly. Sometimes the instructrions say "RTEditor" and sometimes "RTE". make sure the name of the folder under your arma directory matches all references to it. a.ka. where it says "execute in" somewhere under the profile details. ALSO MAKE SURE it is referred under the "settings" option. Fourth, using rtecapture dll instead of jayarma, start the game. Go into the editor and preview. Fifth, WAIT! wait!!! You need to wait for CBA to kick in. It doesn't kick in right away, and if you start RTE right after joining the game, you will not get pipes open. I have an error message that comes up when CBA starts. I think it's caused by a bad addon that I got a long time ago. The more you have in the mission, the longer it takes to load. If i preview Shapur or something small like that, I can get on rte right away, but for safety i wait like 5 seconds. The more you put in the mission the longer it takes. You are likely going to add parts then go back to the editor, then back to preview so you will constantly be exporting. While you are creating your mission remember that time is still going on in the game. So if you take a while it may get dark so you may have to start the mission again. TIP** When you are creating mission in rte, set the time of day early, or it will get dark. Also weather is important. Desert maps tend to blind you when looking toward the sun,so you may want to make the weather bad to make it easier to see best. You should also lower your video settings and adjust your distance view. That will cause CBA to start quicker and you won't have many skips while moving the mouse around. If you use Chernarus, rendering all those trees slows down the rte cursor arrow and will do the same to objects you are placing. It's not a bug it's you graphics card. Then when you are done you can reset your settings. If you have a big map or a map with alot of objects/ vehicles, etc... it may take up to a minute for cba to load. if you don't have the error i do, you might see certain addons suddenly work. FOr example i might be in a super hornet on the nimitz and my options to open canopy etc... won't show up until cba turns on. the normal functions bis has will, but not the ones from the hornet. TIP****Start of as a soldier not in a vehicle, unless it's a boat. being inside a vehicle will take a looooonng time for rte to be ready. Sixth, now to check if you are truly connected to the pipes after you get into the editor, push alt+tab to exit the game. Look at the RTE capture and see if it says "connected" in red. If not, exit, the rte and restart the mission. ***if it is connected you can exit RTE and then start RTE again without restarting game. Seveth, do what you gotta do and export.... successful Now for the guy having trouble with his units moving and blowing up etc... The game is live. THe RTE keeps everyone from actively moving with waypoints until you push play, but if you put a soldier down in danger he will move. If you put units down in a squad, they will move into formation. but there are many options. -RTE automatically puts a "dostop this" in every single item you place, ONLY if you move it. So if you don't want a unit to move you need to move him. don't just double click and leave him in the place you created him or he will move. Move him. A few inches or feet or whatever, that will put the dostop this in his init. If you have an object or empty vehicle that moves (gravity, etc. some objects move like small ones like canisters or pictures, or crates etc. ) Put "EnableSimulation false". that makes anything static and it won't move. Remember if you put enemies in front of each other they will fight. You can't move things through things. don't try to move a vehicle through a wall or building. It will blow up. Like I said the game is live and everything you do is happening in game. Last couple tips. - you can move through walls if you use "enablesimulation false". Then in the 2d editor delete the enable.... -same thing with all the "dostop this" if yu moved it in the rte it will have that. so if you want something to move then delete that in 2d editor. Especially group leaders. You don't have to clear the rest of squad. - You may also want "this set vectorup...."(i forgot the code at the moment) but it will hlep you place things as they will appear in game. Whenyou place things in rte they will adjust to the ground they are on. so if you place something at an angle then move it to flat, it will still have the angle. so when you get it where you want it just replace it there and it will adjust. But the 2d editor will place everything usually flat. so knowing that will help you place objects how they will be in game. -"this setcaptive true" If you have enemies within range, that will make them not shoot at the one you place. -check the 2d editor for fuel wasted. rte might turn some vehicles on and you might use it for hours. those hours you have those cars placed have been using gas. -You have to have at least one blufor or opfor down when you start preview. If you start of civilian, the rte will be blank. -Also it's a good idea to place at least one unit of each military you will be using