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paramedic

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Posts posted by paramedic


  1. Okay all I want is for a crate to have an action that allows me to put items into it on a mp server. So far I got some stuff activated via addaction from the crate but it doesn't work and I couldn't find anything about it. I'm not that good of a scripter obviously..

     

     

    Quote

    _packesel = nearestObjects [crate_1, ["Truck","Car","Tank"], 15];


    _packesel addWeaponCargoGlobal ["rhs_weap_M136_hedp", 4];
    _packesel addMagazineCargoGlobal ["rhs_mag_smaw_HEAA", 2];
    _packesel addMagazineCargoGlobal ["rhs_mag_smaw_HEDP", 4];
    _packesel addWeaponCargoGlobal ["rhs_weap_fim92", 1];
    _packesel addWeaponCargoGlobal ["lerca_1200_tan", 1];
    _packesel addMagazineCargoGlobal ["rhs_fim92_mag", 4];
    _packesel addItemCargoGlobal ["ACE_M26_Clacker", 1];
    _packesel addMagazineCargoGlobal ["DemoCharge_Remote_Mag", 4];
    _packesel addMagazineCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag", 2];
    _packesel addMagazineCargoGlobal ["rhs_mag_m67", 8];
    _packesel addMagazineCargoGlobal ["rhs_mag_an_m8hc", 8];

    _packesel addItemCargoGlobal ["FirstAidKit", 8];

    _packesel addMagazineCargoGlobal ["rhs_mag_30Rnd_556x45_Mk318_Stanag", 20];
    _packesel addMagazineCargoGlobal ["rhsusf_100Rnd_556x45_soft_pouch", 4];

    _packesel addItemCargoGlobal ["ToolKit", 1];

    _packesel addBackpackCargoGlobal ["B_Kitbag_cbr", 2];
    _packesel addBackpackCargoGlobal ["B_Carryall_cbr", 1];

    _packesel addWeaponCargoGlobal ["rhs_weap_M320", 1];
    _packesel addMagazineCargoGlobal ["ACE_HuntIR_M203", 4];
    _packesel addMagazineCargoGlobal ["rhs_mag_M441_HE", 8];
    _packesel addMagazineCargoGlobal ["rhs_mag_m714_White", 8];
    _packesel addMagazineCargoGlobal ["rhs_mag_M585_white", 8];
    _packesel addMagazineCargoGlobal ["rhs_mag_m18_green", 1];
    _packesel addMagazineCargoGlobal ["rhs_mag_m18_red", 1];
    _packesel addMagazineCargoGlobal ["rhs_mag_m662_red", 1];
    _packesel addMagazineCargoGlobal ["rhs_mag_m713_Red", 1];
    _packesel addMagazineCargoGlobal ["rhs_mag_m715_Green", 1];
    _packesel addMagazineCargoGlobal ["rhs_mag_m661_green", 1];
    _packesel addMagazineCargoGlobal ["rhs_mag_M433_HEDP", 2];
    _packesel addMagazineCargoGlobal ["rhs_mag_M397_HET", 2];


    _packesel addItemCargoGlobal ["ACE_EarPlugs", 8];
    _packesel addItemCargoGlobal ["ACE_EntrenchingTool", 2];
    _packesel addItemCargoGlobal ["rhsusf_opscore_aor1_pelt", 2];
    _packesel addItemCargoGlobal ["ACE_IR_Strobe_Item", 8];
    _packesel addItemCargoGlobal ["ACE_wirecutter", 1];
    _packesel addItemCargoGlobal ["ACE_DefusalKit", 1];
    _packesel addItemCargoGlobal ["ACE_SpraypaintGreen", 4];

    _packesel addWeaponCargoGlobal ["rhs_weap_XM2010_sa", 1];
    _packesel addMagazineCargoGlobal ["rhsusf_5Rnd_300winmag_xm2010", 8];
    _packesel addBackpackCargoGlobal ["ace_gunbag_Tan", 1];
    _packesel addItemCargoGlobal ["rhsusf_acc_M2010S_sa", 1];
    _packesel addItemCargoGlobal ["rhsusf_acc_anpeq16a", 8];
    _packesel addItemCargoGlobal ["rhsusf_acc_M8541", 1];
    _packesel addItemCargoGlobal ["rhsusf_acc_harris_bipod", 1];

     

     

    I'm sure I'm just missing something really big here and my question is actually incredible stupid but I would be thankful for any help.


  2. Sounds like an awesome project. I'm really looking forward to play a german on german war. I have to test out if I it is possible to throw some early russians together in RHS. Could be possible.... US forces would be more of a problem, but hopefully someone with decent modding skills will make some nice uniforms and a good M16(for that timeframe) that will fill the gap.

    Will you concentrate on ground warfare or will there be Jets and Helicopters in the near future? Like the PA-200 and Bell UH-1D... That would be awesome, but I am already really happy with what I saw in the screenshots, really nice work for such a small modding team.

    Thanks guys!


  3. Please, could you tell me if there are plans to release a hotfix on bugs or do we have to wait till the next release?

    I have a big mission going on with my unit soon and I need to know if I should include UAZs and Urals for the enemys or if I should replace them with something else, since silent running enemy vecs would be kind of unfair for my guys.

