Jump to content

taro8

Member
  • Content Count

    915
  • Joined

  • Last visited

  • Medals

Everything posted by taro8

  1. Hey TPW. Loving this addon, especially the HUD. The HUD is my favourite part as it lets me be on even ground with AI concerning spotting, I was always bad at it, but HUD helps out a lot. I modded it so I dont get range to target and changed colors so civilians and enemies have same color. Would be nice if I could change the number of contacts display (numbers in lower right corner) so civilians and enemies are a single summed number. This way you could have unknown contacts. Just as an option to keep hud usable, but not OP. Now my real request: would it be possible to add HUD range multiplier that activates when looking through binoculars, range finders and laser designator (not scopes)? This way it would be possible to make binoculars more useful for spotting enemies. It could work like vehicle range factor. BTW: Small thing about your configuration program: if you use the HUD color options on a system in with comma (,) is the decimal point you can get stuff like (0,5,1,0) instead of (0.5,1,0). Kinda breaks the colors in the game if you dont correct the decimal by hand. Just a heads up.
  2. taro8

    Spyder Addons

    Awesome addon, I really love the hassle free AI recruitment. I would love to see a "generic side objectives" module. Kinda like AISS 3 player tasking. Players are given random task based on what is happening around. Enemy got a tank or a helicopter? Player may get a task to destroy it. Nearby friendly squad in combat? Player may get the task to assist them. Player near some small village? Possible task to check it out. And so on. I like when game gives me some kind of direction with tasks like this, unfortunately AISS buttrapes my FPS and scripting so I cant use it for player tasking. ALivE tasks are cool, but they are more of main tasks, while my idea would give player side objectives that are not necessary to complete. Just wanted to drop the idea.
  3. I just love this map, especially when I use ALiVE to cover the whole thing with stuff. The sense of scale is just incredible (also, surprisingly easy on framerate even with 5.5km object view range from a plane). I would love if Nogova could be included.
  4. Here are some ideas: - blacklist mode - in this mode EVERY item is available in the shop, except for ones defined in some config or something - combined with above: generic price for any item depending on type (ie. pistol is cheaper then rifle and so on), with ability to define price for specific items - cash for completed tasks
  5. Man, I really hope that one day we will get a full Arsenal-like shop with lets you kit yourself out. A system for money gathering should also be created. For example you could have score based money (you kill enemies and their vehicles you get money), you could spice it up with looting from dead enemies. Still, thanks for the script.
  6. It was the -filePatching parameter I was missing. Redme's and description on armaholic could use of an update. Thanks for help, it works now.
  7. Nope, not getting anything. I have CBA installed. In other mods I have ALiVE and ACE installed as well. I dont get any info on starting mission or anything that would imply that the addon version of Dynamic Weather is running. I have redownloaded the mod just in case. Installed using the Arma launcher.
  8. How do I control weather in the newest version? I dont get any options on 0-8 menu, also I cant find the modules in the editor, the mod is installed though.
  9. Neat idea, but I would like to have the option to turn off unit icons. Also when squadmate dies you get Error:No unit icon, but you can cycle team colors to get rid of it.
  10. Im still waiting for a generic shop script that would let player gather money by killing enemies and completing objectives and then use it to buy equipment arsenal style. The Vault system does sound teasingly close to that.
  11. taro8

