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Everything posted by dr@gon
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N'Ziwasogo A3 terrain (Released)
dr@gon replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yup what janus0104 said. I like this map a lot. If the only thing that A3MP was needed for was the buildings then why weren't A3 buildings used? I think the map works well and has lots of jungle atmosphere. The only reason I installed A3MP was so I could play on this map. I would love to see some new maps and some more objects (as I'm sure everyone does. I miss the compositions from Arma2 and the Warefare objects. I didn't play warefare but I liked the objects on the map to create objectives and Group enemy units to them to protect them. After a year since the Alpha release of Arma 3 it is unfortunate that there is hardly any new content from BIS or Maps. -
[QUOTE=RAV_RAVEN;2685187]@Dr@gon Actually the maximum height of the string (by design) is 30 meters, but I put a default height of 20 to fast-rope from script because reaching extremes, the point of release of the player in the rope becomes imprecise and sometimes the unit is damaged. but reading your comments, I think I can make a different height (with SetVariable command) in the same way that the destination (fastRopePos) is scheduled to be configured. Greetings. Thank you very much. I appreciate you considering looking at tweaking the mod for this purpose.
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I've played around with the latest version of LIFTER and I am very pleased that WP after Fast Roping are now easily used with the script ie; helo continues to its next WP after the infantry exit. I like jungle maps and I was hoping that Fast Roping would be ideal for helicopter insertions into areas where no helo can land but unfortunately it seems (due to FlyInHeight 20) there still needs to be a clearing big enough for fast roping. In fact if its big enough to Fast Rope its big enough for the helo to land. This is not a problem with LIFTER since this was my hope in adapting the script not the designer's. It still works well and adds plenty of atmosphere for those Special Forces missions.
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CFS - Custom formations System 1.1
dr@gon replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This looks very exciting, I've been wanting something like this for a long time. Sometimes moving your AI team mates into position is like herding cats. What I'd like to see in a future update, if you are open to a request, is the ability to create custom formations that are saveable. For example I could make a custom "Ambush" formation or a custom "Defensive Perimeter" (circle facing out). I have no idea how complicated that would be so if I'm talking out my back side with this then just politely ignore :j: -
The init area needs to have at least one mag loaded before the addWeapon entry so everyone starts with a loaded weapon. It isn't a huge issue with your own squad since you can order them to reload but the enemy forces fight every firefight with pistols instead of their primary weapons.
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Canadian Armed Forces Modification ARMA III
dr@gon replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well the M72 was never that powerful to begin with (real world application) it was intended to deal with thin skinned APC not tanks (although when first introduced in Vietnam they thought it should be able to take out tanks - they were wrong). It could benefit from an in game increase in power perhaps, I think the "future" vehicles like the Ifrit may have high armour values for what is basically a car. I don't know. Personally I avoid the future stuff of Arma3 as much as possible (some exceptions) and use mods that bring in current hardware. I haven't done much with armour but the RDS Tank mod looks promising I already use the RDS static weapon mod. Anyway M72 for attacking supply trucks and the Carl Gustav for APC/MICV types is my plan :cool:. Okay I tested the M72 on the APC's from the RDS mod (cold war area armour- I don't know if the in game armour values for this mod are realistic) and the M72 had zero effect on a BMP. I could have shot it all day. A Carl Gustav took it out with one shot. The Ifrit took 2 shots from a M72 to disable and cause critical damage but trucks blow up 'real good'. Basically if you can disable it with a magazine of 5.56 then your LAW works. I don't know but I think for a M72 to be effective it may actually take several shots and a fire team would have to volley 2-3 shots to insure a hit and effective damage. Just my observations. -
Should anyone help you if you are too lazy to just read a little? I'll give you a hint.....look at the very First post on the very First page. If that isn't what you are looking for then certainly the posts on pages 38 and 39 will have the answers. Another hint, your post showed up on page 39. (I'm starting to sound like Ohally).
