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victim913

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Everything posted by victim913

  1. victim913

    Faysh khabur beta release

    I've been using the island a little now and I do have one suggestion (as if you didn't have enough already). Actually 2. And as I said, they are suggestions. Not demands or telling anyone what to do. Just ideas. Don't mistake my details as anything more than me just wanting to be understood properly.:) The first is minor. I won't get into much detail, I think i'll make it a thread to get other opinions. But, your bases are really good as is. I see too many maps where the maker ruined alot of bases by detailing them. They end up scenario specific and sometimes make them useless. Let us make the FOB's and let us put up camo nets and fortifications. BI set a good example. They put up buidlings and walls and let us decide what goes in them. Putting up a camo tent that will fit a tank, when if it wasn't there, we could put 2 in and move the net so it fits. Or put a fortification in it's place, or a helicopter. You already have some up and for your map it's not so bad. It's big enough so that I can just make one where I want. This is the important one.The main base runway and taxi. Right now you have it set up so planes taxi in front of the aircraft shelters. I would like to suggest moving it to the other side. I don't know how difficult it is to change something like that but I think it would be better that way if it's at all possible for you to change. Or maybe you can have both sides working runway/taxiways. It's all AI related. AI can only taxi out of 2 of the shelters (3 if it's a small plane, A10 could not but Grippen could). So if you want AI to fly, then they can't start out in the shelters (mostly). And any mission that will want alot of jets, you can't put more than 5 or 6 in front of the shelters and have them not get stuck. And not everyone is a scripting genius, so people like me would rather line up everything I need for a mission and start with it rather than to magically spawn things there. Also having aircraft in postiton at the start of a mission will help the randomness of things. They will be prone to destruction and such. Could change the outcome of a mission. Especially MP. The area in front of the shelters is not too big and will be limited to how many jets can be there. C130's or anything bigger than an A10 won't be able to taxi at all. If you change it to the other side, you can have any size aircraft take off. Even B52's (and nobody better say "just start out in the air"). You can have more aircraft controlled by AI to get in the air. And that huge section allows room for all kinds of things. You can leave the aircraft shelter side for Human pilots. After all we are really the only ones who need to protect our aircraft. Screw the AI. That way I can always have a jet safely parked waiting for me to use it no matter what happens. Just having the working runway over there just adds more potential. Mission makers and me, can put up industrial shelters or even aircraft shelters in that big area. It gives us room to play with and add our own mission specific things there and still have the ability to taxi AI. Anyway, that's my pitch. I personally think that moving it will greatly increase the playability and overall quality of the map. After all it's an ideal map for aircraft. So making it friendlier to AI is always needed. Great map so far. I've been all around it and its great. Maybe making a couple spots in the river crossable would be good. I haven't found a spot that vehicles can cross other than the bridges. And maybe some areas could use some rocks or something to provide some kind of cover. But if you didn't change anything it is still awesome. Oh, and thank you for having a bridge that can be driven on. All bi maps suck in that department. I had a tank drive underwater and not get destroyed in Chernarus, even though the bridge was clear a few feet away. Excellent work
  2. I know this is an older thread but I recently ran into a problem with it and can't figure it out. I use this all the time but about a week or 2 ago I noticed that everything disappeared in the editor. I only have one option #houses - industrial shed 2 That's it. No #walls or #mosque. Nothing. only that single option. Since I last used it I have downloaded a couple maps and some required other mods that are similar to this. I particularly noticed after I installed ibrtowns. it may have been different before that but who knows. OPX buildings and I think mrb buildings or something. Also one that has EU in front of everything. However this dren one was the only one that had desert buildings from OA. so the EU ones combined with this worked well. Is there some mod that could possibly interfere with this? Thanks
  3. victim913