    Tao Folding Map

    Would it be possible to give player an ability to resize the map? I would love to make it about 25% smaller. It would provide me info I need without taking almost half of the screen.
  12. I have a request; A guide that describes what each and every pbo does would be great for people like me that wish to customize their ACE installation. AGM had such thing and it was great source of information.
  13. Hi. I want to edit NATO groups in order to change composition of any group that is spawned. namely I want to make sure that every rifle squad has a UAV operator in it. Im looking for the config's I have unpacked till now, but I cant seem to find it anywhere. Could someone tell me what and where exactly should I be looking?
  14. Weird, I tried your code and what happened was that NATO Rifle Squad had a OPFOR plane in it. I just dont get it, maybe I have bad setup for config.cpp (it was cpp, I was messing around with userconfigs so hpp was just stuck in my head).
  15. I specifically stated I want to do this via configs and pbo, so every dynamically spawned rifle squad has the composition I want them to. Of course I can just add UAV operator to squad I placed in the editor, but this is not what Im after. I actually found the cfgroups part I needed, but I cant get my changes to work. I put this in my config.hpp (with currently it edits NATO soldiers to give them new gear). class CfgGroups { class West { name = "$STR_A3_CfgGroups_West0"; side = TWest; class BLU_F { name = "$STR_A3_CfgGroups_West_BLU_F0"; class Infantry { name = "$STR_A3_CfgGroups_West_BLU_F_Infantry0"; class BUS_InfSquad { name = "$STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfSquad0"; side = TWest; faction = BLU_F; icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa"; class Unit0 { side = TWest; vehicle = "B_soldier_SL_F"; rank = SERGEANT; position[] = {0, 0, 0}; }; class Unit1 { side = TWest; vehicle = "B_soldier_F"; rank = PRIVATE; position[] = {5, -5, 0}; }; class Unit2 { side = TWest; vehicle = "B_soldier_LAT_F"; rank = CORPORAL; position[] = {-5, -5, 0}; }; class Unit3 { side = TWest; vehicle = "B_soldier_M_F"; rank = PRIVATE; position[] = {10, -10, 0}; }; class Unit4 { side = TWest; vehicle = "B_soldier_TL_F"; rank = SERGEANT; position[] = {-10, -10, 0}; }; class Unit5 { side = TWest; vehicle = "B_soldier_AR_F"; rank = CORPORAL; position[] = {15, -15, 0}; }; class Unit6 { side = TWest; vehicle = "B_soldier_A_F"; rank = PRIVATE; position[] = {-15, -15, 0}; }; class Unit7 { side = TWest; vehicle = "B_medic_F"; rank = PRIVATE; position[] = {20, -20, 0}; }; class Unit8 { side = TWest; vehicle = "B_soldier_UAV_F"; rank = CORPORAL; position[] = {-20, -20, 0}; }; }; class BUS_InfSquad_Weapons { name = "$STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfSquad_Weapons0"; side = TWest; faction = BLU_F; icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa"; class Unit0 { side = TWest; vehicle = "B_soldier_SL_F"; rank = SERGEANT; position[] = {0, 0, 0}; }; class Unit1 { side = TWest; vehicle = "B_soldier_AR_F"; rank = PRIVATE; position[] = {5, -5, 0}; }; class Unit2 { side = TWest; vehicle = "B_soldier_GL_F"; rank = CORPORAL; position[] = {-5, -5, 0}; }; class Unit3 { side = TWest; vehicle = "B_soldier_M_F"; rank = SERGEANT; position[] = {10, -10, 0}; }; class Unit4 { side = TWest; vehicle = "B_soldier_AT_F"; rank = CORPORAL; position[] = {-10, -10, 0}; }; class Unit6 { side = TWest; vehicle = "B_soldier_AAT_F"; rank = PRIVATE; position[] = {15, -15, 0}; }; class Unit5 { side = TWest; vehicle = "B_soldier_A_F"; rank = PRIVATE; position[] = {-15, -15, 0}; }; class Unit7 { side = TWest; vehicle = "B_medic_F"; rank = PRIVATE; position[] = {20, -20, 0}; }; class Unit8 { side = TWest; vehicle = "B_soldier_UAV_F"; rank = CORPORAL; position[] = {-20, -20, 0}; }; }; }; }; }; }; However in the game when I put down these squads Arma just randomly grabs units, for me it places OPFOR fighter jets instead of soldiers. Its just weird, the icons are for infantry, but classname and the unit itself is a modded jet (its not the jet mod fault, it worked correctly before).
  16. Just started toying around with this. I must say its a lovely system, now I can actually command my squad. I love how you can give orders when looking through UAV camera, it lets you set things up like in Ghost Recon Future Soldier. I still have to play around with the planning mode, but I can suggest you to redo the tablet design. I should take the whole screen and menus should be positioned and scaled so player has as much view on the map as possible. Right now menus take half of the map screen.
  17. I like the new bullet trace system, but I would like it be a bit less of a cheat. Preferably I would like to set it up so only my shots are fully traced (with setting for max trace range). Enemy shots would only be traced something like 10m from player, so you only see wheezes that fly near you. BTW: Would it be possible to draw a "laser" sight? A simple straight line maybe from the laser pointer module, but one you can see without NVG's.
  18. I got a randomly generated task to defend an object from a sabotage attempt, the object in question was a lamp post.... Got my AI team together, used our dropship (Operation Trebuchet) to get to the AO, we dug in and waited. It was supposed to be an easy mission, but thanks to me messing around with spawn rates of the enemy AI, things got a bit out of hand. It got the point where I had to request saturation fire from USS Missouri. Most of the town was levelled to the ground by 406mm rounds. The lamp post was fine though. I like to imagine this as something like a Saving Private Ryan final battle, but with a lamp post instead of bridge .
  19. Hilarious, but I must say a personal hoverboard would be an impossibly cool mod to have. Stupid shit like this why I love gaming.
  20. taro8

    Drone Surfing - Green Goblin Style

    Its not a feature really. They used dev console in order to use "attachto" command and stick one guy on top of the UAV and then have someone else fly UAV around as normal, but with a guy on top. Still, I would love to have a hoverboard mod that would let you steer it yourself as well as fire from it.
  21. Warthog would actually be an excellent off-road civilian vehicle for less developed colonies. The biggest drawback of the 'hog is lack of any armor, but in non-combat situations its not an issue. I would think of it as a dune buggy or a moon rover. BTW: 'hog above needs some neons and hydraulics to go with those pimpin' wheels :p.
  22. About 343 changing designs: you guys can cherry pick what you like from both; Bungie and 343 designs. For example the new Pelican design can be used as a Pelican gunship, while the old Pelican stays as a transport. Remember guys, its your mod, if some canon really dosent sit well feel free to adjust it a bit if needed.
  23. I think we found worthy adversaries for UNSC: I would love to see a mash up of OpTrb and this mod.
  24. Question about the missile launcher: will it have that chrome-like finish you showed before? It looks a bit out of place, I think soldiers wouldnt like something that would reflect light so well and give away their position. Lovely image on frigate damage model, will we eventually get one for the Pelican?
  25. I guess you are right about firing while attached to something. The force would be transferred, through your body, to the object you are attached to. Also part of the force would be absorbed by muscles. Note that it dosent need to be thousand tigers force, even a tiny bit is enough to get you moving in space as there is pretty much nothing to stop you. One very important thing about physics: energy is never lost, it is just transferred around. This vaguely on-topic talk was brought to you by Schitz und Gigglezâ„¢ and yours truly. Consider it to be closed now, it was just random talk.
×