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JohnKalo

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Posts posted by JohnKalo


  1. I wonder why there is no mod which implements realistic flight models in Arma 3. At least the existing flight models in TOH.

    I also wonder why do people like flying helicopters in Arma 3. I really haven't tried it myself but if it is like Arma 2 then the controls are tiring and too fake.


  2. Maybe they'll correct this in Arma 3.

    In arma 3 helicopter flying is by no means realistic since the whole game is not a simulator. I really don't think they will be fixing anything.

    Strange, I didn't get the second flashback mission. Hmm.

    Have you applied all the patches?


  3. I really hope it is just idle since there are no other realistic helicopter sims around.

    But as it seems BI seems to have forgotten about TOH.:(

    They just don't seem to care anymore.

    An example:

    I have recently posted a thread about the use of the winch system and not one person from BI seems to be willing to help. Although there is a mission which uses the winch system already implemented in the game?!?!


  4. What I would like to know is simply how to use the winch system.

    I mean I know that you can simply use it in the single player challenges but I would also like to use it in my missions. I would like a player to be able to extract another player via the winch system.

    So is this possible?

    Do I need some kind of scripting or anything?


  5. What you need is to lower the sensitivity of your controller. By acting likewise the controls will be enhanced greatly.

    After doing so it all comes to practice. No worries. It is hard for everyone at first.

    And in Arma 3 the flight models aren't realistic at all. That is why they are easier to operate. After you get used to TOH then the Arma flight models will be annoyingly easy.

    And not to forget, don't use high difficulties. I believe that you should start with intermediate and move on to advanced later on. As for the expert mode I don't think it is even real. The game just starts making things more difficult than they are in real life so as to make the gameplay harder, like all other games.

    Hope this helped.:)


  6. Heavy Load



    Brought to you by HelicopterEnthusiast and zigTtzag (zTt)

    After some time has passed from our previous mission release here we are presenting our new mission "Heavy Load". Our third mission is a military one. It is mostly MP but it can also be played in SP.

    1.]Hypothesis: You are a squad of five soldiers who are tasked to retrieve a scud missile. You must locate the appropriate intel, locate the enemy convoy which is moving the scud, ambush the convoy, hijack the scud and transport it to another location. More information in the mission briefing.

    2.]Important hints:

    a)Remember you are about to ambush a convoy so pick your gear carefully at the start of the mission.

    b)Remember that there are trucks which can repair the scud in case it becomes immobilized.

    c)Once you start the mission there are going to be two helicopters. The one on the right will have no respawn, which means that if no one is inside it won't disappear by respawning back to base. Whereas the one on the left has a respawn script which means that it will respawn to base if no one is inside, something which could be catastrophic.

    d)The mission has got instant respawn implemented which means that the player respawns at his death location. So if the pilot dies and the chopper is destroyed, the mission is pretty much over. So a copilot would be a good idea.

    e)Fastroping and first aid modules are included.

    f)Weapon respawn is included as well.

    3.]Requirements:

    3.1]Player skills:

    a)Advanced helicopter flying skills are required. The pilot should be able to hold the helicopter steady for the ground forces to fastrope and have the ability to handle a helicopter which has taken some damage.

    b)Some medium assault skills are required for the convoy hijacking.

    3.2]Technical: Arma 2 free and OA demo is required. If you don't have them just download them, install them and enable them via the expansions menu, or transfer their .pbos into the TOH addons folder.

    4.]Bugs: Of course this mission has been tested countless times and there are no serious bugs. An issue however is:

    a)Rarely the BLUEFOR playable units may not move when not controlled by players. Really strange.

    5.]Cheats: I know it sounds a bit weird but a cheat does exist. A major spoiler though.

    Are you sure? Even if there is a slight chance of playing this mission it really is a

    SPOLIER!

    Ok then. Have it your way. Whenever you want just go to the map, press left click on any

    preferred location and you will be teleported there instantly.

    6.]Some images:

    a)chopper_zpsedd713c3.jpg

    b)javelin_zpsaa2c1618.jpg

    c)drag_zps9a737cae.jpg

    d)scud_choper_zpse59b74c2.jpg

    e)land_zps262b4b29.jpg

    7.]Installation: Just copy the .pbo mission file to your mpmission folder in your TOH directory. To play just start a new server and start the mission.

    8.]Download link:

    Version 1.0 :https://www.dropbox.com/s/rp43h0u74gh0rjs/Heavy-Load.South_Asia_H.pbo

    (non cheat version)

    Version 1.0 :https://www.dropbox.com/s/asxx9539bl97eog/Heavy-Load.South_Asia_H.pbo

    (cheat version)

    Any feedback, propositions or bug reports are welcome.

    If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits.


  7. He just give me the first part of the answer (where is the container), but refuse to tell me what's inside....

    I've tried to shake the guy with many barrel rolls, lot of G-force, etc... I've even broke main main rotor twice...yet he remain silent, except a lot fo "wow", "woah!"...

    Please help me!

    Don't try so complicated maneuvers. Just shake him for an extended period of time. Use over-speed and bank hard when in a low altitude. Use your rudder to spin him around wildly. That should work.


