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apd1004

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Everything posted by apd1004

  1. I'm just learning the editor from scratch so I'm not very good with it at all, but try this one in the initialization box on the soldiers charging: this disableai "FSM"; I just found that one searching the Arma2 forums and the Arma2 wiki and it seems to work pretty good. When I used it with full speed and line formation on the waypoints, the Russians kept up the charge and stayed on line although a few of them would go to ground for a short time but then get back up again. Not sure but I think those guys may have actually just been winged. They also kind of zig-zagged a little while running in, which looked a little strange. Couldn't figure out why, but the Russian squad leaders didn't move at all and stayed back where they started, even with identical stats to the rest of the squad. I'm sure there are additional tweaks that can be done to make it look even better. I tested it with 4 Russian squads rushing a single German squad in a trench and some of the Russians actually made it all the way but it was still a slaughter. When the Russians got close enough they started chucking grenades at the trench. I think if I added another LMG to the German squad or tweaked their skill level a bit higher they may have been able to get all of the Russians before they got to grenade range. I didn't see any Germans chuck grenades either.
  2. Hi all, When I am the commander of a tank (with full crew), I want more control over where the main gun is pointing and what I can order the gunner to shoot at without actually jumping into the gunner seat myself. Isn't there a way I can tell the gunner to traverse the turret to a specific point, as if I was telling him "traverse to 3 o'clock"? I know that if I right click on a living enemy target, the gunner will traverse to and target the enemy no problem. But, what if I want my gunner to scan in a specific direction when there is no target visible? I've also noticed that if I right click on something like a house or an abandoned vehicle, the gunner usually just traverses the turret past it and keeps going rather than locking on to it. In fact, the gunner just rotates the turret around in neverending circles without locking on to anything. Am I missing something like a keyboard command that isn't listed?
  3. While not an answer to your question, I've been thinking about this and other stuff like artillery and transport scripts/modules for Arma2 and how those would work in Iron Front. I don't know enough about scripting or modules to be dangerous with it, so bear with me here. I'm wondering if you were to import all of the applicable files for a parachute drop from Arma2 (assuming you had all the appropriate files), could you get the same parachute drop to occur in Iron Front? To explain it further, if I have a script for a C-130 dropping paratroopers in Arma2, if I grabbed all of those files from Arma2 and copied them to Iron Front, would I see a C-130 dropping paratroopers in Iron Front? I would think from that point all you would have to do is change to the appropriate models from Iron Front and then you would have it. I guess the base question is, just how much stuff from Arma2 can we import to Iron Front? There is so much material available for Arma2, that if all we had to do is swap out the modern day equipment for the WWII equipment, why wouldn't it work? Not trying to hijack your post. If necessary I can move this to a new thread. Thanks
  4. I tested the default basic support module in the editor and both the mortar support and artillery support requests worked well, although the mortars seemed quite a bit overpowered. I just pretended they were 120mm mortars and I felt a little better about it... On-map mortars work well also, and I was able to hear the whistling of the rounds going through the air. You can test it very easy. If you go into the first German single-player mission (can't remember name of it), you walk up to the GrW34 and assign two of your squad members to get in. Then you can find a target such as one of the ZiS-3 guns out there and task one of the mortar crew to fire at it. The crew will fire 3-5 mortar rounds at it and then stop.
  5. I had the same thing the first time but with several restarts I noticed that it was not always the case. Sometimes the German APC's came in almost immediately, sometimes it took them several minutes and they didn't always come from the same spot. The unpredictability definitely adds to the replayability value.
  6. I played your mission for about an hour, had a lot of fun. Setting the minefields was pretty easy. At one point I drove the mine carrying halftrack a little further down the road to set up mines further away, it worked very well (assuming your engineers are still alive). I was able to get both engineers working on laying mines at the same time, which I thought was good. It seemed like all the incoming German vehicles spotted the mines though because I never saw any of them run over one. The best part was when a German halftrack pulled up next to me and sat there. I was able to walk up to the rear of it, open the doors, and shoot the two crewmembers inside. Both of my Soldiers with the Panzershrecks couldn't hit the broad side of a battleship with their rockets, although they did have some luck with the RPG-40 grenades. The game worked very well for me, no issues with the scenario or the game for that matter.
  7. Just picked up IF, looking forward to trying your scenario. Haven't played Arma in about a year, so will be like learning all over again. Arma engine seems to have limitations overall but folks like you developing great scenarios & campaigns more than make up for the limitations of the engine. From my first go at IF, I see lots of potential but it does have issues. I don't mind so much when I only pay $29.99 for a game and it needs work. I have more of a problem when it's $49.99 or $59.99 and this happens.
  8. apd1004

