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osterizer8

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Posts posted by osterizer8


  1. On 3/23/2022 at 5:08 PM, lukaszk1987 said:

    a few, and is it important ?? we are not talking about how many people did what, I just asked hcpookie if he would help me

    No, I was just commenting on my lack of experience with it causing me to make dumb assumptions lol


  2. 22 hours ago, lukaszk1987 said:

    all animations and speed are done in cfg model already in arma. It's not that the animations are transferred from other games, they are made in the arma for a given model 🙂

    Well, you can tell how many models I've exported lol, I stand corrected!


  3. 23 hours ago, lukaszk1987 said:

    honestly, I have no idea about each one I got it in a package with a su-75 plane from a friend 🙂 And if it is so is it a bad model?  

    If it has the same functionality as in the WIC mod, it's probably completely unsuited for Arma. There's no suspension or animation of the wheels outside of turning at a set speed, for instance. There's certainly no articulation on the trailer. It'd need a ton of work to get it up and running most likely


  4. Recently I've been encountering a bug where aircraft spawned by the AIR module will sometimes engage ground units they see along their flight path. They don't deviate from their flight path, so it mostly just applies to attack helicopters with turrets. I haven't seen anything be engaged with bombs or guided missiles, just turreted cannons and, in one particularly unlucky case, a passing Xian unloaded its rockets at me.


  5. 31 minutes ago, tpw said:

     

    @osterizer8Thanks for the heads up. Diving into the code I can see that for CARS, the trucks/vans are a separate list that doesn't get filtered by the exclusion list. I've amended this and will release a fix soon. In the mean time, if you type

    
    hint str tpw_car_carlist

    what do you see?

    Where should I put that? It doesn't appear to do anything in the debug console (though to be honest I've never used it before lol)


  6. I'm using the Steam version of the mod, trying to exclude vanilla vehicles from spawning as part of the CARS and PARK modules (because it's pretty immersion-breaking to be driving through Vietnam and suddenly have a modern hatchback pull out in front of you!) I've successfully managed to exclude the vanilla vehicles from PARK, I'm only seeing the bikes and jeeps that come with SOG spawning there, but CARS is proving a more difficult one. Every vehicle CARS spawns currently is an orange Zamak truck- I appear to have managed to exclude all the other vehicles for the most part. However, when I specifically excluded the Zamaks, suddenly I began to see the generic Trucks again. I'm at a loss at this point as to what I need to do, aside from going through and blacklisting every single vanilla classname. I'm not sure if I'm missing something in the blacklist, or if this is a bug. I'll spoiler my current blacklist (which allows the Zamaks somehow) below.

     

    Spoiler

    c_tractor, c_heli, c_van, c_uav, c_boat, c_offroad, c_quadbike, c_truck, c_hatchback, c_suv, suv, c_kart, c_plane, b_heli, b_uav, b_ctrg, vtol, b_plane, o_heli, o_uav, o_plane, i_heli, i_uav, i_plane, idap, c_truck_02

     


  7. I've been using the ALIVE ORBAT creator to make some custom factions and I've put the resulting configs into pbos to use as mods. I've gotten them to where they work when I have a single one of them loaded, but when I put multiple faction pbos into one mod, or load more than one of them in separate mods, only a single one of the factions shows up in-game. Is there anything special you have to do to get factions made in the ORBAT creator to play nice with each other?


  8. 6 hours ago, Rydygier said:

    Some types of GUI elements provide scrollbars. Unfortunatelly - this is not one of them.

     

    Alright, makes sense. Thanks for checking!

     

    6 hours ago, Rydygier said:

    BTW currently I'm implementing "whole map" mode using Big Boss

     

    And that sounds like it'd be really cool. Having a dynamic AI-run CTI campaign where the player is a cog in the machine is something I've wanted for a while, and with HAL's implementation in HWS, this would be ideal for it except for the issues you stated.

     

    And I second Scimitar's thanks- your dynamic missions are consistently my favorite ones to play, and HWS is probably my favorite Arma mission ever, thanks to its variety and customization ability. Your missions do a lot to put the player in a living battlefield, which is Arma at its finest in my opinion.

    • Like 2

  9. I'm loving the new features! Allowing us to pick a battle location is very nice, paired with the territory control it makes War Stories a very fun "campaign" generator. The multi-faction feature is great too, it adds a ton of variety to the missions. My only request for that is to add some way of scrolling through the list when choosing the factions- I have a large number of faction mods and they actually go past the end of the list, making it impossible to select any factions below a certain point for the multi-faction feature.

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