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braveblades

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Posts posted by braveblades


  1. Really great addon! My first impression (after playing few minutes) - there's too much information (sometimes useless especially if you play only like infantry) and too close to the center of view, but after play 2h i change my opinion :) Actually if i set up good level of brightness - it's ok. But imho you may add "customize" dispersion of data from center of view - maybe in "steps"? In functional area - in terms of manage of your team maybe you can add "compass" (N, W, NW..) next to azimuth values - eg. AZM: 278 (S). Anyway one of the most useful addon!


  2. Hi, one question about scripting - is it a possible to tag enemies using rangefinder or binocular?

    I'd like to build a recon mission where player:

    1) must locate & identify groups of enemy soldiers or vehicles then

    2) tag EVERY enemy with unique ID (one-by-one; ID may increase automaticly) and

    3) "transmit" this data by radio to HQ

    4) and finaly - this data turn (automaticly?) into a list of mission goals for "strike team" to eliminate

    5) OPTIONAL: It would be ideal if you can store this ID corelated with map coordinates - for use them to indicate precisely targets for "strike team"

    ...and if this a possible - what is the best approach to this case?

    Thanks!


  3. Hi, i want to make a mission where player have XX minutes to complete the mission. after this time (XX min) - mission will be terminated with failure, so i try to defined it in init.sqf, but can't sure that is correct.

    Is this a best approach, or is there a easier implementation? thanks! :)

    _timeLanded = time;

    _minsWait = 1; // how long it takes in minutes

    waituntil {((time - _timeLanded) > (60 * _minsWait) )};

    endMission "LOSER";


  4. Hi Robalo, i've question about add my unit to specific class

    I try to update userconfig/asr_ai3_settings.hpp with:

    class level_1 { // sf 1

    aiming[] = {0.55, 0.20}; // skilltype = {<min value>, <random value added to min>};

    spotting[] = {0.70, 0.20};

    general[] = {0.80, 0.20};

    units[] = {"MY_UNIT_CLASS_1","MY_UNIT_CLASS_2","MY_UNIT_CLASS_3"};

    ..but in game there is no effect - in config viewer - they inherit asr_ai_skill from default class - what as i good understand - you define in your mod config.

    for example: MY_UNIT_CLASS_1 - this is recon soldier - and have asr_ai_skill=2 and MY_UNIT_CLASS_2 - this is casual soldier and have asr_ai_skill=4..

    so, what i do wrong? :(


  5. Hi, i've a problem with add some items to backpack (for SP mission). After remove backpack from unit, i can't add any item to it.

    And have the same problem with vest :(

    can u check what is wrong with code? thank you!

    I call script loadout.sqf from unit init field: 0 = this execVM "loadout.sqf"

    and the loadout.sqf file:

    removeVest _this;

    _this addVest "V_PlateCarrier1_PMC_blk";

    _this addMagazines ["Chemlight_yellow", 1];

    _this addMagazines ["RH_30Rnd_556x45_Mk262", 2];

    _this addMagazines ["HandGrenade", 2];

    _this addItem "FirstAidKit";

    removebackpack _this;

    _this addBackpack "B_AssaultPack_blk";

    (unitbackpack _this) addmagazinecargoGlobal ["RH_30Rnd_556x45_Mk262", 7];

    (unitbackpack _this) addmagazinecargoGlobal ["SmokeShellGreen", 1];

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