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Canadian Armed Forces Modification ARMA III
dr@gon replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With respect to the M72A6 doesn't do any damage; it depends. It works great against infantry and other soft targets like trucks, technicals, helicopters. I run the A3MP map pack and the sandbag impalements from the mod (ported from Arma2) are indestructible by pretty much anything. When I go into a crouch I do not step forward as you have noted. -
Canadian Armed Forces Modification ARMA III
dr@gon replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seriously??? Are you asking that question after the post just before yours??? -
Canadian Armed Forces Modification ARMA III
dr@gon replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What are you asking for, the classnames for the individual units? The units', classnames are plainly viewable in the configviewer with the CAF prefix. ie; cfgVehicles/CAF_RIFLEMAN_TW, CAF_GRENADIER_TW, CAF_OFFICER_TW, etc. is that what you are looking for? BTW if you drop a unit on the map in the Editor and preview it (as the unit player) then open the configurator, it shows the unit's classname right there in the bottom left of the screen. (Not sure what you need this info for but to each their own). The item names; uniforms, weapons, etc can also be found in the configviewer but its just easier to consult the classname list the mod author provided. I hope that helps. -
thank you
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LOL!! well the same thing happens to me. The last guy off gets body slammed by the Helo before it departs. Also, I want make a mission where an AI controlled Helo moves to a WayPoint, from the WayPoint the Script is executed "(myHelo SetVariable ["fastRopePos", getpos LZ]; myHelo SetVariable ["fastRopeOn", true];)", the Infantry Fastrope to the ground, then the Helo moves on typically back to an airstrip or hovers around for close air support. The problem is that the helo will not fastrope the Infantry at the designated WP, it will only let them out at the last Helo WP wherever it is. So for example; Helo insertion on the battle field marker names LZ, waypoint with script will deposit the Infantry if that is the last WP. If there is another helo WP that returns the Helo to base the Helo will not let the Infantry out, it continues back to the base then Fastropes the infantry out then lands on top of the last guy out (lol poor bastard). I tested this with NO other mods just the CBA and the Lifter mod in effect.
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Canadian Armed Forces Modification ARMA III
dr@gon replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The TH-495 was never adopted by the CAF, the LAV III was instead. Although the LAV came well after my service I have come to understand that was an excellent decision. I don't think there are any regrets. (TH-495, M113, ADATS.....you like your tracks :) ). -
@A3CV - ArmA 3 Coop: Vietnam
dr@gon replied to alduric's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks Excellent, I can't wait to get started. I use the Nziwasogo map now, will there be any naming conflicts with the A3CV map? The models look good but the Americans need a camo cover on their helmets (IMHO). I hope we get a release soon. thanks for this mod. I'm a huge Vietnam era fan for ARMA and have played the VTE and UNSUNG mods for years. It doesn't have to be 100% authentic by any means, its a game, just need enough authentic feel to give atmosphere and immersive play. -
@A3CV - ArmA 3 Coop: Vietnam
dr@gon replied to alduric's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am looking forward to the VC/NVA the most, is there a possibility to release content as it is completed rather then wait for the whole package? The up side to this is that the community can beta test smaller pieces of the mod for you simplifying de-bugging, secondly it allows for a smaller download. once the mod is complete the download site isn't overwhelmed by a massive single download but 3 or 4 smaller ones. Some more preview pics would be welcome also :) if you have any to share. -
Are the "South East Asian (Tamil Tigers Inspired)" still in the works? I am eagerly awaiting this faction for some jungle maps that have recently been made available. I appreciate your limited free time and that this faction may not be your personal priority, simply as a fan of your work I am looking forward to this mod.
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@A3CV - ArmA 3 Coop: Vietnam
dr@gon replied to alduric's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes Single Player saves work like a charm now. Alduric credits DrCataclysm for figuring out a work around. I've personally used "Saves" on the A3MP and N´Ziwagogo maps with no issues. -
Test showed jumping more than 15 players on dedicated servers was causing aircraft to explode. Hilarious, good thing everyone was wearing a parachute at the time. I'd check the riggers for a Taliban infiltrator.
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So now that the SP Save Game is available how do you do it? The SAVE 0ption is still greyed out and saveGame command in the On Act. of a trigger does nothing. what am I missing?
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I hope I posted this in the right area? I want to put together a simple mission where a patrolling infantry squad are carrying disassembled mortars. They move to a waypoint, deploy the mortars (probably with scripted commands), then fire on a marker on the map. Has anyone done this? I've searched around and I can't find anything. Eventually I want to make a mission where a couple teams of guerrillas move around the map, set up their mortars, fire a few rounds at a base then repack the mortars and move to another waypoint and repeat the attack from a new location. The idea would be to hunt the mortar teams and eliminate them. Any help would be appreciated.
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Bump...
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The Unsung Vietnam War Mod V 2.6 Release
dr@gon replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
OMG what an interesting looking map. I hope someday soon there will be maps like this in Arma3. -
Lol! Excellent. Great news I'm looking forward to it. Thanks for the update.
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Vietnam: The Experience, ArmA 3 Preview
dr@gon replied to Snake Man's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What I meant by that is Arma3 has higher resolution then Arma2. The map ported to Arma3 has Arma2 look which is okay if that's what you're used to but I've started to get used to the Arma3 look so its hard for me to go backwards. I would love to see, as a first step, a VC/NVA pack similar to O'hally's Aggressors and eventually (when there are map tools) a new jungle map. In the mean time the biggest problem for me is no save games since it all ported Arma2 maps error out on reload.