on the map to start. Opfor has a tendency to kill any opfor friendly independents who are not already on the map. not so much the soldiers but opfor hates independent vehicles. if you put a PLA (ind) truck in front of a group of russians, the russians will kill it, even though independents are friendly to opfor. Setting one pla o the map first will solve that issue. AND THE FINAL TIP is most IMPORTANT, if you set yours up like mine, you can't edit weapons. well you can edit them but when you go to export it will crash and waste all your work. It will disconnect the pipe for some reason. I put units where i want them, then I export them then add to mission. Then i will edit their weapons. then I double click on them and I copy the weapon change in the units init and alt-tab and save all weapon loadouts onto notepad. Then once you have those saved in notepad, you can delete the units in the rte and keep going. you already saved the units and exported them so now you can go back to placing units. Then in 2d editor paste all the weapon changes in the units. Hope this helped. If you have any other questions pm me or ask here.
  6. I was working on a mission on another map when this came out. Who knows if it will get finished now. I immediately started working on this new map. It's breath taking. You get all your maps to be great works of art. Everything is as it would be in real life. I mean from the ground textures and where they fade into each other to the bushes and trees and placement. When I used to be a professional wrestler, one of the biggest things we had to learn was getting everything to make sense. This map, like your others, does that. You don't just find a texture for the ground and put bushes and trees everywhere; you spend time to detail exactly what kind of bushes and trees and underbrush makes sense with the ground textures. One particular thing drives me crazy about other islands is that the where the water meets land it's often a good 5 foot drop or a really bad height difference. Like the beaches of lakes and oceans. If you walk towards the water about 10 feet away the ground starts to curve down to water level then about five feet the curve goes down at about a 60 degree level. Your's slowly blends into the water at a constant, smooth rate. Ok enough praise. Since this is a beta i'm guessing you want some feedback. I have run into a huge problem that will ruin the map for AI where driving is concerned. Those little rock walls along the side of the roads are a nightmare. If you have more than one vehicle per group, the second car has a habit of being a terrible driver. If AI gets close to first car, he will slow down or stop, then back up then try to catch up again. Every single time this happened, the AI turns too hard (or worse, turn around) in order to get back to the position he wants to be at. That causes him to drive into the rock walls. And unlike other walls, they are low enough to be driven over, but too high to have all wheels touch the ground. So everytime i had a second AI car, he got stuck every single time. Travelling from the outskirts to the middle of the map, my AI got stuck at least 4 times. No matter what type of mission you create, those walls will kill. Even if you get vehicles to drive cross country, they still need to cross the street here and there and will make for a terrible mission. But the walls help make the map. Maybe you can lower them a little so that vehicles can drive over them but not get stuck. Even if you have a single AI car and tell them where to drive, they still tend to drive off the road. One other suggestion I have is probably trivial. But liking realistic maps like I do, No one ever thinks about where cars would park. Even in bis maps cars have to park on the small streets. Some of the bigger buildings would realistically have up to 10 cars that need to park for people who would work in buildings. Your map makes parking on the street the only option, and AI are very bad drivers, so it causes issues. Other than those 2 things, this is probably my favorite map. I'm trying to use your other maps too cause they look so good, but they are pretty open with no buildings or flat areas, etc. But I'll make it work for me. Thanks for the great work!!
  7. Ever since the last patch (official) AI always start the vehicle then turn right, then turn back to where thye should be facing. It's as if the vehicles steering wheel is turned all the way to the right so that they drive to the side and eventually get back on track. Like if there is no power steering and the driver is using every muscle to pull it straight. I have found some work arounds, like starting the vehicles facing left to begin with, but as soon as the car in front stops, he stops, then does that right turn thing everytime it stops. I 've been trying to use that new map of Ireland (i think) and it's impossible. the sides of the roads have those small rock wall things and so when the driver starts, he hits the rocks and gets stuck. I hope this is the right place to put this. All searches told me that the threads were too old and to start a new one. Thanks
  8. victim913