    USS Nimitz

    Is there any way that you can either extend the fuel hoses or maybe have a second place to put them? The reason I ask, not only for what I wrote below, What happens when you start to work in damage? At the very least, you will probably be able to allow the catapults and the elevators to accept damage if you can't get the whole ship and all it's working parts. So if the front catapults get damaged it might be difficult to taxi back up to the mid line catapults. Having to places for fuel or one closer to the middle might be wise. Or you can add one to the rear of the island. If anyone sets up the carrier to reflect real life, (as I did) the fuel line can't be reached, well easily that is. In the picture, you would have to make sure the area with the F-35's is clear and also might need to keep the area where the helo is clear too. Depending on the aircraft and wingspan. I just think it limits where you can put aircraft. I'm sure alot of people will only put a handful on the deck, so it may not be a problem. Having it hook up to the right side may also make it difficult for some to get in a good spot after they land. With no reverse on the jets it might give some trouble especially if they catch the last arrestor. Is it possible to refuel if you parked OVER the fuel line? So your jet faces the aft, but the hose goes underneath where the nossle is still on the right side. To put it simply i guess, will the fuel only come out going in the directon the hose points to or does the nossle just have to be somewhere on the right? There is an oil stain (see red arrow) closer to the island that would be ideal for fuel. Besides the stain already there, it's probably going to be clear for most mission makers. And a good pilot might still be able to get on the catapults in the middle of the ship. Just a thought. It's still close to that spot. And it doesn't interfere with the tractor elevator. Oh one last thing, sorry this is so long. I found that if you approach a catapult sideways and lower the launch bar it sets you up to go straight into the island. That was before your last release so I don't know if that was ever caught. And I still stand by my earlier post that this is the greatest addon ever. The great attention to detail combined with the massiveness and all the animations etc.. great work
  4. victim913

    F/A-18 Super Hornet

    Hey, on my last comment about AI not getting in the aircraft when they are on the Nimitz, I think I know the reason. You have the default settings on the Hornet set to "lock". Everything else is set to default which usually means unlocked. So I think thats why they didn't get in. I would think they would have said "negative" before they even walked over there though. It gets to be a pain to always remember to change it to unlock. I've been using RTE and I found it to not be so friendly to what you put in init. Whatever you change in the RTE goes back to default when you export it in order to put it in your mission. Including ammo, fuel, health, enablesimulation gets erased, wing folding gets erased, etc. So it's not your problem, just RTE's But maybe you can tell me, for curiousity sake, why is the default set to "locked"?
  5. victim913

    F/A-18 Super Hornet

    I don't know if this is an issue with the Hornet or the Nimitz. If I have someone in my squad and I tell them to board a Hornet, (while on the deck of the carrier) they walk over to it then stop and say "no can do". But if i tell them to get in an F35 they walk over and get in. I've tried it elsewhere on the carrier and always get same result. Also on the canopy i found something. Well it may be intended. If I open the canopy and catapult off the ship with canopy open, the canopy disappears. It probably falls under the topic of "who gives a rats @$$" but just thought i'd let you know.
  6. victim913

