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dr@gon

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Everything posted by dr@gon

  1. Hi, I really enjoy this mod and use it constantly. I have a question I'm hoping something could be clarified; the Camouflage Coefficient defaults to 1x for the standard unit. If the slider was moved to 0.5 does that mean that the unit is more difficult to be seen by enemy AI (unit has better camouflage) or does it mean that the unit has a more difficult time spotting other enemy AI? Sorry but I find the tool tip for that section too ambiguous. Thanks for your help.
  2. Ya, I went to the torrent but it was still 3.4. Thanks Eggbeast.
  3. Will 3.5 be released on Armaholic also?
  4. UNSUNG....Still the BEST Arma mod.
  5. Thanks for the update. I loved using this AI behaviour mod but I stopped using it in the past because my AI team members wouldn't follow orders and eventually would stop moving all together. I understood that was a know issue at the time, has that problem been resolved? Does using the command [(group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely] in the init field work to resolve this problem? thanks
  6. dr@gon

    Faces of War [WW2]

    Great update. The gear, uniforms, weapons and islands are simply excellent. Does the FOW v0.6 have the fix for Kokoda island discussed on this page? Thanks for the update and continued work on this project.
  7. dr@gon

    SLP Spawning script

    This is great. I have used your older script for years, I am looking forward to trying this new update. Thank you for taking the time to update it.
  8. Hey Makhno, I appreciate that this is an old thread and you may not even visit here anymore nut I just wanted to let you know that I still enjoy playing this map. All your hard work shows and is appreciated. There are so many scenarios that jungle maps can be used for; Vietnam, Latin America (guerrilla insurgency, Drug Lords), Pacific Islands, Africa. This map can be used a lot (you just have to ignore the village names for some lol). thanks.
  9. dr@gon

    Castle Composition

    Hi, The Castle Walls composition looks interesting. I downloaded it but I can't open the file, it says it is corrupted, I tried a few times.
  10. I installed the mod and it looks excellent. I answered my own question regarding having CAF 1.7 installed with CAF 2.0 - No CAF 2.0 supersedes 1.7. No errors or crashes just CAF 2.0 is now in effect. For backward compatibility the Griffon and JTF2 units are gone (for now) so old missions need to be edited first before loading the new CAF 2.0. The mod looks excellent. I look forward to future content.
  11. Wow this is great news. I am wondering if this mod, CAF 2.0, will run with CAF 1.7 also installed for backward compatibility? I appreciate that is probably a tiresome question as old content should almost always be removed but... since the naming is new I wonder if the two versions can coexist for the time being. I have a lot invested in CAF in terms of single player missions that I still play. I can begin the process of converting the old missions to CAF 2.0 without blowing everything up so to speak. I appreciate you reviving this mod...thank you.
  12. I thought I'd add that the ONS mod is quite good as well and is complimentary with the CAF mod. At this point if you want to play Canadians in ARMA you have to piece things together from other mods. I always liked CAF's "relish" CADPAT although its a bit too clean like it just got out of the laundry and of course the LAV, Griffon, and Leopard 2. The Helmet scrim and netting was also a favorite from CAF. ONS has better weapons (not to mention they work in the current Arma version with armoury). Just my 2 cents.
  13. Holy crap that's great news!!! Very happy to hear this. Thanks
  14. Hi Guys, The mod is looking awesome, Echo is the best so far, it just keeps getting better and better. I was just wanting to mention the that AA artillery such as the KS12 seems to have very little armour value. For example, to take out/disable a KS12 merely needs a hand grenade thrown from a distance unlike say the 122mm artillery gun that needs a demo charge (haven't tried thermite on a 122mm to see if it is actually any different). I don't know if that is something you care about but I thought I'd throw it out there. I'm still looking forward to the Hue map someday. Keep up the great work. cheers
  15. The last BI patch caused the helmets on these units to be firmly wedged up their butts. I appreciate that this is a dead mod, however if someone knows a way to fix this issue I would really appreciate the assistance.
  16. dr@gon

    GF Crashsites Script

    Thanks AZCoder, I'll give that a try. ( triggerName attachTo [lootitems1,[0,0,0]]; ) GEORGE FLOROS GR; thank you for sharing this script, its much appreciated. P.S. Kudos in making an UNSUNG compatible version.
  17. dr@gon

    GF Crashsites Script

    This is just what I have been looking for. I was using Random start within the editor but it is limited and predictable since the start positions do need to be marked on the map. I`m working on a mission where a retrieval/rescue team need to find a downed helicopter. The second part is when that team enters the crash site a trigger activates which initiates an enemy attack. I already have a working Trigger but do you have any idea on how it could be setup that a trigger setup in the editor could spawn around the crash site?
  18. dr@gon

    The creation of new ranks

    I'd also like to see Warrant Officer ranks. Although really not needed it does add a layer of immersion for me. Perhaps if there was a way for user created ranks in a drop down simply for display purposes. Also I'd like to see a way to use different rank insignia other than American (Canadian/UK and Russian for example), basically a way for the community to import insignia. This could be one of those side projects for a summer student/intern at BI :).
  19. Echo is the best release so far. Great work guys, thanks so much for this mod and all the work that goes into bringing it to the community.
  20. Hi Makhno, I have really been enjoying the updated map with APEX assets. I have noticed in a few areas where large trees are in the middle of the road or coming out of buildings or huts, I was wondering if you have a plan to look at a fix for these? Great job on the map.
  21. Whoa, so much for constructive criticism. You were planning on doing a non-Unsung version anyway, You could have just said you aren't making any major changes take it as is or leave it....next version without Unsung up next in the very near future. You already put the work into placing the assets no need wasting it. Instead shortly after getting feedback from the beta test you just drop Unsung. Seems a bit sensitive. You are a very talented map maker but you will need a thicker skin if you plan to continue modding, as a rule its a thankless job.
  22. I was attempting to make a simple ambush mission on a supply convoy in the jungle...bringing supplies to the guerrillas (VC/NVA), unfortunately the AI can't drive any vehicles on the jungle roads without bouncing off the trees on either side every few feet. This makes even a small 3 vehicle convoy impossible.
  23. There are so many areas of the map that are interesting; There are so many unique features and every village is different, not a cookie cutter approach to filling in the map. The helicopters land just fine in the farm fields, (no slow sideways landing as the AI looks for a clearer landing spot), the atmosphere is that of a living map. The map is already more complete than many currently available maps. I am wondering how much more work are you planning on doing on the eastern half of the map? I see more work on the air strip area and some ruins in the south east, more villages perhaps? Just curious. Great work.
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