Angus S
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Posts posted by Angus S
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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
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Just make a trigger and set the size for axis A and B to like 10000, and then select opfor in the drop down box and then click the button "not present." this will activate the trigger when there aren't any opfor in the trigger area
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I would like some more animals. Deer would be amazing.
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Is it possible to do that for a popup target and not just a simple target?
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Cool it's working now, Thanks so much for your help and patience
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How do I make a popup target take more than one shot to knock it down?
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Thanks for your help columdrum.
I should have mentioned I'm very new to this. I tried putting that code in a trigger as is, and when I activated it it just stopped my keyboard from working. What exactlly do I put into it to make my weapon jam? where do I write the unit name etc.
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Is it possible to make a weapon jam when a trigger is activated? something along the lines of: weaponjam = true
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especially looking forward to thisno additional bleeding when there's no penetration -
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
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When I order AI to board a Jackal, the first one will get in as driver and the rest will get in as cargo until the only spaces left are the commander and gunner, and then no more will get in. Am I doing something wrong? I have seen the old thread about it (http://forums.bistudio.com/showthread.php?t=106493&highlight=board+jackal) and the problem there was an ArmA vehicle ported to ArmA 2, but I haven't done that
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Cool, thanks for the tip, that's really helpful
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So they'll only do it when I order them to crouch in aware mode?
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In german hunting regulations the use of .223 on anything bigger than a roe deer is forbidden, not only inadvisable but forbidden.Minimum for boars and deers here is 6,5x55.
A friend of mine killed a red deer with a .22LR
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That's odd, mine was set to default. I'll dig up the COWarMod file and get the userconfig from it and try again tonightAs for inf stealth and recognition, i had already pretweaked the userconfig values before i released COWarMod back in July. -
Looking forward to testing this out tonight
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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)
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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, thanksmight 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"];
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Is there any way to completely disable sniper sit? it makes it impossible to command AI. other then that, incredible work
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I can't seem to get this to work. Do I put: (name of unit I want as commander) hcSetGroup [(name of unit I want as subordinate)]
---------- Post added at 13:46 ---------- Previous post was at 13:34 ----------
Never mind, I've got it now. It was a problem with how I grouped them. thanks for your help
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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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Any chance of adding Arrowhead units?
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I'm having some trouble using IED's with ACE, they don't seem to detonate with tripwire or remote. I am using other mods too, but I was wondering if anybody else using ACE had the same problem?
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When you guys get the standing dead are you using COSLX, or A2SLX?and are you usign SLX alone no mods, nothig else just -mod=@CBA;COSLX, or for Arma2 -mod=@CBA;@CBA_A2;@A2SLX
Also
We were using ASR_AI and GL4 along side SLX, so it'll just be some sort of compatibility problem between the three, none of them are at fault
Robalo's ACE configs
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Can't wait to try this out