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gopherman

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Everything posted by gopherman

  1. 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!
  2. Cheers Egosa, but thats what I have done, including in the code I've pasted... Danke!
  3. 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..?
  4. Can someone post up a guide on making your own sound mod from existing ones? That would be very helpful! Thanks!
  5. 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?
  6. Sorry to be a bit of a biff, but where can I find download links for this?? (CO version specifically)
  7. gopherman

    Ambient Combat Module

    Awesome, thanks for the effort there. I'll let you know how it pans out when I get back to the home computer!
  8. gopherman

    Ambient Combat Module

    Cheers in advance for that one. Really appreciated.
  9. gopherman

    Ambient Combat Module

    Exactly! Not to mention I'd like to intensify the amount of patrolling units.
  10. gopherman

    Ambient Combat Module

    On me peeps! Bumpage for attention!
  11. gopherman

    Call of Duty 8...Yay

    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.
  12. Bumping for interest; that would be reeeealy handy!
  13. How easy is it to combine individual weapon sounds within the existing sound mods?
  14. 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?
  15. If you are shooting the ground or nearby objects that much, I'd say that perhaps you have greater issues to address! ;)
  16. 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 :)
  17. gopherman

    AI Repairing...

    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!
  18. Cancel! Found what I'm looking for... Almost...
  19. 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!
  20. 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?
  21. gopherman

    Zeus AI Combat Skills

    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
  22. gopherman

    Zeus AI Combat Skills

    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?
  23. gopherman

    Ambient Combat Module

    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 :(
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