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deltafiveone

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Everything posted by deltafiveone

  1. deltafiveone

    ASR AI Skills

    Yeah it does seem vehicle specific. I too don't blame ASR_AI, just wondered if anybody else experienced the same bug since it had just been brought up! Was more of one of those nagging buggers than to the extreme of being game-breaking, either way as long as all vehicles aren't affected from my own Bradley "overly passive AI crew" experience. Thanks for the reply/help.
  2. deltafiveone

    ASR AI Skills

    Seems as though not many others are having this issue however..
  3. deltafiveone

    ASR AI Skills

    Tab-lock? No. AI Bradley does not fire.
  4. deltafiveone

    ASR AI Skills

    Yes, I too have had the same problem. Bradley APC with gunner and commander refuses to fire on target for some odd reason.
  5. deltafiveone

    Warzone : Clean Sweep

    Excellent dynamic quick mission, thank you for this!
  6. Great work BIS and beta testers. Thank you!
  7. Most likely the beta it seems so far. Thanks Tonci.
  8. Neg, no ACE here. ASR AI, TPWC, TPWLOS and SLX AI findcover. No fps drop in v98148.
  9. Yes, I also received this breakdown after enemy AI infantry were forced into danger mode after an initial surprise attack. Was getting 1-2 fps until I decided to suspend and reload the SP mission (similar to Warfare). After that all was smooth again. Very odd. Vehicles were not involved in this specific initial skirmish, however they were immediately called for reinforcements to back up the infantry squad(s) (due to mission scripting) being attacked.
  10. Excellent man, thanks for the thorough explanation. The way I want to play your mission, I think I will bump that new config value up a lot higher even haha...thank you brother.
  11. I wanted to ask if the code you took out was the "reinforce mode" (in Lost) that would reinforce the last enemy firefight's location? I was playing in Lost v5.7 and Apoc v4.2 and I felt a big difference in the reinforcing of the enemy of recent firefights. I have to admit I really miss the feel the enemy had in Lost v5.7 as I would have to end firefights as quickly as possible before the enemy's reinforcements showed up heavy, gave it that "Splinter Cell CT" type of feel where I had to choose my engagements wisely and discreetly. Is this the code that was removed? I did notice sometimes that the enemy would get so obsessed into travelling over to investigate corpses that they would forget altogether about the incoming attack from my squad! Is there anyway possible at all to still have the enemy reinforce ready to fight (sometimes they do this and sometimes they forget to fight altogether), but to still be in haste to check corpses of their fallen? Maybe I didn't stick around long enough in Apoc v4.2 to see the enemy reinforce? There were two patrols about 500 m to the east that didn't even bother to come over and investigate what was going on however, in Lost v5.7 I would've got my ass handed to me lol. For Apoc v4.2, it might've just been too complicated an issue that you just decided to remove this completely (if this was the code you removed anyway, I could be wrong of course as I haven't looked into the code myself), makes sense as to your decision.
  12. deltafiveone

    Warzone : Operation Black Viking

    This sounds really interesting, I will give it a try!
  13. Would definitely love to see these features put into this already great mission myself. Good suggestions. Maybe also a working survival timer for those who want to wear their earned survival time as a badge of honor (without being able to be exploited of course, being constantly involved in combat/on task with objectives/etc makes the thing tick) to post online to compare with others? Thank you for creating this Instant Action Thomsonb!
  14. Thank you much for the update Markb50k! This is exactly what Lost needed.
  15. deltafiveone

    SP: Tankistan Control / work in progress

    Well I'M still playing the mission if that means anything to ya at all...underrated mission imho. :beeeers:
  16. deltafiveone

    SP: Tankistan Control / work in progress

    Any developments lately Smacker909? Hope all is good...
  17. This is exactly what I was talking about. Hope to see this happen.
  18. deltafiveone

    SP: Tankistan Control / work in progress

    Anything in the works lately Smacker909? Also, wanted to ask the community if anyone would like to see any specific features in the future for this mission at all? Very open-ended mission we have here in the making, the more ideas the better?
  19. deltafiveone

    SP: Tankistan Control / work in progress

    I was JUST in the middle of typing out my responses but nvm, thanks Smacker909!
  20. deltafiveone

    SP: Tankistan Control / work in progress

    Couple of small things to report... 1) The old squad deployment chopper bug that you fixed recently has also happened to me when I used the chopper extraction for the enemy leader. The chopper appeared a slight second in the air and then disappeared. I waited for about 5 minutes and saw a message saying finding LZ but no chopper was in the area, the VIP took off on his own to find the chopper probably across country to wherever it landed. If I were him, I'd just escape completely and jam out to the Bahamas or some shiet lol.. A small thing but just wanted to bring it up in case that needed a fix. 2) I also noticed that when a supply destination is at a city like Ravanay towards the end of the map, it takes a really long time for that shipment to get there. I waited for about 30 minutes and more (even with time lapse 4.0x speed) and the shipment never arrived. Maybe if I would've waited longer than that? I know the next best thing is to go out and hunt for it, but I just wanted to report that in case the convoy might've got stuck somewhere and I failed to pinpoint its actual location. I got blown up by an roadside IED shortly after so couldn't tell you where the convoy really was after all. Damn those things are lethal in this mission. I get blown up by them a lot even while I'm disarming them. You miss to place the crosshairs perfectly on the IED for a second or two upon coming up to it and you're f'n FRIED! Very unforgiving. Certainly not worth risking your butt (or your teammate) for 1 point.
  21. deltafiveone

    SP: Tankistan Control / work in progress

    Smacker, how do you feel about any Takistani women being shooters and suicide bombers? Too extreme ya think? A horrid thing to witness in real life obviously, but it does happen unfortunately in guerrilla warfare. I'm really not even sure if there is a BIS animation for TK women holding a pistol though.
  22. Hello Smookie, love this addon. I use it all the time. Wanted to ask a question about spawned-in civilians with handguns? I'm getting a weird issue with hostile civilians that spawn into the battlefield that after they're shot and killed, they stay standing dead. I disabled SMK anims and reentered the mission to find the formerly standing dead laying on the floor. I wasn't sure if I should report this bug here or on a specific CIT? Thanks a lot.
  23. deltafiveone

    SP: Tankistan Control / work in progress

    Ok yeah, you're right. Got the new version. Will test now. ---------- Post added at 04:32 PM ---------- Previous post was at 02:56 PM ---------- Well I just had one of the best ArmA shootouts in my whole playing experience so yeah, things are near perfect! No more TK GUE spawning at all, my mistake. Was using the older version for some odd reason. The point system feels a lot more refined and balanced now. I'm glad that my team can earn points for me now as well. Just add suicide car bombing and you have a true gem on your hands, not that it wasn't already of course. Even after that you can still really do some unique things with this mission's structure, very open-ended. Starting to really feel the polish now!
  24. deltafiveone

    SP: Tankistan Control / work in progress

    Ok, if I see a TK GUE spawning I will screenshot it. Downloading version again.
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