Jump to content

banky

Member
  • Content Count

    253
  • Joined

  • Last visited

  • Medals

Posts posted by banky


  1. Thanks for the quick update. Actually, after testing the new 3.0.1 release, it seems that your units now work just fine with the CAF Aggressors loaded up and using the CBA enable_auto_xeh pbo's. Just went a few rounds with the middle east Aggressors and the East European Aggressors on various maps using various groups of your BAF units and everything went fine, with full randomized equipment every time.


  2. Amazing job guys, everything looks good and I actually gained some fps in a lot of places. Thanks for all the work you've put into this.

     

    I believe it's safe to drop ascz's AIA map fixes and extensions mods, and ThreeDots vegetation, since I'm pretty sure I read that they are all included, but how about JBAD Buildings? Are all of the JBAD buildings included in the @CUP_Terrains folder? Do I still need to be running the standalone JBAD mod?


  3. @ Banky, it's possible to straight up play those sounds, you can either look up their classnames in the config viewer, or place a trigger with the sound you want, and then look the classname up in the mission.sqm

    Thanks. That works with all the stuff already in the games own cfgSounds, but what about the stuff in the config viewer in configfile >> "RadioProtocolENG" >> "Words"? Is there a special way to call those sounds? They play if you use setNameSound " " on a unit and give it a command, so I'm hoping there's a way to call them otherwise.

    There's a lot of good stuff in there that I would love to use in my missions.


  4. Still loving this script, still using it all the time. Thanks for your continued work on it. I have a question, to keep things running as efficient as possible in my missions I almost always have upsmon groups spawn at the next objective when I complete the current one. The only bad thing is that they don't know anything about me or my group because anyone who could share info with them is dead when they spawn. Makes sense in some cases, but in other cases where they spawn within hearing distance of the gun battle that just took place, or especially the c4 that just blew something up, it seems a little less "real." My question would be is there a way to force that info of "hey, something just went down over there" on them after they spawn?


  5. Though I have, and love, MCC, I've been using the GAIA standalone script in my missions so they don't have to be dependent on having MCC. It works great, but the only problem that I have is occasionally I get an error message that won't go away once it comes up. It tells me that _x is undefined in line 106 of the fnc_sortGroupsByCA.sqf. Was gonna try to fix it myself, but after a quick glance I'm not sure what is to be defined there.

×