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osterizer8

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Everything posted by osterizer8

  1. osterizer8

    [SP] HETMAN: War Stories

    Interesting, I wonder if it's options 1 or 3 relating to the FFV "turrets" not having magazines or something. I'll have to experiment. Thanks for the help!
  2. osterizer8

    [SP] HETMAN: War Stories

    Rydygier- I'm currently using a group of factions I made in the Alive Orbat Creator for HWS. I've noticed for some reason that motorized groups mounted in soft-skinned, unarmed vehicles with FFV capability tend to immediately be classed as "understrength" or something by the commander and given rest waypoints at the beginning of the mission. So for example, a motorized team mounted in an Offroad will be immediately sent to the rear to sit around for the entire battle. The odd thing is that the vanilla FIA has motorized groups in Offroads and they work fine. Additionally, groups consisting of just the vehicles with crew seem to work fine, the addition of mounted infantry beyond just the vehicle crew seems to be the problem. I'm wondering if the problem is the way the Orbat Creator codes the factions versus the way the vanilla factions are coded, causing HAL potentially to think the unit is understrength when a bunch of the unit that's supposed to be infantry ends up sitting in "turrets" (since that's what the engine sees FFV seats as). Do you have any insight on why this could be happening?
  3. Your mods haven't left my load order since the days of TPWCAS back in Arma 2. They make the AI and world seem much more lifelike to the point that I never play Arma without them. Thanks for (more than!) 10 years of great mods! It's systems like TPW MODS that will keep me playing Arma 3 probably well into even the lifetime of Arma 4.
  4. I'm not sure if this is a fixable issue, but sometimes when I'm driving in a vehicle with TPW PARK enabled, a parked vehicle will try to spawn inside me and send my car flying (and instantly kill me!) Would lowering the simulation radius to 0 at least keep them from launching me?
  5. osterizer8

    Elephant Island 2035

    Elephant Island was one of the first addons I ever downloaded for Arma 2, so this brings back good memories. It's always been a favorite of mine, so it'll be a real treat to see it in Arma 3!
  6. osterizer8

    Pook ARTY Pack

    No, I was just commenting on my lack of experience with it causing me to make dumb assumptions lol
  7. osterizer8

    Pook ARTY Pack

    Well, you can tell how many models I've exported lol, I stand corrected!
  8. osterizer8

    Pook ARTY Pack

    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
  9. osterizer8

    Pook ARTY Pack

    Did that come from the WIC Modern Warfare mod? It looks almost identical.
  10. Thanks for the quick fix! My $0 check should arrive any day now... 😉
  11. Using the Steam version of the mod, for some reason TPW MODS no longer shows up in the Addon Options dropdown, so it's not possible to change the options in-game at the moment. I'm not sure if it's related but I'm also getting a popup when launching that says, "Addon "tpw_muffler" requires addon "jsrs_soundmod_complete_edition."
  12. Ah, that's probably it then. I mostly play HWS, though I had thought the air units would be excluded from HAL's control.
  13. 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.
  14. Yes it will! I didn't even know that command existed, so that'll definitely make it easier than trawling the community wiki for spare classnames lol Thanks for the help and for the awesome mods, they're a dream to run dynamic missions with!
  15. I am an idiot. CARS was disabled. I tried again and got an actual list, which looks very much the same as yours:
  16. That's odd, that's what I was trying and it's not showing me anything at all.
  17. 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)
  18. 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.
  19. osterizer8

    itsDonJon´s Golan Map

    If the creator hasn't said anything since 2015, the map is almost certainly dead and unfinished.
  20. On Armaholic, there was a Modules tab where large addons like Vilas' factions could often be found. Without it, there's quite a bit missing from the database unless the items in that tab were put under Addons somewhere.
  21. 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?
  22. Thanks, that's my plan! They're just going to be ORBAT mods.
  23. CUP Team- I'm hoping to create some faction mods using your content, and I was wondering if you guys would be cool with that. I'm pretty sure it's kosher just from the amount of mods that use your stuff, but it's always best to make sure!
  24. osterizer8

    [SP] HETMAN: War Stories

    Alright, makes sense. Thanks for checking! 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.
  25. osterizer8

    [SP] HETMAN: War Stories

    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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