Jump to content

crow_x

Member
  • Content Count

    56
  • Joined

  • Last visited

  • Medals

Everything posted by crow_x

  1. You really do some amazing work! Only question I have, is by chance of just making the weapon packs optional?
  2. No worries at all, AGM isn't bad, prefer ACE, but just working with whats available atm.
  3. yeah, but when i turn it off to use AGM, it doesn't acknowledge that I have AGM running and just does default respawn.
  4. Hey Tank, where would I got to disable the revive used on domination so that I can just have AGM set up?
  5. Thats completely understood, was just hell when we went after a few of them, like steal the plane/helicopter..just alot of armor lol. Still a damn fun mission honestly. Any luck with the optimization to make the mission file any smaller? Or still using quite a few of the old domi stuff as well? Have you guys though of integrating AGM as an option for the med system? Possibly a way to add TFAR into mission instead of ACRE?
  6. Been a while since I've posted on here, but ya know how RL gets in the way......Just have one question, why is there so much stuff that spawns at the side missions? It's like a mini Main objective.
  7. All points completely understandable. Quite honestly I like the new audio that has been added thus far, only thing I can find that would be helpful a bit, also have text show up with the escort VIP mission when the plane is triggered and heading inland toward the base. LOL damn thing was talking and we couldn't hear it right off due to 2 enemy planes showing up and we were outside the 500m zone before we even got started and the fact that the Hornets are quite loud themselves (granted we could adjust all the game sounds, but me personally, like the feeling and sounds going with the combat situations). On another note, you are entirely 100% correct about further reply about the C-17. Does very well in delivery the ammo/hunter in very haste that is hard to ignore, but for some reason, if for any reason an AA hits it over an main objective, the server doesn't like that very much and ended the mission, so put the C130 back in lol.
  8. Sounds good TB, look forward to the next update. I do have one question though, as far as the mission file size, is there anyway that could possibly cut down on the mission size? Not having any problems running it on the server at all, but just curious as to a way to clean up all the old domi scripts that aren't in use?
  9. The 2nd supply box that lands, just has the basic supply box load in it...couple MX rifles, some mags, few packs, NLAW AT launchers. Nothing too bad to worry about, but was wondering if it was something I was doing wrong honestly. Doesn't happen with the hunters thankfully, that would be just nuts...or useful if ya need to push in on an objective ;). Did test the Globemaster...after setting its faction and pilot to ARMA 3 current instead of USMC and Pilot from ARMA 2. Seems to work pretty well once those changes are done, just gonna send a message to creator and let him/her know of the changes I made and hopefully doesn't get offended by. Just as an amusing factor though, damn does that plane come across the drop zone fast and still manages to hit its mark :p. Had to edit again cause I can never remember when I'm here the first time.....How would I go about to adding another item to be dropped, like hunter and supply crate?
  10. Made the changes here, works well enough. Just from time to time, get 2 supply crates on the ground whether dropped by C130 or helo....find it kind of interesting and amusing, especially when it can be used as cover lol. Meant to ask, but have you test either of the versions http://www.armaholic.com/page.php?id=25060 or http://www.armaholic.com/page.php?id=25090 if they possibly work in the place of C130? If perhaps not, think I may give them a shot this weekend and let ya know the result.
  11. Looking good guys! Just went ahead and picked up the addon version. Only thing for me though, would like to add a couple more base defense units and despite efforts with the icommon and pre-init to have them generate at markers, they don't seem to show up. Heh, having a blast though just need to defend the base a bit better..or set the AI generated back to original numbers..lol....GOOD JOB non-the-less gents!
  12. Hey gents, stopping in to see how its going with next update and if any way I could possibly help out? Not the best at scripting, but would like to try and do what I can. Understand you guys are holding up one of the best projects with the ARMA series and it must be a lot of work. Offering my help if more is needed in any way. As I said before, great job thus far and keep up the great work!
  13. Appreciate it TB....and yeah, we're just using one of our own guys flying now, plays out a lot better...except when we miss one of the master hiding AA troops...eh, still fun & funny at times though lol.
  14. Do have one more question for you, what script is that you use to save loadouts whether leaving or rejoining the server? Like that one alot, pretty useful and was wondering if you guys wouldn't mind if I try using it for some coop missions that we use? If not all good, just awaiting next update.
  15. Can't wait to see what ya got lined up TB, sounds real good! As far as the air taxi problem.....we just started using a helo for ourselves and just left the AI out. Besides, its nice that to have the MHQ not far off objective.
  16. My apologies Tank, got caught up in work and haven't had the chance to get back on the game for a bit. Anything you gents work up or fix, I'm looking forward to with next update.
  17. Using the non addon version but with a few Mods added in M4 and accessories/NATO weapons etc...but yeah, any where within 300 of drop zone marker or artillery marker, the taxi will land there instead of the location player called for it.
  18. Right on! Thanks for the replay TB! As for the airtaxi, we use it a bit here and there, sometimes a nice little feature when we don't a pilot available. Just watch more then a fair share of them crash right where the artillery maker is in main objective or fly to that same marker when called in an open field with in 300m of the AO. Reason was kind curious if was an easy fix with possibly deleting the the air drop/artillery markers from the map after their made, can always use player markers to find the ammo box if needed. Again, you guys have done a great job and can't wait to see the update version.
  19. Despite the damn airtaxi still wanting to land where a teammate called a drop or artillery, been having a blast with this guys, appreciate your hard work. One question though, is it a problem with the terrain of altis where the ammo crates called have a problem with falling through the ground or could it be something on our end? Airdrop is on the mark every time, but occasionally we have to access a crate that is right below the surface.
  20. Its nice to see you guys keep this mission going! Nice work guys! I downloaded the mod free version and already switch out the classnames for the airtaxi / airdrop so they would function again...only question I have, is there a way you guys could possibly finding a way to remove drop / artillery markers after the fire mission / drop are complete? Damn airtaxi will fly 500m to land on the marker instead of where player called it from lol. Wish I could help out more with it, but haven't done much scripting, so afraid I may screw it up more than be of any help with something like that.
  21. I'll give it a shot, looks a bit complicated for me, but gotta learn sometime.
  22. I know its quite obvious that this is a closed thread, but the information best stated on how to do this here. I just have have one question though, using the briefing.sqf, how could I make it where only 1 task is showing at one time until the completion of another? Have been looking for quite a while now and I honestly like the way this works.
  23. crow_x

    AI Skill Settings

    Its nice that AI skill can be adjusted, but exactly where are you putting these values in for the editor or these being set in the init.sqf? - If possible for making a SQF to adjust these values, any tips on how to do so? Still new to the scripting, please be patient.
  24. Is there a way to just have "allowdamage false" for the AI spawn in with a observation site being used to garrison structures at player base?
  25. Thank you, works perfectly! Really appreciate you taking the time.
×