    USS Nimitz

    I keep having a problem facing the wrong direction when I lower launch bar. I usually end up facing away from the bridge. It seems to happen when there is alot going on in the mission. I brought it up a long time ago and I hope i'm not repeating alot of others (internet wont stay connected long enough to search). Anyway, I was wondering if there was a way to make a "disengage" option to get released from the catapult. Besides my issue, there may be times when another jet or object is blocking a catapult from damage or something. All you can do is get out. You lose your aircraft. Thanks
  9. I am trying to reskin the F35 to make it look like the darker US Navy version i've seen pictures of. The first thing I can't figure out is why the F35_co.paa is a regular gray while the F35 in game is about 30% lighter, like a ghostly whitish blue gray. It looks like 2 different skins. So I gave it a quick skin to see how close i can get to the color in game and I finally got something near what I want but it looks terrible. No matter how dark I get it it still looks as if it is made with a chrome skin. The reflection is a silvery white instead of a mild lighter gray. Just like chrome. Bottom line is that the reflection is so bright that you can't see what color it is under it. It should be really flat. And the F35's that have been assigned to the Wasp are pretty dark and don't really reflect. I tried searching and have seen a couple different ideas but some of the threads didn't finish so I don't know if it was right. Can i change one of the other skins like the nohq or smdi or do I have to change some rvmat? And if I do need to change the rvmat can I still release it when i'm finished or is tampering with those a no no? I can post screens of the issue if anyone needs to see the glare themselves. I just don't have them on this computer
  10. I wouldn't use the setcaptive commands that some are suggesting. As far as I know, once a setcaptive, goes back to being an enemy sometimes the opfor have a hard time recognizing that and some may still not shoot at you. Making it less difficult. I always thought this board was kind of funny when it comes to questions like this. Where you are asking how to do something, yet a lot of responses tell you how to do something else. Like you want AI blind. Which means you don't want them to see anything. yet you get setcaptive. Or someone wants to be able to get in an aircraft during the mission and is having some kind of issue. When they ask how to resolve the issue people tell them just to start the mission in the aircraft. I'm not putting anyone down for suggesting. But this game has so many scripting commands to be able to get it working correctly shouldn't always be met with something completely different. Doesn't someone out there know what the coding is the make AI see? Like when foggy. I mean if its coded in the game with some script that prevents them from seeing in for then doesn't it make sense that it could be modified?
  11. victim913

    VME PLA MOD for ARMA II

    I have a problem with my internet right now and will take a whole day to download it. But thats only if the stars align in a certain way. My wireless keeps dropping the connection. Normally it allows me to pick back up where it disconnected but for some reason all the links for this mod reset every time I get disconnected. So I can't seem to get more than 10 % downloaded. :mad: So i'm wondering if the links on the first page are the new version or the last version. The ones from the chinese site. That way i might be able to download it one part at a time. I always use the last version in my missions. This is an excellent mod. Gnat, I was wondering if you were planning on making a chinese version of your SU-33? I was reading the other day and found out that the chinese bought 2 of them and copied it, stealing all the tech, then cancelled the orders they had for more. Then made their own version of it. So a reskin of your Su-33 would probably be the only thing you would need to do. Thanks
  12. I've always ended up playing sandstorm but I finally tried "from hell" and i still get the mission fail. The pilot gets shot trying to escape (even though he is standing still). I have 1.59 and I see that it's fixed in the change log but it's not. I even deleted the pbo and 1.59 added it but still not working. I searched but get people talking about other things, or before patch 1.57. Anyone know how i can fix it? Or tell me what the problem is and i can maybe fix it on my end with whatever is broken. Thanks
  13. victim913