    Cobra Vipers MK11 WIP

    Dude, I was going to do the same thing. I was going to try to make a Cobra army. Retexturing any vehicles that were simlar or even making new ones. I was going to go for a real world angle. Figure out how I can make them work as if they were a real army somehow. but only if there was a real interest in the community. The PRACS mod kind of got me thinking of doing it. They pulled theirs off nicely.
  7. The formations that come with the game are helpful but there isn't a whole lot of variety. You pretty much have varieties of a wedge, varieties of a column, and line and delta. The problem with that is that you can't choose who goes where. It's all based on rank ( unless that changed recently). I think I noticed vehicles have kind of escaped the rank, but they still either get first or last and still run over your squad. Ideally, you should be able to choose where the vehicle should go. Sometimes front is good, other times (say when tanks are around) you may want the vehicle last in order for infantry to either take out the tanks, or maneuver your vehicle to a place it won't get ripped apart. Not only that, if the vehicle is last or even towards the end, it can be far away from the fighting because of a wedge formation or such. Where you want the infantry in a wedge to protect them but now vehicle is too far away. Yes, you can constantly tell your vehicle where to go, or your units for that matter. but that can be a hassle if your on the move and don't know where enemies are. It can triple the time it takes to get somewhere. I have a couple ideas that can improve what we have now, but the first idea pretty much blows the others away. Implementing it is the question: - My preference: -Using the format now with the numbers assigning formation, leave 1-8 predetermined formations that would be ideal. Right now it's as if someone just picked formations from a dictionary. I mean really think out which would be best. The 2nd part of that is to leave 9 and 0 customizable. For example: You're patrolling on the streets looking for enemy. All the regular formations keep your men in odd places. Telling each unit where to go every time you advance takes too long. So: First, tell each man where you want him to be. Once you have everyone in place, highlight them and push "shift 9" and set everyone where they are. So now everytime you want them in that formation 9 will be assigned for it. Now move forward through the city like you want. You can stack most to one side, or a few forward a few back, or make someone else the point man, using you as the base. I never thought leaders were supposed to be lead so they can get killed first. So if you move forward so does everyone else. Right now it's difficult to put someone forward and have them keep that distance. Of course they would stay relative not perfect or else units will get pushed into a wall and get stuck etc.. It would be ideal when vehicles are in your group. Second. How many times has this happened where you're in a wedge formation and you tell number 7,8,9 to go to a hill and 7 and 9 are close to each other yet 8 is standing 60 meters away from them? It's because they stay in formation relative to each other. Having a second option, 0, would allow you to break off a group from your formation, and allow them to stay in their own formation without getting caught up with the first. Just highlight a group of people for #9 and a group for #0. Or just use 1. It works great for groups like Stryker teams. You can keep the Stryker on the road while your men go through the buildings. Instead, right now you get your Stryker stuck half of the time because he's trying to fit in a backyard somewhere. There are so many ways this could be really effective. Another idea I had was the following ( but I don't think it compares to the first one) I don't know how you can top that one, but at least this next one is still better than current system): -have seperate types of formation for different types of squads. -Infantry has a set -Mechanized, or motorized infantry a different set that takes into account specific vehicle spots -Vehicle squads to capitalize on their specialties Anyone agree or have other ideas? Thanks
  8. If i'm in a group and everyone in the squad and me walk, I leave them behind. Actually, that is what happens for everything. If I walk they walk slow, If I am in a regular movement, they start falling back, and If I full on run, I leave them behind. So I can't go too far without having to constantly stop and wait for them to catch up. It's not the AI behavior like other things, their sprint speed is slower than my sprint speed, same as other movements. I think it would be nice, and ideal if they moved at same speed as the human. Unless told to do so. In fact snce this is Arma3 why don't you make a randomized speed. Not everyone is fast, but fiddle with the speeds ever so slightly so that when going somewhere close, they all come, but somehwere like a mile away, you may have one or two people lagging a foot or two. Just an idea, But at least equal the speed. If it is thy will :p
  9. I'm sure it's been covered before but I can't seem to find it. I know that folding wings has been beat to death, but I have a couple others that need blades folded too. I see animation phase, but I only know very basic scripting stuff so looking at the code is a little over my head. I'm looking at this: this animate ["l_wingfold",1] this animate ["r_wingfold",1] this will fold the wings up. I assume 1 is the up position and that is telling it to use animation raising the wings up from 0. I remember someone along time ago wanting to slow the speed down or up, and told someone how to do it but I can't find it. So can anyone help me to get that wingfold animation quicker? GLTMyke? I think, said something about putting "immediate" somewhere for the code but I don't know where or what to put. Thanks
  10. victim913

    Animation speed

    It took me a while to get back online. Thanks for the replies. I had some issues with them though. For both of you, the animation code is from Meatballs F-18. And the code for his wings folding is this; this animate ["l_wingfold",1] this animate ["r_wingfold",1] Gnat, I pasted your code in but I keep getting an error "while: Type Bool, expected code" I know you're busy, but is it possible to tell me what some of your code means. That way I will learn instead of just pasting. Then I won't need to bother anyone. Like _ax, what does it mean? I see that _ax = 0. so where you used the code: this animate ["l_wingfold",_ax]; this animate ["r_wingfold",_ax]; isn't that saying this animate ["l_wingfold",0]; this animate ["r_wingfold",0]; Actually what does it mean when something has an underscore _ in front of it? I get lost when someone gives me a code and assume I know which are things that I need to name or rename, or do anything to. Some give me stuff like _this and I thought that was where the name goes, or the opposite. And cobra, I'm not sure what I should use in your code. I see the Osprey code, maybe you can give me an example with the animation code I'm working with. I think the osprey code points to a script within the game folder, while the animation I am using isn't a seperate script (I think) Thanks for the help though. I'm kind of worried about some of the animations like the osprey and Hornet have. They start out already bumping something close to them and it causes them to move. I've used enablesimulation false but if I use it on the one that needs the animation, it won't. If I use it on the vehicle next to it, my vehicle still hits it and moves.
  11. I'm not exactly sure what to search, any combination of words seem to have way too many results. So maybe someone has seen this question before. I set the Super Cobras on the LHD, with blades folded. Every time I get 2 close to each other, they start pushing each other. I don't have that problem with Osprey or Huey. I can set them touching if I wanted to. So anyone know how to avoid them pushing (and don't say just seperate them) I want them in tight. What I've tried: tried using "enablesimulation" but that keeps the blades out and still can't get close. Also tried allowdamage false. Same thing happens. On a side note, I think it's related to what makes jets stop when taxiing to the runway when there is another vehicle within 20-30 yards. Does anyone have a way to get vehicles to do what I'm wanting? I think it's like a space issue. Like Cobras take a bigger radius than just than the others. Thanks And if it's been talked about before, I haven't seen it, and i'm sure it's probably past the date the forum says not to open old threads.
  12. Thanks. It was the RTE I was using. I guess it uses the createvehicle code. So a work around I found was to spawn them normal in RTE, putting enablesimulation. Then I can park them kissing, then in the editor I put the fold wings code, then they spawn exactly right. Thanks
  13. I downloaded Everon 2010 final and I am having a major problem. AI can't taxi or take off correctly at the airport. I posting a picture here so you can see what I mean. No matter where I put jets, they all taxi to the middle of the runway. Once they get to the middle they drive straight to the end of the runway, criss crossing the grass. They don't drive from one side or the other. It seems that the AI think that the runway starts at the middle of the taxi way. Here's the picture: The yellow from X to Y is the AI runway (so to speak) They start at X and somewhere around Y they take off. They don't even use the runway for more than about 4 seconds. The Red, is the path they go from the different places. You can't see the begining of the runway, but the bottom red line starts from their. No matter where they are they always drive straight to X Thanks, this final version is really nice. When I have settings all the way up it really is a beautiful map.
  14. victim913

