gopherman
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Everything posted by gopherman
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New Sound Mod in the making, slowly but surely
gopherman replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sounds awesome Chammy; not sure about the M2 though? Also on the belt fed MG's early in the clip; that dinging sound which I assume is the brass and linkage dropping out... Mostly we're not fighting on hard surfaces and its kinda loud. Can't say I've ever noticed it actually firing anything belt fed! -
Whats wrong with this ACM setup!?
gopherman replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers Egosa, but thats what I have done, including in the code I've pasted... Danke! -
What Sound Addon is the best and more realistic?
gopherman replied to SPC.Spets's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ahh gotcha, easy enough then! How does it work with some such as Vop (which has all the guns in the one pbo and some weapon sounds from HiFi..? -
What Sound Addon is the best and more realistic?
gopherman replied to SPC.Spets's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Can someone post up a guide on making your own sound mod from existing ones? That would be very helpful! Thanks! -
Help with Laser Designators
gopherman replied to 00dc15's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Whats the score with laser designation through glass in reality..? Just out of interest... Using a laser pointer through glass you get the usual dot on the glass with a lot of light obiously passing through and creating another point of light on whatevers on the otherside, but logically, this could confuse a munitions laser guidance system? -
New Sound Mod in the making, slowly but surely
gopherman replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sorry to be a bit of a biff, but where can I find download links for this?? (CO version specifically) -
Ambient Combat Module
gopherman replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Awesome, thanks for the effort there. I'll let you know how it pans out when I get back to the home computer! -
Ambient Combat Module
gopherman replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers in advance for that one. Really appreciated. -
Ambient Combat Module
gopherman replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Exactly! Not to mention I'd like to intensify the amount of patrolling units. -
Ambient Combat Module
gopherman replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
On me peeps! Bumpage for attention! -
Damn theres a lot of hostility in this thread. Get a grip guys; each to their own. Sometimes switching off and getting into what is a pretty cinematic and *fun* game is just whats needed. Other times people want something a little more complex, like ARMA.
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Making an normal Unit to Medic?
gopherman replied to ViV's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Bumping for interest; that would be reeeealy handy! -
Fix the incoming tracers. It's not a feature, it's a glitch.
gopherman replied to orbit101's topic in ARMA 2 & OA - SUGGESTIONS
Bumped for truth. -
What Sound Addon is the best and more realistic?
gopherman replied to SPC.Spets's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
How easy is it to combine individual weapon sounds within the existing sound mods? -
Radio, waypoints, bringing a group to my location..
gopherman replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Cobra, much apprieciated! -
Radio, waypoints, bringing a group to my location..
gopherman posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, radio Alpha is set up to create a waypoint at my location and bring the group to it, this all works fine. But the radio is set to repeatedly, because I want my support to follow up as I clear the area ahead. It only works once though. while {count waypoints MSV > 0} do {deletewaypoint (waypoints MSV select 0)}; I have this code in in front of this code MSV = MSV addWaypoint [(getpos player1), 0]; [MSV, 0] setWaypointType "move" in the On Activation field of the radio. Any help as to why this works only once? -
Fatigue from own bullets - no thanks!
gopherman replied to celery's topic in ARMA 2 & OA - SUGGESTIONS
If you are shooting the ground or nearby objects that much, I'd say that perhaps you have greater issues to address! ;) -
Radio, waypoints, bringing a group to my location..
gopherman replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My group is full and so I want to have a better element of control over the vehicle packets following up. Could you spell it out for me in plain English (or code!!) what I need to do to get that working? Thanks :) -
Can it? What I am seeing is if a vehicle becomes disabled, the AI abandon it, not utilising a nearby MTVR even if it is part of their own group. Does anything need to be set up to allow AI to utilise the repair vehicles in game? Cheers!
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UAB / UAV missle script
gopherman replied to gopherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cancel! Found what I'm looking for... Almost... -
What I am looking to do is utilise the UAV or UAB (probably just the UAB) independently of the AH64 or onboard missiles. So in the case of the UAB, lock or paint a target and when firing, have something somewhere fire a missile, or spawn a missile that works longer ranged than the ones the hellfires. Prinicipally the problem I am having is using the UAB for long range support without the Apache tagging along, detecting something and going balls out and ruining my carefully prepared mission. Any help? Cheers!
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Limiting the amount of missiles called in via a script
gopherman replied to Eain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is an awesome script, especially with those modifications... Now for a request for one more, can it be modified to be fireable on a target as designated by the UAB; much like the Apache? -
Zeus AI Combat Skills
gopherman replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not sure of many of the specifics, but putting together a quick mission of two sections, one on a hill and one on a runwayn 600m apart, OA, USSF vs Taki Milita theres not a lot o rifle fire going on. More I think about it the more I agree with you; though is there perhaps a common ground? Say 450m for deliberate fire from the AI? I know nothing of how the AI works to suggest this, but can the rate of fire be changed according to the number of AI in a squad or influenced by range? GM -
Zeus AI Combat Skills
gopherman replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
An observation on my end is units with nothing-special individual weapons dont engage out to 600m like they should as part of a unit. For the sake of ammunition conservation I can understand bringing it down but at 600m when I'm in a section of soldiers, and only the belt-feds are being used its a little bit of an irritant! What are the current values for rifle engagements Protegimus? -
Ambient Combat Module
gopherman replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone know why two ACM's cannot both have a custom class database? Using one ACM it works fine, just spawning Taki militia. Put a second in with all the appropriate init.sql setup (including all renamed properly to BIS_ACM2) the second ACM continues spawning whatever the hell it wants :(