    [CAMP] Joint Operations [BAF]

    Just downloaded this campaign last night. So far I'm really digging it, even with some of the issues mentioned in previous posts. As of the time of my download, you have implemented the radio commands to get the convoy to proceed in "A Long Road Ahead" so I never experienced it any other way. I am running the DVD version of Arma II Combined Operations. I'm pretty new to the Arma system, so pardon me if this seems like a dumb question: Is it possible to enable some control over the AH-64 in "A Long Road Ahead" via radio commands? That might eliminate the tendency for it to move out ahead and seek and destroy everything in it's path, and give the player a little more control over the flow of the mission. In real life I would applaud that initiative by an attack helo, but for game play I'd like to be able to set it up in overwatch positions as I approach the towns. Maybe put some graphic control measures on the map to guide where you can order AH-64 to go so the player doesn't fly it all over the place, and keep it non-playable. Also, I agree with having more control over the convoy beyond just giving a single radio command to proceed once it stops. It would be much more realistic to have the convoy escorts be in charge of all movements anyway, and allow the player to order stops and starts as he feels necessary. In the second mission, "On Patrol In Takistan", I was having some problems reverting to saves because I kept getting an error message about some missing downloadable content in the form of 'ace_sys_attachments'. Not sure if the first mission would have done the same thing because I played it right through the first time. I discovered the error was being caused by another unrelated mod I had installed that was looking for some ACE content which I do not use. I stopped running that mod and now it works fine. The take away for others having issues would be to encourage you all to check your other mods if you are having issues with errors. The mod in question, the HK 416 mod, works fine for me even with the ACE file not being present, but for some reason this campaign wouldn't allow the error message to save. Finally, I also share the observations about the FOB behavior. I like the looks of the FOB (more of a COP than a FOB, but that's ok) but it needs to be fixed to eliminate the strange behavior it causes. I could not get any of my squad mates to leave the FOB at all even on foot (kind of like real life...), unless I took control of them myself. They would either bunch up in the closest corner to where I was standing outside, or they would stack at the front gate and not exit, even though the gate was up. I had to individually take control of them and walk them out the front gate, and once I did that their behavior was back to normal. Also, I found that by driving the two Land Rovers outside the gate and parking them, then walking my squad mates outside the FOB as described above, allowed me to order them to mount the vehicles the way it should work. There was also one instance where I got them mounted while still in the FOB, but the AI driver in the Land Rover I was not in wouldn't leave the FOB and started to back up and try to find another way out. It ended up running over several of the other soldiers in the FOB and I had to take control of it myself and drive it out. Looking forward to seeing how this campaign progresses, keep up the good work!
  9. Yes, the green berets were everywhere in my kandak, not just with those of rank. Even the privates wore them. They liked the black skullcaps in cold weather as well. Here's a good example of some non-standard headgear...
  10. 'nuff said. There are still kandaks out there using AK47's. My kandak was one and I just left in February. Some of the newer kandaks are still using AK47's until they reach a competence level to allow transition to the M16. We had their M16's in storage in a connex until they transition, and they were M16A1's. Also agree with the ANP, never saw them with anything but AK's. Don't be afraid to have different kit sets out there. Many ANA don't wear their body armor or helmet, and will often times wear non-standard gear. The mod looks great, keep up the good work!
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