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Angus S

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Posts posted by Angus S


  1. Yeah that does the same thing. What I can do is order one person in and he will go to driver, then I can order him to change to either commander or gunner. Then I can order another person in as driver, but for him the option to move him to commander or gunner doesn't show up. It is the same for the ACR SF Landrover


  2. The RH pistol pack mod has a .22LR Mk.II, try playing with that, it's good fun. On the topic of the Lee-Enfield though, I would like to see somebody make more varients, like ones with scopes, and ones where the wooden furniture doesn't go all of the way to the barrel. the jungle carbine version would be cool too. And of course one with FLIR, RIS, a UGL, suppressor and converted to full auto


  3. I've done a little bit of testing with the infantry and stealth recognition

    Features Tested:

    Infantry and Stealth Recognition

    Addons that are in concern

    inf_stealth_recognition.pbo

    Results

    I had a play with the userconfig and edited some of the values to create a bit of variety between units. There is a noticable difference in the stealth and recognition skills between different types of units that is not there with just vanilla or ACE.

    The only problem that I can see is that it only covers units from ArmA 2 and leaves out Arrowhead and DLC units.

    I would recommend leaving it in as it compliments the other AI mods both in COWarMod and ACE.

    I was also wondering why you didn't include the Infantry Armour mod (http://www.armaholic.com/page.php?id=9550) which is created by the same person with the same purpose in mind, to create more variety between different units (although still not including expansion units)


  4. might want to try this..

    name the high command module to something like "High_Com"

    on the radio trigger for Radio Bravo - when you split the squads back out - also include this

    High_Com synchronizeObjectsAdd ["name of the lead squad player for squad 2"];

    I didn't think this would work because I thought all synchronisations are sorted out in the first 0.5 seconds of a mission being loaded and can't be changed. I'll give it try though, thanks

  5. Hey, I'm very new to the editing side of Arma. I have made a mission with two fireteams. Each fireteam leader is playable and each has a High command - commander and high command - subordinate module synched to them, so whichever unit you are playing as can command either fireteam.

    I have also included a pair of triggers, one triggered by radio alpha and the other by radio bravo. They allow the fireteams to either merge into one group or divide back into two groups.

    My problem is that when I merge the groups and then divide them, all of the modules that had been synched to one of the fireteam leaders are no longer there, so I can no longer use high command to control the other group How do I synch these modules back onto the group leader when the trigger that divides the fireteams is activated? (radio bravo)

    Thanks for your time

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