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aeggwards1

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Everything posted by aeggwards1

  1. Thanks SNKMAN, I had seen that. What I was trying to do was the last option, spawning random groups and classes. In the readme it says I have to define the groups in GL4_Global.sqf but I couldn't see where. Sorry for the confusion.
  2. Hi SNKMAN, Where do I set the classes and units for the spawn feature? It says in the readme the GL4_Global.sqf but I can't see anywhere in that to place them?
  3. aeggwards1

    Zeus AI Combat Skills

    I first want to say I love the new version, the findcover function is awesome except for one thing. Could we change it so that it doesn't affect armoured vehicles so much, at the moment on contact tanks and IFVs run directly to cover with no thought to engagement and then stay there. This creates a situation where dismounted infantry could be running to cover getting mowed down by OPFOR armoured vehicles because there armoured cover is already in cover and has not line of sight on OPFOR.
  4. aeggwards1

    J.S.R.S. 1.5

    Thanks mate, awesome sound mod!! Don't get to stressed with what everyone wants, you will never please them all, Release what you like and it will be good!!
  5. aeggwards1

    Zeus AI Combat Skills

    Hi Protegimus, Just thought I would post a bug with the new beta OA Zeus. When I have either the OA or non OA weapon dispersion pbo enabled, there is no sound for the Marines M16 variants. All other weapons are OK. Thanks for this awesome mod.
  6. aeggwards1

    DLC- What do YOU want?

    +1 for this. Aussie troops and vehicles please!
  7. Very awesome guys, thanks!! Is there any plans to add the new L129A1 Sharpshooter rifle into the pack? Thanks again for the update!
  8. aeggwards1

    Undercover Units

    I have being doing some testing with the fired eventhandler that seems to work. All I did was change the original trigger from being activated once you came to close to be activated when a variable called "fired" equals one. I then put this addEventHandler ["fired", "fired=1"] into the init line of the player and squadmates. Works fine.
  9. aeggwards1

    Undercover Units

    I'd like to know this too. I assume it can be done using a fired eventhandler but I have no idea how to.
  10. Hi SNKMAN, Thanks for your reply. I tested with the newest beta today and have the same issue. I have narrowed it down to the Crew FX feature. If I turn this off, it no longer ejects me half way across the map. Cheers, Aeggwards1
  11. Hi, I don't know if anyone else have this issue but when using GL4 1.1.87 and OA together I have the following problem. When I am in any type of vehicle and it blows up/get damaged I am ejected on the other side of the map. Easy repro, open the Desert map in the editor and place a US Stryker (or any kind of vehicle) called c1. Create a trigger just in front activated by blufor and put c1 setDammage 1 into the On Activation line. Preview the mission and drive into the trigger radius. This doesn't happen with plain OA or OA Beta. Tested using no extra mods. Cheers, Aeggwards1
  12. aeggwards1

    Undercover Units

    Sorry for the late reply Kylania but that works perfectly thanks.
  13. Everything except Queens Gambit! :D
  14. @shk: Thanks mate, that worked perfectly, now my insurgents are being armed if I disarm or explode a bomb. @nominesine: Thanks but I didn't want to use pipebombs in this mission. I will keep that in mind though because I have always wondered how to get AI to plant and explode them. Cheers
  15. Hi, I am creating a mission which involves 5 ieds which have a probability of 6% - 50% of appearing in the mission. I also have 3 enemy insurgents which are set to captive to blend with civilian population. I want to give weapons and set captive false for these insurgents once an ied has been either disarmed or exploded. I have created a trigger to rearm the insurgents but my condition field breaks when an ied is not present in the mission. Am I missing something? getDammage ied1 > 0.5 || getDammage ied2 > 0.5 || getDammage ied3 > 0.5 || getDammage ied4 > 0.5 || getDammage ied5 > 0.5 Thanks in advance, Aeggwards1
  16. Thanks shk, I thought that would be the case, I guess I will have to create a trigger for each unless I can think of a way to check creation and damage in a condition field. IED script is just TCP's from Armaholic forums. Hmm, wonder if I could modify that to add weapons to insurgents once the ied blows? Using IED objects by Emery
  17. Hi, I am having trouble mapping the next target key to my Xbox controller. I map it to Controller Button 4 and nothing happens when I hit it as pilot of a AH-64 and the target is only 250m away. Hitting tab works fine, even when I remove the Next Target control from TAB! :confused: Does anyone know how to fix this? Cheers
  18. aeggwards1

    Recoil (again)

    Fair point, vanilla lack of recoil system sucks, I will agree with that. What I am hoping for is just the current betas recoil to be slighty reduced. Then I would be happy! :)
  19. aeggwards1

    Recoil (again)

  20. aeggwards1

    Recoil (again)

    I sort of agree with this, at the moment I find the representation to be off putting. I like where BIS is going with this in the latest betas but it is still drastic. If it stays as it is, maybe a option to retain the current recoil (or lack of) or a drastically reduce upwards jump could be added.
  21. Does anyone else have the issue that the Automatic Rifleman starts without the M249? Cheers, Andrew
  22. For me too, I posted in the working mods thread. I have had no issues with 1.07 or OA.
  23. aeggwards1

    ***OA Compatible Mod List***

    Tested and works: GL4 Zeus AI CAA1 Australians at war SASR units (2 types) Binks 2008 Army guys BWMod
  24. Just thought I would share my experiences. When I first got OA I set it up with the same settings as Arma 2 1.07: VD: 5000 Resolution: 1650x1050 3D Res: 133% All settings on high except disabled AA and PP on Normal. I was getting stuttering and low performance u until I enabled the cpuCount=4 switch. The difference was outstanding. I can now run the game as above but with a VD of 10K or a VD of 5K with all settings on very high. Specs: Intel Q9505 2.8GHz Nivida 250 GTX 4GB Ram 32bit Windows 7 Professional Thanks BIS, this game is awesome!! :D
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