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Everything posted by tinter

  1. Problem has been fixed after much recompiling. I added minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; memory = 1; To the animations of both the turret and the gun, as in those using the mainTurret and mainGun source. Not sure which one them did it, I suspect memory=1 wasn't it though. Not gonna test though.
  2. I've had an issue like this, my Geometry LOD had the tracks in my case, modelled into it. Make sure you have a Geometry Phys LOD and that the wheels or tracks aren't modelled in there.
  3. And on the topic of airburst, is there any way to get AI to use it as well?
  4. Is there anyway to shoot airburst ammo from a gun without the FCS, or at least make it so you can tune the FCS with page up and down? I have a turret with airburst ammo loaded, but the only way to set the range is to press tab and that isn't really realistic for my purpose. If I could put in the range with page up and down or use the default zero as the setting or whatever, that would be good.
  5. Are the new sounds gonna be final? I'm kind of disappointed in them, in my opinion they're really only improving by not being too loud, but other than that I would've preferred the old sounds, just a bit quieter. The new sounds are so deep that they sound flat, really no kick at all.
  6. I can hear it's definitely locked on, but it doesn't shoot.
  7. Is it normal that the RBS-97 doesn't fire at targets hovering in front of it?
  8. tinter


    As far as I know there's no way to make the flare last longer without changing the config of it, but what you can do is give the impression of lasting longer by creating a flare when it burns out. I don't remember the exact timing, but just remember it takes a bit for them to start burning so you have to spawn it a second or two before it burns out. As far as intensity goes, I don't know much about these light commands.
  9. tinter

    Throwable Satchel Charge!

    This would be great for AI use.
  10. You could make a script that cycles through all units and assigns them a loadout made in arsenal, based on their class name. Then add an eventhandler that checks every unit placed by zeus, to see if their class should use another loadout. I don't know if this would be compatible with MCC though.
  11. The second argument can only be code, so you'd have to make it into a single piece of code. Just separate the lines with ;, as such: this addEventHandler ["killed", {deceased = this; null = [] execVM "unitkia.sqf";}]; As for the problem with "this". "this" is a reserved variable, but it's null anywhere not in the init field. When you add an event handler, it runs some code, but it's separate from the init field. Luckily you can get the object the event handler is assigned to, in most cases with "_this select 0". "_this" being an array with some arguments to the event handler. There's a long list of descriptions of the event handlers here https://community.bistudio.com/wiki/Arma_3:_Event_Handlers
  12. Seems like you need to get a killed eventhandler and then switch them to a camera or straight ahead to the unit, while the transition goes on in the foreground.
  13. tinter

    New terrain reveal - Tanoa

    I'm sure they'll be fine, it was only a few pictures and a small description. If this isn't all they'll be just fine. I'm interested to hear what BIS has to say about the map anyway.
  14. Seems like your situation is a tough one. I think if you use disableAI "FSM" then it'll disable some danger checking routines and make them more impervious to danger. You could also try setting their behaviour to careless as long as they don't need to be engaging the enemy, but I don't know how well that works. Lastly you can also try to force it by disabling targeting routines for the ai and make them move at full speed until they're close enough that it can be reenabled. ---------- Post added at 09:50 ---------- Previous post was at 09:37 ---------- From running my own test, then out of all my suggestions disabling fsm on the units seems to be the most effective, but it did slow down their advance heavily as they were put under fire and started taking casualties, they also seemed to retreat as their squad got murdered by the HMG they were assaulting. Despite this, it fared better than the others. ---------- Post added at 09:57 ---------- Previous post was at 09:50 ---------- And running another test gives some interesting results. I placed three of these squads with no fsm and observed. http://i.hizliresim.com/4g30v7.png There's the blufor HMG to the left above the group that is charging. To the very right is the first group who were immediately engaged and acted as a covering squad, suppressing the HMG as the others moved up. To the left of that, we have a squad that was wiped out, except for the one soldier retreating.
  15. Can this replace files found in AiA TP or is it only meant to be run alongside it?
  16. tinter

    RHS Escalation (AFRF and USAF)

    Still having issues, could there be a problem with the download in certain countries? I'm in Denmark.
  17. tinter

    RHS Escalation (AFRF and USAF)

    Having the same problem, ran the updater, downloaded the torrent, verified everything. Running on stable and someone else running the same mod setup works fine.
  18. Reuploading is not a copyright infringement under a Share-alike license. However he didn't credit kju. ---------- Post added at 12:37 ---------- Previous post was at 12:34 ---------- Although it does require that it stays licensed under the same license, which I believe Valve changes when you upload something to Steam workshop.
  19. I haven't seen any rocks that blocked bullets, except for the big models. Of the ones where I've seen the problem, all that use the same model appear to have the problem.
  20. Does this fix the rocks on Takistan? The AI can see through them and they don't block bullets at all.
  21. tinter

    The new remoteExec command

    Is there any reason there is only a few commands whitelisted on vanilla? Clients shouldn't have the power to execute code as they like anyway, so a whitelist seems pretty useless and bothersome to mission developers.
  22. tinter

    Leights OPFOR Pack

    Can you ensure that it's not a CBA bug? I've heard the latest release has a few errors.
  23. tinter

    New Map : GOS Al Rayak

    Are you using the RHS hueys? Those are bugged on dedicated servers.
  24. Is there any reason they can't be seen in the function viewer? It's kind of cumbersome to go through the folders if you don't know which folder to look in.