    A quick heads up would be supernice of you and no I don't want a specific date or stuff, just an estimation on what's more realistic to expect.

     

    Thanks guys.


  4. Just a quick question, not a real request: How complicated would it be to simplify the ace medic system? I mean like still be able to give morphine, epipens and bloodbags(or some other item to heal up like a medic bag). But make it the way that only one of those items is required to get the full effect. Also I would like to see the bandages modified to only need one to fully stop bleeding on all body parts. Still deeper than vanilla, but without caring for bodyparts or quantities.

     

    I would really like such an option but I know that most likely no one will do this for me. It would be nice to get a quick estimation if it is doable for someone not that skilled in scripting. Okay someone with almost no skill...but I'm good in copy pasting and if I try hard sometimes I even know what I'm doing.


  5. Is the AAV-7 still being worked on? I just saw that the DL link is down and I so "desperately" need a standalone AAV-7, because we mainly like to use RHS and managed to get around the need of the whole cup package till now. Doesn't have to be amphibious, as long as the rest works on stable branch.

     

    Edit: I also have to say I really like your content, especially the british MRAPs are really nice.


  6. Okay, I just looked it up, they really had their old Adrian Helmets, partially with nettings on it, and a lot of other things that didn't differ that much from the WW 1 equipment, like their trench coats. Very interesting, I may just have to see what I can dig up about it in the archive/library. I spent weeks in there last time I did the preperation for a P&P WW 1 roleplay campaign with friends following the story of a local unit.

     

    Edit: Sorry, didn't want to spam the thread.

    • Like 2

  7. 7 minutes ago, war_lord said:

    The French resistance was in... France. France was liberated in August 44. Westwall is Western Germany in 45.

    Makes sense, thanks. Did the french have more british or american equipment(helmets, weapons, etc.) or did they manage to get a part of their own arms industy up and running again by that time? I'm not that well informed on the western front during that time and now I'm curious.


  8. 9 minutes ago, Zhivets said:

    I'm pretty sure they're actually the Free French Army, not French resistance.

    Hmm... I really wish the modteam would update their entry post, to get all info on there that they have provided in this thread. Would maybe help to clarify some things. But you may be right Zhivets or we both may be right and they include both as their longer term goal. I don't really know that one anymore.

    I just know french would be involved and remembered the debate that followed the announcement.

    • Like 1

  9. 10 hours ago, Hvymtal said:

    Not to mention that they are also excluding the French, the Japanese, the Soviets, the ANZACs, the Canadians... While high-quality british assets would be lovely (Mk 3 helmet and HSAT would be da shit) they're doing a time and place specific to the US and Germany

     Uhm...didn't they say they want to actually include the French as one of their mein goals, because they wanted to put Germans and the German Volksstrum against US americans and the Resistance, wich I still find a really good idea. I so would love to see WW2 Insurgency gameplay from that.


  10. 29 minutes ago, CannonJames said:

    So you are making a WW2 mod without the brits? Ok then...

     

    I'm not part of the westwall team and I'm not speaking on their behalf, but the modteam here stated that they want to make a mod about a particular area and time in WW2 and brits are, at least for now, out of scope. As always you don't have to play what you don't like, you didn't pay a single cent for it so the modteam can do whatever they want to with their mod. And you will most likely get such answers in almost every mods section on this forum, this isn't the steam workshop.:f:

    • Like 4

  11. I don't know why but now that the unit insignia is fixed and I got to work on all my guys placed down to change that every unit is switched to do some stupid animations by default wich is worse than some patches. Can someone confirm this?

     

    Edit: I really like this mod but stuff like this really is annoying, because like with the insignia you have to go through the mission and change it back for every single placed unit there. And I'm working on a small campaign with 6 missions and changing all of them every time such a bug gets in a release is almost negating all the time I saved with the mod.

     

    Edit2: Sorry, just read that I have to change it all by hand. Starts to get some hundred guys to stop dancing around and such. Otherwise keep up the good work Revo.


  12. Wait what.... You are doing the French 1945? They were pretty much just rebel groups in that time.That was it...

     

    Would of made more sense to have done Brits as well as there is a lot more interesting battles that took along side the US. The battle of Ardennes, invasion of Normandy, Allied land and airborne attempt to cross the lower Rhine.

     

    If this is only a infantry mod then perhaps this could work but only really having USF and the Germans I can see being a bit lack luster in content otherwise.

     

    I think you could play for years with only two factions if the Terrains are interesting enough and there is some unit variety, so I guess having the German Regulars, the Volkssturm, US forces, and the French resistance is really nice...after all there are communitys fighting with US forces against taliban for years and never getting enough of it. I say rather go deep with less factions instead of making to much factions that lack in assets.


  13. I think it's good that you guys at BIS update Arma.

    @pd3: They are trying to keep the game up to date and that's perfectly justifiable. That is and was one of the great things of PC gaming: Getting new hardware and putting it to use. On the other Hand I understand that people with older rigs might have some problems with that. But can't you disable most of the new lighting features anyway? Or if you really don't like it use custom shaders?

     

    Also I'm sure they are already looking into the broken lighting of custom maps if it is something on their end, otherwise we will have to wait till the map makers find the time to update their creations.

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