ZuluNineFiveActual
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RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
ZuluNineFiveActual replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Pardon me, as I don't know much about russian tanks. By default the T-80 used the 3BM46 right? So by this graph we should use the 3BK31 to achieve better results than the SABOT round used in the T90? Anyway, I want to say this is a very nice mod, and good job. -
RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
ZuluNineFiveActual replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok....maybe it's my mistake on this, but for some reason, the gun seems to be weaker than BIS' T-90's counterpart when they both use the same gun......and ammunition that is. -
RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
ZuluNineFiveActual replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I know this is a small post in a million other posts, and I don't know if it has been mentioned, but the T-80's 125mm cannon seems to be nerfed out very badly. It can penetrate 300mm of armour at 60degrees out to 2000m. However in the game you need to shots to defeat the T-72. And at least 3 shots to disable the leopard tank from Bundeswehr mod. I'm not well versed in it's armour but it seems very weak too. -
Make AI go prone regardless of surroundings
ZuluNineFiveActual replied to ZuluNineFiveActual's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow, thanks a lot! I'm going to try it later when I have the time. -
Ai refuses to stay in tank after respawn
ZuluNineFiveActual replied to ZuluNineFiveActual's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I didn't know of this command, so therefore I'm not very sure how I'm going to use it with players. This map is intended for all players, but I was testing out how the AI fare in place of the players and realized it was full of bugs. I have managed to solve the problem. I extended the players spawn to 14 seconds, while the trigger to activate a script to go off at 13 seconds. In the script i placed "sleep 2;" as the first line, therefore moving all the (invincible ai crew) and player commander into the tank. So basically this map is only playable as tank commander. If the person and his crew deserts his tank, it explodes after awhile, which is linked to the player, also killing him. This ensures that no matter what the player will get into a tank. Right now I am considering if I should make the tank explode if the player dies outside of his tank. -
Make AI go prone regardless of surroundings
ZuluNineFiveActual replied to ZuluNineFiveActual's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am making a night mission, where a squad of BLUFOR soldier advances down a road, and enters into a trigger, this trigger will then trigger the ambush, with enemy from both left and right firing at the squad of BLUFOR soliders. To be exact, the ambush is at 008030 and 009030 of the Takistan map. There is a part where there is a lot of trees and that's where most of the ambush force is hidden. The problem I have is stated above, where they won't stay prone but crouch behind trees, and also AI will detect them. Your solution sounds interesting, so I can actually make the object invisble, enabling both the AI and the player to not see the enemy until the trigger is activated. And by using a command I can reveal the ambush? -
Make AI go prone regardless of surroundings
ZuluNineFiveActual replied to ZuluNineFiveActual's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for the tip, i believe disableAI can prevent the ambush from being seen, but does hideObject really make the object invisble or just make it invisible for the AI? -
Ai refuses to stay in tank after respawn
ZuluNineFiveActual posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am trying to make a multiplayer mission where armoured units fight each other. 6 Leopards vs 8 T90s. I have managed to get units to spawn inside the tanks, using !alive triggers co-coordinating with spawn delay. There have been no problems with BLUFOR at all, but for OPFOR, the units refuses to stay in the tank. I have made it such that when 6 T90s get into a trigger called "capture_west", OPFOR will win, so obviously i set it such that they "move (getmarkerpos "capture_west")". However, after getting killed by a leopard and respawn, they love to leave the T90 and advance on foot! This never happens if I tk them though. I just can't figure out where i went wrong. edit: I have realised that the ai crew don't spawn into the tank for some weird reason, resulting in the commander exiting the tank. This doesn't happen for players, only for AI on the opfor team. -
German Weapons Pack by Marseille77
ZuluNineFiveActual replied to marseille77's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
A very nice pack, although i wonder if the G3A4 really uses that handguard. I thought they used the more squarish looking plastic handguard? -
Make AI go prone regardless of surroundings
ZuluNineFiveActual posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want to create an ambush that is activated by a trigger when BLUFOR is present, but apparently, even when I use "This SetUnitPos "down"" and Stealth mode for the AI, they won't go prone, they like to move around and crouch behind trees. I want them to stay proned no matter what their surroundings are. Also, I don't want the BLUFOR AI to spot the ambush before they arrive at the trigger. Is there anyway to do that? Any help is appreciated. And yes, I've searched the forums and nothing similar came up.