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Selei

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About Selei

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  1. New version is phenomenal. Thank you so much for fixing the wrist issue. It looks so great!
  2. Yeah, I can imagine the trigger finger being annoying as all hell. Its a really minor issue, just something I noticed while showing a couple of the clan guys a few screenshots of the new models. I could agree that the 6.5mm silencers were a bit awkward in their length. >.< As for VAS, with the latest version, it seems to work as long as the silencer was equipped before saving a loadout. (I.E. place a colt box, grab a silencer and put it on the weapon, then save the loadout through VAS). While perhaps a bit annoying at first, its the best solution I can think of at the moment. Rather, the silencer will be equipped through VAS if saved as part of a loadout. Also, the reload animation is fantastic!
  3. Just a small issue (possibly, or rather, I imagine with the new custom hand animations). The back hand that holds the grip/trigger seems to be held a bit close to the shoulder, making it so the wrist clips through the side of the glove/bottom of the hand. Heres a screenie since my explanation is fairly terrible: http://steamcommunity.com/sharedfiles/filedetails/?id=136475081 http://steamcommunity.com/sharedfiles/filedetails/?id=136477480 (For comparison to the normal Hand placement) I'm sure you already knew this, but still, I figured I would point it out. (Btw, I absolutely love the new M203 variants, and the new silencers are absolutely awesome!)
  4. Squeeeeee! I'm excited now. This made my morning. Great work Alwarren!
  5. Right, so, I've been working on a mission for about two weeks now, it features the entire island, a lot of random encounters, and a lot of AI. Lately, however, I've begun to notice a strange bug, and, after testing it by removing each of the mission scripts I have running one by one, It seems to be caused by Urban Patrol Script. Enemy AI (In this mission, Blufor) will ignore the player, regardless of how close/loud the player is in terms of actions. If the mission is started near Blufor, that group (patrol) will engage on a fire order from the squad leader, but they then seem to immediately disengage, and after that point, refuse to engage the player any further. You can actually walk up and stare them straight in the eyes, and they do nothing about it. Obviously this will cause problems in the mission, as its not so much fun to walk through cities and villages if the enemy never fires back. Any ideas beyond simply disabling UPS entirely? *Edit* I should probably include that UPS is not using anything except for the normal marker name that it needs to patrol. So the patrols (at least in most of the test incidents) were just executing a normal patrol, without random spawns or any other limitations. Also, I apologize if this may have been covered already. I've been looking about for about 3 hours now, and have come up with nothing. Please be gentle! *Edit2* I think I may have found the issue. In the UPS.SQF there is a "safe distance" option, where it tells the AI how far to move before they are considered "safe" from enemy fire. I imagine this overrides any other commands, including engagement commands for them. The issue can be resolved by lowering the safe distance (which i believe defaults to 50 meters, I found it works well in Agia Marina at about 10-20 meters). Regards, Selei
  6. Very cool, Ill certainly be running some tests with it later tonight.
  7. Well, if this is still going on, I would most certainly like to offer my assistance as well. I don't know much about scripting, and have mostly just been working with modifying existing scripts to do what I would like them to, but perhaps there might still be things I could assist with. Its a great idea, and sounds really fun to play. Regards, Selei
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