    1.59 Still can't play From Hell

    I actually did that. I tried "from hell" from the begining. I was actually restarting and replaying the entire campaign. When it didn't work, I remembered seeing a patch that said it was fixed. so i looked at the latest patch I had which was 1.59. I looked at all the folders in Expansion/addon/ etc. and I saw that most of the files had been modified the same day I got the patch. Which means 1.59 was already applied. I went back and ran the patch exe and re-updated the patch. I had the same problem. I restarted from the begining of from hell with same result. Then I went and deleted the mission pbo from Expansion/addons. I reapplied the patch again. It gave me a new mission pbo and again, same problem. Then I opened the mission from hell and I compared every file from the new "missions pbo" for from hell with the old version of from hell. Everything was the same. They all had the same things. File sizes were the same, dates were the same. I looked at the fsm files and they all matched. I was wondering if the files in the ca folder have anything to do with it. If i use the beta, I can't play the mission without starting from begining of campaign. However I have been unpacking things and trying the mission in the editor and I get the same result. I even tried figuring out what the problem with the mission was. It seems that the pilot is not the right distance from the 2 markers. That's what causes the guards to say he is trying to escape. But if I play the pilot they don't shoot. Should I reinstall OA? I hate to do that. I know I have arma2 backed up but not sure about OA. If I do have OA backed up could I just delete the mission pbo and replace it with the backup, then apply patch again? Or should I delete all OA files before applying the patch again. My main concern is that if I do put a fresh OA, will I have to apply all patches or just the last one 1.59? Thanks for the help btw.
  14. I have a pretty big armor mission. If I have 4 tanks in a group and the leaders tank gets hit, he leaves the tank and continues his attack against enemy armor on foot. 2 problems. 1. That tank group is now completely useless. They only go as fast as their leader and as long as they see OPFOR, the leader stays in "danger" mode and moves about 10 feet every couple minutes. And with hills and other things, the entire attack plan is ruined because they lose ability to be where they need to be. 2. The tank crew, now on foot, will not attack armor. So most of the time they don't even move. Another problem is amphibious vehicles. If they get shot, the whole squad gets out and tries to swim, losing all weapons. The crew holding up other amphibious ends up worse than the tanks. Everything is WAYYYYYYY slower in water. So what i am hoping for is that someone here will be able to help me to come up with a script or code that will clean this mess up. What I'm thinking will be good is: -Any crew that gets out of specified vehicles will be dismissed from their group so that the rest can move on without them. I say specified, because other vehicles like a humvee will not need to be dismissed. -Once they are dismissed from group, they will be put in a new or different group. If I can get them to join rescue boat groups I can have them get picked up. And on land I can put them in a group with medics. I will also be able to get all the crews to join together and fight against other infantry as a group with focus rather than random stragglers. So if someone can tell me how to get this scripted right I would appreciate it. And also maybe you have a better or seperate option. Like how would I get their new group to pick them up? Waypoints won't work because you don't know where they will neeed to be. So any help? Thanks
  15. Thanks. I think it's exactly what I want. It also lets me see what's going on a little better so I will end up learning how to do things like this myself. I've asked this before and never got an answer. I usually use a trigger to give units back their gear but that script will be alot better. As for the amphibioius vehicles, it gets tough these days cause there are so many AT weapons that take them out WAY before they get close to the shore. Not like WW2 days where machine guns were the most common. So most amphibious landings will probably be done away from enemies. The script though will be very useful. I have alot of air missions so downed pilots will now havre a chance to live when they hit water. Is there any script that will actually get them picked up out of the water? Once they join rescue group they will most likely be told to move to leader but not picked up into the boat. Actually while im at it, looking at your script, what would I change if I have an infantry group and I want heavily wounded soldiers to leave squad and join medical group to be taken back to hospital tent? I'll look at the First aid module too, it looks similar. But my online connection is terrible so I'll ask you so that if you know i won't have to fight my wireless connection too much. Thank you so much
  16. victim913

    1.59 Still can't play From Hell

    * Fixed: Missions: 06 From Hell, task "Locate the pilot" always failed. http://www.armaholic.com/page.php?id=12978 That is the page that has the changelog from 1.57 I am wondering, is it possible to install patch 1.59 without ever installing 1.57? Because looking at the change log, I notice that when vehicle crew is killed, the vehicle gets unassigned as a target. But my guys keep shooting at empty vehicles. So I wonder if I somehow skipped a patch. But I thought you can't get patches until previous patch has been applied. If i have all patches then the pilot fail would not happen since it was already fixed. If I am getting a fail message because the pilot keeps getting shot, then I can keep trying all I want cause it won't fix itself. I put it in editor and played as one of the guards and when the game starts the lead says "The pilot is trying to escape, kill him". But if I spawn as pilot they don't shoot.
  17. You can. Unpack the campaign pbo. Cut the missions and put them in the folder "missions" in your "mydocuments" folder. Where you have all your editor missions. You can make any changes you want to the mission and play them in the editor. But like blackbird said, you will run into issues with triggering things but depending on your editor or scripting skills, you can work around it. At the very least, you can change triggers. You can take control of most by changing what triggers them. If it calls for Drake to set off the trigger, change it to "radio alpha" or something. That way you can call the trigger when you want. You can figure it out once you get it into editor. Besides, it's not like you are playing the campaign officially anyway. You did that already. So you are looking for the fun aspect of it. And it won't interfere with the real campaign.
  18. I found an easy way around this problem. Set up a trigger (radio alpha for example) In the box "on act." type: "RemoveAllWeapons this;" Then type in all the gear you want. This way you can set it up and use it more than once. If you lose your gear just radio in and it automatically changes all your gear. I've only found 2 simple issues with this; When you radio alpha and get all your gear back you need to push "F". In the game, if you have a weapon, you always have it in your hands. So you have a weapon in your hand because the game won't let you have empty hands when you have a gun. So it pretty much means that while you see a weapon in your hand, it's not really there. so when you push F you start to cycle your weapons in your hands. No big deal, just "radio alpha", F, then you're good to go. It all happens in a second. The second issue is that if you used ammo, it won't reload you with the spent ammo. It gives you a full new load. For some it's good and others bad. Other than that, I haven't found anyone that has gone around that.
  19. victim913