  8. Look guys. What I am facing here is really perplexing and annoying.

    In my last mission I have placed triggers which place buildings in certain locations on the map. Everything works well when I edit or play it on my first computer. But when I use my other computer(the one that is used to make the server) so as for us to play mp, something odd happens.

    The first time I play the mission all is well. But the second or third time the buildings which are placed via trigger exist two or three times accordingly. As it seems every time I restart the mission, the buildings are placed again and again.

    I have "solved" this problem by erasing my saved mp mission file from my "documents". My problem is that I don't want to release a mission which requires the save files to be erased every time.

    In the trigger I use the createVehicle command.

    Any ideas would be more than helpful...


  9. Well I haven't tried in ultra settings but what I can tell you is that the fps varies greatly from one map to the other.

    South Asia for example plays at approximately 50 fps, when not in cities... whereas Seattle plays at approximately 20 fps.

    As for the performance improving due to your new possible video card, I doubt it. Sadly there is an issue with TOH and other Bohemia games, such as Arma games, and the fps isn't great...


  10. What are they ambushed by

    They will be ambushed by a group of up to five BLUEFOR units. As for their equipment it is just up to the player.

    and how are they supposed to react

    They should disembark and return fire. Something which I am trying to achieve via a script.

    If you use vehicles of different speed types (UAZ and Urals together) they will definitely spread out.

    Well I am trying to make all vehicles drive with a specific speed via a trigger.

    Is there a specific distance you need the convoy to be apart from one another?

    Just to keep together in a straight line.

    Also can they all be the same vehicle type?

    Included are a scud, two transport vehicles and two "jeeps" with machine guns.


  11. When iam making AI Convoys, i allways do these things:

    1. Place the vehicles with lot of space betveen each other in the editor, and change the "in formation" thing to "non".

    2. place them facing propper direction to prevent them from too much maneuvring.

    3. never use more than 5or6 vehicles in a convoy. (this is has no other reason than experience with morethanfive vehicle columns often dont work good)

    4. Choose as simple road as possyble, more turns, more problems.

    5. Never put too much waypoints. 2-3 are A OK. and allways make sure you have the waypoint directly on the road.

    6. Avoid bridges. For example the bridge near "Factory" on the road from "Berezino" to "Elektrozavodsk". AI drivers will get confused and start panicking near bridges. Also make sure there are no other objects on the road (cars, obstacles, animals, people.) or the Ai driver will start panicking.

    Ok. Thanks for the tips.


  12. Can you post your mission?

    If it doesn't have a ton of addons we might be able to see what you are doing more specifically.

    I could but there would be a problem. You see although that I use arma 2 and arma 2 operation arrowhead for my mission editing, I make my missions compatible with Take on Helicopters via the Rearmed patch. You see there aren't enough missions for the particular game. This way the realistic helicopter flight models are included in the missions.

    Try norrin's convoy script

    I did but it didn't work. The AI disembarked when a vehicle from the convoy was completely destroyed but the convoy didn't move correctly. They wouldn't stay in any kind of formation and some vehicles would just run away from the convoy.


  13. Thanks for the tips.

    You can maybe use UPS (Urban Patrol Script) it usually helps quite alot with theese problems!
    Trying to make the AI convoy not spawn close to the town but further away and letting them start driving and do their stupid sh*t and then after around 300-400 meters they should be a bit better at driving then at the very start.

    I'll check it out as soon as I can.

    The AI will detect roads, there is no need to "Draw" a path with waypoints. Simply place a waypoint from A to B and the group leader will decide which way to follow, if mode is set to "Careless" or "Safe" then he will take the most direct route that follows the roads. Hope this helps, but AI have always been a massive pain in the ass.

    Although I can't trust the AI leader after what I have witnessed I will try it.

    I will be back with feedback...


  14. My mission includes a convoy ambush. My problem is that I can't make the convoy work?!?!?!?

    It is really frustrating seeing the vehicles act like crazy.

    If you place move waypoints in cities or villages, the vehicles don't move or start accelerating rapidly towards the opposite direction like a nuclear holocaust is approaching!?!?!?

    If you place move waypoints in roads, then it is like all the drivers are drunk. I mean they start hitting each other or just move in a constant circle. However there was one smart driver who kept banging his vehicle on a tree....

    If you place move waypoints in the dessert then yeah there is a chance that the convoy moves altogether. But then again not in a line every time.

    Naturally I have used scripts but nothing seems to work. In the best occasion they just move for a short while, not in a line but towards the same direction, and then they stop. Just like that.

    And not to forget. Without a script [AI Convoy Script by norrin]if you shoot the convoy then I can't really describe the chaos that takes place.

    Others are driving away, others just don't move, others crash into one another and the best situation are the drivers who disembark and start running away from their vehicles without even aiming at the opposition force!?!?!?

    I have searched the forums but nothing helped.

    At first I wanted the convoy to pass through a city but since that couldn't happen I built a small city via triggers and building positioning, so placing the city in the desert helped the convoy drive through it, if it started at the first place...

    So is there something that I am missing?

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