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gopherman

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Everything posted by gopherman

  1. gopherman

    J.S.R.S. 1.5

    Awesome, awesome sound mod. The depth of sound makes a massive difference to the ambience. Well done to you. Constructively though the HMG's like the DshK and Browning, and the 12.7mm and the Barret do not sound heavy enough in my humble opinion... While the cracks sound a lot higher pitched and almost squeakyer(?) than the ones I've heard going over my head.
  2. gopherman

    WarFX : Blastcore

    Hey OpticalSnare - great to see you working on this again. One thing that bugs me that I am still not sure is an error with my set up or something in the mod - crashed air vehicles do not emit light when burning - theres the beautiful lighting as they come in on fire but when they hit the ground its pitched into darkness which obviously is very unrealistic; especially when the vehicle is visibly burning... Cheers
  3. How complex is making one then..? Is there a guide about anywhere? Cheers...
  4. gopherman

    Custom campaign..?

    Yeah I know its fiddly - I've been making a mission or two (since OFP in fact...so I have made a FEW missions already) and now I'd like to tie them together in the manner of a small campaign. It's the stuff about the variables that would aid in making my small cobbled up missions a bit more coherent. Is there any tut's or guides around on this? A place to start looking?
  5. gopherman

    Hitscan weapon mods

    Are those compatible with CO? Both are 2009 releases...
  6. gopherman

    WarFX : Blastcore

    ...What about meeeeeeeeee!!! Anyone else not getting illumination from downed aircraft that the mod still generates fire for?! Shot down aircraft light up the place beautifully, but crash into utter darkness. Ground vehicles still illuminate when on fire...
  7. gopherman

    WarFX : Blastcore

    Maybe a bug, maybe me but does anyone else not get a light source from shot down aircraft? They light up the land just fine on the way down but once they hit the ground the light goes and all that is left is an unrealistic fire which emits no light..? Edit: Ok after a little testing, it seems no aircraft, destroyed on the ground or in the air will provide light as they burn on the ground... I can't read 143 pages to see if this is common! Any help?
  8. ?!(alive "radar1"):this setCombatMode "BLUE"; From: http://www.armaholic.com/page.php?id=13860&highlight=RADAR Where does it go?!?! I know about the unit names, all sorted - but am at a complete loss as to where to put that - everywhere I do, I get error messages. Thanks
  9. I have OA. Never ever ever noticed the countermeasures. How embarrassing. Oh well, thanks!
  10. Not so much a request for an addon - but can someone point me to some aircraft counter measures mods so my aircraft actually have some means of surviving anti-air missiles?! Cheers!
  11. I guess it is pretty pointless asking what happened to this, like if it popped up in a fresh thread I cannot find?
  12. gopherman

    Zeus AI Combat Skills

    Question: Im reinstalling stuff due to a few mod conflicts I overlooked. Will this work alongside: SLX mod's AI bits ASR AI rearming AI tweaks Cheers!
  13. This is what I have in my init.sqf for two ACM's sync'd with players one and two (as part of a co-op) //ACM ////////////////////////////////////////////////////////////////// waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 5, 20] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK_INS"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.1, 0.2, BIS_ACM] call BIS_ACM_setSkillFunc; [0.8, 1, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, ["TK_INS_Group", "TK_INS_Patrol", "TK_INS_ATTeam", "TK_INS_Technicals", "TK_INS_MotorizedGroup", "TK_INS_MotorizedPatrolBTR40"]] call BIS_ACM_addGroupClassesFunc; [1, BIS_ACM_1] call BIS_ACM_setIntensityFunc; [bIS_ACM_1, 90, 100] call BIS_ACM1_setSpawnDistanceFunc; [["BIS_TK_INS"], BIS_ACM_1] call BIS_ACM_setFactionsFunc; [0.1, 0.2, BIS_ACM_1] call BIS_ACM_setSkillFunc; [0.8, 1, BIS_ACM_1]_ call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM_1, ["TK_INS_Group", "TK_INS_Patrol", "TK_INS_Technicals", "TK_INS_MotorizedGroup"]] call BIS_ACM_addGroupClassesFunc; The ranges are there for testing purposes with a setcaptive 1 unit for observation. BIS_ACM_1 never works.
  14. Awesome, working fine now. Many many thanks for the assistance guys!.
  15. Ahh right, sorry I did not realise you were pointing out an inconsistancy in my code there. Should also say, I can get a single ACM to work, its when I try and put a second in, the second never seems to work unless I put it in without any tweaks in the init.sqf As soon as I do that, it does not work. EDIT: Looking at the code (with changed names for ease) [1.0, ACM1] call BIS_ACM_setIntensityFunc; or [1.0, ACM1] call AMC1_setIntensityFunc; ..?
  16. gopherman

    ASR AI Rearming

    Does this clash with anything from SLX or Zeus AI Combat skills?
  17. You can have them spawn right on top of you. BIS_ACM_1 does exist; thats the name of the second ACM module for the code to refer to. Still does not bloody work. F%"&ing f*$£!
  18. gopherman

    Zeus AI Combat Skills

    With Galzohar! Definitely needs to be in there.
  19. gopherman

    J.S.R.S. 1.5

    Hey there Mark, Like I already mentioned - some of the HiFi sound modules do not work under CO, and of course the sounds are notably different between the mods; so the new OA M4 variants would sound entirely different from the A2 ones, not to mention that the A2 AK47 series and the M4 variants do not work under OA. Unpacking the JSRS module pbo's, inserting the (renamed to match the JSRS config) .wss files from the unpbo'd HiFi modules is the only way I could get the sounds I prefer active in the game in lieu of HiFi being updated for CO/OA; of which I am aware of you and the mods position. :)
  20. gopherman

    Zeus AI Combat Skills

    Its already in there Protegimus... Put an M107 on a hill and a vehicle it can harm a k away and the sniper will happily fire away. He'll even shoot at infantry *IF* he knows they are there (like if I shoot at him from a K away). I discovered it in a mission I am making where I had a sniper team overlooking an LZ. The Mi 8 came in, landed and the sniper engaged it.
  21. gopherman

    J.S.R.S. 1.5

    Hey no worries. I am talking about renaming and putting hifi .wss files into JSRS pbos. Reason being is not all Hifi sounds work on OA (things like the AK47 base and the OA M and SCAR variants). Its ok though, I think I've got it working just fine!
  22. gopherman

    J.S.R.S. 1.5

    Hey Lord Jarhead! Couple of questions for you if I may... Since your soundmod is modular, big plus. I'd like to create my own mix up based upon whats already out there and incorporating your mod as the base of this. Of course, its for personal use only. Some of the HiFi soundmod sounds are my preference and the modular system the same; so my question is, if i were to unPbo the s_pbo's and drop the HiFi sounds in, repbo them, I should have HiFi sounds instead following re-pbo-ing the files? Many thanks and whatever my tastes; this is a great sound mod.
  23. The thing about the supersonic cracks is they ARE loud; anyone ever spent any time on a two way range will tell you that as will anyone who's ever spent an afternoon in the butts will too. Ear defence is a must. We also have to remember that that supersonic crack starts at the muzzle and so adds to the overall sound of a weapon's report.
  24. gopherman

    Zeus AI Combat Skills

    I've got AI able to recognise any vehicles and air out to a K, and even engage them when armed with appropriate weapons - just not infantry. Must agree with others and say recognising infantry is duff! Still cannot live without this mod though!
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