    Project RACS

    I really like this mod. I am really into different types of camo and the kind you use for your infantry is awesome. I do have a problem with the marines though. They seem like they are in a whole different league than everything else. In fact I personally can''t stand anything "marine" in your mod. This is just my own personal opinion though, but the soldier camo, to me, makes me never want to use them at all. The same with the camo on all marine vehicles. It just looks like it was just rushed and you can still see the camo underneath. Thats my constructive critism. I don't want to take anything away from the hard work you did though. Everything else is good. Just my opinion. No big deal. One thing I think you should do is to give us a little info about the units. Right now I am making a campaign where I am using Task Force Lion as the main OPFOR army in my campaign. I'm kind of making up who they are as opposed to your story of who they are. Since they are so big, i'm kind of envisioning them as a collective army built by different factions. That's the story i'm going with for now. I just wanted a comparable army to fight against BLUFOR. I can use similar equipment and vehicles to fight each other as opposed to always t72 or T90 against m1a2. It's nice to have equal competition. Anyway, even though i'm not using your story, I was hoping you could give us some kind of info on the different branches. I get the army, mountain, marines, paratroopers but not the others. For instance, when and where would I use some of these others? Fusilers - who are they? why are they different than army? Princess and/or Queen brigade ---same as above? also when selecting groups, you have them called "Queen" but under Units you have them called "Princess". I can't think of any others at the moment. I assume the princess brigade is more like a personal guard or extremely elite unit? The Fusilers, i have no idea. They look cool so i want to know what to use them for. So maybe you can give us some info/story about who those other brigades are. And last bit of my opinion. Is it possible to add some other "cars". The only good ones you have are the Humvees. The other one is a little odd. The guns shoot to the side and don't have much variety. So if I'm fighting them against US, i'd like to give them some options. Thats just me. Maybe you can get approval to use the OHPLA mod cars. Or the plamod kind. they look pretty good. There is also another set of Humvees that have extra armor on them. I use them for PMC or Mercenaries. I can't think of who makes them. THey are in usmc faction. Maybe takistan or cz land rovers. I am a big fan of armor and you have some of my favorites. The leopards and Patton Anyway, excellent work. It gives me a good looking army that I can use as opfor or blufor. good job.. You inspire me to create my own faction as well. I just don't know if i should do it now or wait for arma3. Maybe you can give me some pointers. I was going to start an island but I heard that arma3 has newer tech for creating them so I may wait there too.
  20. First i'll say that i did try this with bis and user addons. Both had same problem. I have a huge armor battle. I'm using probably a couple hundred units. The biggest problem happens towards the end of the battle. Total destruction everywhere, but then tanks just sit there. They don't fire at armor, soldiers, nothing. At first I thought it was that they ran out of ammo. So I team switch to them and see everything is fine. The problem is they can't see. I can't see. I see my screen but if I push "spacebar" and hover over units 10feet away nothing happens. It usually gives me the units info and/or tells my units to target them. But it's as if they aren't there. If I turn out, the same thing. The only way i can get it to work is if I jump out of the tank. Then I can get it to work. So it's as if everyone in the tank is looking through a smoke screen. I also changed my video settings to see if i had anything so low that it didn't render smoke or anything but it was all the same. When i tried the latest beta it got worse. They NEVER fired at each other. From the very begining. A second issue, that may not be a bug, All my armor have "move" waypoints. With the "move" waypoints I often see my tanks drive right by enemy tanks. If I use "seek and destroy" then it takes them forever to get to the waypoint. They drive around too much. I have tried "combat" "aware"etc.. and "openfire" , "openfire engage at will" and it doesn't change anything. Alot of enemies are about 1000-1600 away and wont' engage each other. I have "super AI" and enemy at 100. Anyone know what's going on? Thanks I don't have any mods that have any AI changes that I know of. And like I said I tried it with bis armies and others and get same result.
  21. I like the city. So far it seems to have nice balance. I have one suggestion though. Can you get rid of the ships in the dock. It looks cool to stage them there but if they are permanent then you always have to have blufor in control of the city. I just think that for mission makers having the ships there limits what we can do. If you leave it empty, then it opens up scenarios where we can put opfor ships or civilian ships. And with the city so close I imagine the ships have to play a role. Theres another island that does that too and its in a spot where it blocks any access for other ships. I imagine your city will get ALOT of use. It seems like a trend now that island makers are trying to get more and more detailed with their maps. That is good, but then they end up putting too many things in their maps that tie hands of mission makers. Like crashed aircraft or destruction or ships making anything other than warzone missions not practical. Their is a mod that has nice buildings. I think there is a jail. That would be nice. I think it's called opx. Other than the ships, I like it so far. I'll look around a little more
  22. victim913