    Operation unknown wip

    Some of you say you can't find it in the editor? It's not under USMC anymore. It's under "Other"/ then OUair. At least the last version was. I noticed it when I had ACE but I don't use ACE anymore and it's still there. I don't know after this last version And the issue with soldiers sitting in same seat, it has done that since the begining. You can actually fit an entire army in one helicopter. I think I tried it with like 6 squads once so I can see how many will fit. and they all did. I think it happens in both. I agree with gunners on the 46. That would be nice. Folding blades would be the best fix. But, sure it's not as important as anything else. Just glad you're still working on it.
  15. victim913

    LPD-29: San Antonio Class

    Am I wrong here? 0 degrees is North and 180 south. I went in to the editor just now and had all my ships facing East and they were all pointing at 90 degrees. So, are we to point east and west or 0 and 180 (north and south)? Or are each map different? I was on Everon but I thought the top of the screen was always north. And if we do point them the wrong way, will that only affect certain scripts like take off and landing or will it not work or just crash? Looks great, and perfect timing I was just populating a naval mission and was looking for anymore ships. I got Gnat's and Isolas already so this one is needed. I like the amphibious opening. I just wish the apcs weren't so slow in the water. Sitting targets. Cant wait to try it. thanks
  16. victim913

    F/A-18 Super Hornet

    Well in real life, wouldn't they drop the fuel tanks when they get into combat or air to air combat. Maybe dropping the tank (ingame) could add a noticeable gain in manueverability or speed or something?
  17. victim913

    USS Nimitz

    swissMAG, thanks. Are you saying that if I use enablesimulation, it would allow th aircraft to not fall while in the air while waiting for the carrier to spawn? I've used it on many things before, but i seem to remember trying it on a vehicle and it still moved. I'll try it thoughthanks. Everon takes a toll on the system, even when walking around on the island. It looks amazing with the settings all the way up, especially the grass. But the only thing that spawns the carrier any quicker is to lower all video qualities. But yeah, I spawn in the air 18 off the ground, I see pieces of the carrier slowly pop in screen and everything false through the deck until the deck piece appears. Sometimes i end up in the hanger badly wounded, sometime on the deck.But spawning in a Cobra flying above, I can see all the aircraft spawn, then as the slowly start to fall (all this happening within about a second maybe 2) I think the bridge pops in along with some lower compartments then the deck. Explosions everywhere as jets blow up in water or from being severed in a wall of the carrier. However, using RTE has kind of helped find what some issues might be. When I use it, I get a warning about dryscope something or other, and that is when I know that everything else has loaded. RTE won't work until CBA and everything else has been loaded. The more I have in the mission, the longer the warning takes. The point being, that a few times i tried the carrier mission with a few of the aircraft deleted. When waiting for mission to load "retrieving" comes up, then I get the RTE warning, then a second later the mission loads normal with carrier intact. So I know it's a problem with loading everything for the mission. So does anyone know a way to get the carrier to spawn first before anything else comes in, or away to delay? If doing the enablesimulation works, i can tie it in to a radio call. As soon as learn how to script.
  18. victim913

    USS Nimitz

    I'll post my question in case I lose my connection checking all 24 pages. But I loaded the carrier with a bunch of hornets and others But I'm noticing that the more I add to the mission the longer the delay for spawning the carrier. The carrier is the first thing on the sqm, but all the aircraft are spawning before the carrier causing them all to explode as the carrier slowly comes in. I think it's caused by all the stuff on Everon, but I'm sure other non desert places my have the same effect. I tried searching a couple things but it's not turning up results im looking for. So i'll read as many pages here. I'm sure someone may have noticed this before. Any script to delay the rest of the mission unitl carrier spawns? Thanks
  19. victim913