    Seahawk Addon By YuraPetrov

    The timing on this is perfect. The day before yesterday I thought to myself, "what ever happened to that seahawk i saw being made a couple months ago?". Then the next day it just happens to be here. I used the seahawk to pick up some of my squad that decided to go swimimg off of the nimitz and I noticed something. When you get to the water, once your wheels touch the water they act as if they are on the ground. The weels stay at surface so if the chopper keeps going down, the wheels move closer to the helicopter. Riding up the shocks. But when the helo touches the water, then the shocks push the wheels back down just like any ohter chopper. It's not a major issue but it could be related to it bouncing all over the deck. And to keep this question alive (I've seen it asked about 2 or 3 times and got ignored or overlooked) but how about a code/script for us to put in the init to start it with the blades folded. Or at least to get the motion going. Like bis Cobra blades start out but immediately fold, while the UH1 will spawn with it folded almost instantly. This is probably one of the highest priorities for us addon aholics. I think more people will use it just for the folding without ever flying it. Is it possible for you to eventually create your own torpedos? Unless Mando models can be seperated from the rest of his stuff. I don't want to have to be forced to use Mando on my jets (changing all my keys around) just because I need his torpedo to use your helicopter. Just a question, not a demand and not a complaint about Mando. I just don't have a bunch of time to remap all my controls that took me months to get used to just for a single addon. Eventually i'll learn mando but right now it's not ideal for everyone. If i have to use Mando, then I won't get to use your Seahawk. All it will be is a "paper weight" just on decks to look pretty. That is such a waste of hard work.:(.But that's just me. No big deal. Thanks, but seriously, how to fold?
  23. victim913

    USS Nimitz

    the problem you guys are having with jets falling through the deck can be solved with enablesimulation. The carrier sometimes loads after the jets. This happens when you have alot of things in the mission. Put "this enablesimulation false" in the init of everything on the carrier. then create a trigger like radio "alpha" and on activation for the trigger put "(name of item) enablesimulation true" and once the carrier is spawned radio "alpha" or whatever and they all drop to the deck. It is a headache to name them all but it works out easier in the end, especially as the carrier goes through betas. just use notepad and paste " enablesimulation false;" and just insert vehicle names. It doesn't take that long. Then paste it all into your trigger.
  24. victim913

    Operation unknown wip

    Is there any plans to change the 53 back to grey in future updates or is going to stay blue? I've been using that usec? one since it turned blue, but the fuel "thing" (for lack of knowing what it's called) isn't ideal for some ships. I'd rather use both from ou. I can't find where I put the previous download. And the 2 links on the first post don't work. One is new and the other says file not there or something. :( Thansk
  25. Making this to the point...When I create a new project I see the options for the size of map. 128, 256, 512, 1024, 2048, 4096. But I know some of the BI maps aren't those sizes. Do I have to make a map those 6 sizes? I was under the impression that you can make maps any size. Maybe I can load an xyz that was bigger than 2048 but less than 4096, and since it's bigger than 2048 I would be able to put it on the 4096 size? But not have to make it the entire 4096? Oh, one more thing. If that last one works, do all maps have to be square or can they be rectangle? or slightly not square? Thanks
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