    USS Nimitz

    I hope this wasn't asked already. I know some of you have been on carriers and how and where things go. What kind of load ( for lack of a better word) would be typical for a nimitz class? How many aircraft? ANd what kind? And using what the community has now, what would a reasonable loadout look like as far as jets? I've got these so far: Meatballs superhornet FDF mod Hornet UH-60 And possible future F-35 How many of those would be typical,and anything else I missed. Would a ch53 be on? and attack helicotpers I also wonder about the deck. In pictures they are always dressed up with many jets on deck. Is it always like that? And what about wartime. Is the deck any different? If enemy ships or aircraft are around. Thanks
  20. victim913

    F/A-18 Super Hornet

    Did anyone see my other message about the "dualrail"? Don't make me use CAPS again :p But is dualrail a weapon or a weapon holder? When I drop them they explode, but it looks like they hold the mk82's in place so when I drop them, the bombs float under the wings.
  21. victim913

    F/A-18 Super Hornet

    To remove the weapons on the plane, set the ammo to 0 on the ammo bar in the editor, where the fuel and armor bars are. If that's what youre talking about. When cycling through weapons I see a dualrail weapon. Is it a weapon or is it there to hold the bombs in place? Because when you drop the dualrails, they explode pretty nicely when the hit ground, but if the bombs are still on the plane they just float under the wing. I notice the fuel tank doesn't explode when dropped, unleass dualrail is a weapon. And has anyone else had a problem ejecting as the WSO? When I selected eject as wso, the pilot ejected but not me.
  22. victim913

    F/A-18 Super Hornet

    Are you serious? Is anyone out there reading anything I'm typing? I thought I made myself extremely clear. But maybe you guys see the words "wings up" and then stop reading anything else I write. My aunt does that too. Hears me say the word "money" then she tries to hide from me. I WANT THE WINGS UP FROM THE MILLISECOND THE GAME COMES ON. An Animation is an Animation. That means the wings start down then move up. That causes damage to the Hornet next to it. I DON'T WANT ANIMATION. I WANT TO START IN UP POSITION AND STAY IN UP POSITION. Animation is a movement. Thank you for the help, swissMAG, thank you for reading my message. It is an excellent addon though. But if you can make the wings stay up, then you can't park them close as in real life.
  23. victim913

    F/A-18 Super Hornet

    Evil Brownie thanks, but that's not it. That is an animation. I need them to be up. Never down. If i use RTE, i can use that animation then i can place them where I want on the carrier. But once the mission starts, the wings will be down, then the animation makes them go up. So when they start with wings down, they crash into each other, then fold wings. I need the wings to start up, and stay up, or at least have the option to fold down when I want to get in. I want to park them close on the carrier like in real life. I may not ever use those specific jets to fly, but they look nice. So how?
  24. victim913

    F/A-18 Super Hornet

    Can anyone tell me how to start a mission with the wings already folded? I can't park them close to each other closely if the wings start down. And if I can't get them parked closer then doesn't that make it pointless to fold them? And I don't know if the gear issue some of you have is what I have seen or not. If you select gear down nothing happens, but when you slow down and approach a runway (haven't tried not on runway) then a second, "landing gear down" function comes up in the action? menu. So when getting ready to land scroll to "landing gear down" instead of "gear down"
  25. victim913

    F/A-18 Super Hornet

    I don't think there is anything wrong with the size. Just search Super Hornet and you can see many different models. ALot of the older ones had the canopy and nose extend further forward. But alot now, you see the cockpit pushed back into a normal looking position. But your model is good. I've got a pic here of the FDF F-18 and yours side by side and it looks to scale. I want to know how I can start the mission with the wings already folded. I can't space them next to each other closely if I use the animation. They start with wings down hitting eachother, then raising. And only problems I've seen is while getting ready to land you have to gear options. The normal "gear down" and (i believe your) "landing gear down". Gear down does nothing. I found that out the hard way. I actually made a nice landing with no gear. Oh, and in the picture you see below, if I zoom out any further the cockpit turns gray like the rest of the model. I did like engaging the after burner and flying straight up until I ran out of fuel somewhere close to space I believe. Super Hornet - FDFmod Hornet. They look scaled perfectly together. If anything the super looks almost small compared
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