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gameboi

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Everything posted by gameboi

  1. Now on to things you for sure at least partially know: the saving state after 0-0-0. (1) This time it's not about reloading the game. But after (re)conquering a base, my undercover character switches to solder just like that. (2) As an undercover, I can plant explosives but I cannot touch off the bombs. When I switch to solder, I still can't? Then let's not give the undercover agent the option to plant explosives to begin with maybe. Unless I missed something, which is always possible. Request 2 When I want to reload the SaOK way, I have to go through a lot of stuff before I have the option to load a saved game instead of stating a new one. Can there be a shortcut implemented? The custom savegame is obviously more stable (after a crash for example), but it also is the only way to restore weaponresting for me. Re-initialize mods works for everything but TMR weaponresting. But especially the reliability of your savegame file is a huge win! ---------- Post added at 17:14 ---------- Previous post was at 17:11 ---------- Aah, interesting. But then one won't see them coming, They're in small arms weapon range immediatly. Also, no original soldiers were present in that base. I tend to think every red diamond should be a challenge and a true mental reward if ever captured.
  2. I'm not sure if that's what I mean, but I'll try that for sure. What I mean, I was about to hit a camp (those red diamond shapes on the map). I observed with my three AI team mates from a hill at only 330 meters away. I observed it very well. Nowhere life to be found. Then I went in, and suddenly a squad infantry at odd places appeared to defend the camp. That ain't right :). I saved the game luckily and tried again. I check in MCC and saw them popping up when I was in the base.
  3. Request I know you're super busy SaOK. Something about spawning of enemies. To my taste, they spawn too late. I have learned to recon the area of interest, but often they spawn when I'm on top of them, more or less. maybe in the future we can have an option to tweak that, from default, to a greater spawn area per entity. Because sometimes enemies spawn in time; other times they spawn too late, which defeats the purpose of recon. Performance issues, I get it. So far my request. If it's a minor tweak, I'm happy to recompile the PBO myself if you tell wich parameter and where to adjust. Cheers everybody!
  4. gameboi

    TMR Modular Realism

    A faster method to recover is to drop a mag, then pick it up. Now you can reload again. So no need to unequip stuff.
  5. I called in support to drop me a truck. But the helo flies over my base and hangs in the air for ever, not dropping anything! Any reason for that? (I killed the nearby AA).
  6. gameboi

    J.S.R.S. 2.2 Soundmod

    I don't get it. I have to use 2.1.b next to 2.2.? So enable both mods? Because I don't hear any difference with 2.2 enabled.
  7. I accidentally recycled a car I was supposed to repair. Now I can't complete the requested mission by the civilian, which is crucial to let them operate the factory. Is there a workaround? It also looks like a bug to me. Car which is part of a mission should not be allowed to be recycled. Thanks1
  8. Did anyone solve the AI not attacking immediately after zone creation? I check it in MCC, and see that often the enemy only guards the base but does not spawn attack waves and patrols. This is a pretty large thread so it's easy to miss relevant information. Cheers!
  9. I want to know too. Especially for myself to execute for "player1" in the debug console.
  10. Hi, I'm using VAS in-game by using MCC. I loadout my AI units with the MX-GL and plenty of GL-grenades. But my AI almost never use them. Occasionally one of them might send a grenade but that's about it. I gave them all about 30 pieces, so no reason to save them up or anything. They should spam those things in heated battle. Anyone knows what's up with this? Maybe there's a mod which makes them more useful in terms of what I want? Thanks and cheers!
  11. Fair enough. So what do I change where, to experiment with? Which functions are at my disposal for example.
  12. That's what I usually do. But it will go a ten times as faster if there was such a function built in as I mentioned. Less cumbersome for sure as well.
  13. It may have been asked before but couldn't find it: is there a way to transfer a loadout to an AI player in SP? For example if the AI player is a 'playable' character. Thanks.
  14. Hello. I'm new at scripting. Basically if I type: removeallweapons this; in the init field of a unit, it works just fine. However, if I put this code in a sqf file, it doesn't work. The only workaround I have is to put this code in the sqf file: waitUntil {!isNull player}; _unit = _this select 0; removeallweapons _unit; Now it works like a charm. I don't understand why the 'this' pointer won't work for me. In the init field of the unit I just have the basic code to execute the script: _script = player execVM "loadout.sqf"; So nothing wrong there. Can anyone help me out? Cheers!
  15. Huh? That wasn't my question LOL. Once I have place it, how do I delete it or move it? I don't mind if it's 'virtual' LOL.
  16. I searched the forum but how does one MOVE the ac130? It keeps circling in one place and I don't know how to remove it or relocate it. It's not in the manual either. I know it has been asked on the forum but could not find an answer. So anyone?
  17. Good post, I deduced this today. I just was confused by that youtube video. I thought more options were possible but I think the uploader was just sloppy. Thanks a bunch!
  18. Yeppers, it works fine that way. I think the youtuber was a bit sloppy with his first few lines of code. He didn't replace 'this' with '_unit' for some reason. Got me confused.
  19. You're not rude at all. I learned from this video (short one):
  20. _unit = _this select 0; works just fine by the way. But '_unit = _this' in the script file doesn't work either. However, the goal is that it should work for AI as well! That's what I'm trying to accomplish. Besides, it works for other people, I wonder why not for me. Everybody types 'removeallweapons this;' in their script file to refer to the calling object.
  21. gameboi

    TMR Modular Realism

    I feel the NLAW doesn't work that well when pressing the TAB key. I hear it's activated, I track the target for a few seconds, the but rockets always are way off. Especially at distance. Am I missing something? Is this issue known, as in, did others mention this too?
  22. gameboi

    TMR Modular Realism

    Hi. I opened tmr_smallarms_recoil.pbo with Eliteness. Upon repacking to the pbo again, the game sends me a warning that it can't find the sqm script. Repacking to PBO goes without errors. Any idea what's going on?
  23. For the scenario "War Welcome", I bought a AH-64 attack helicopter at the HQ after collecting enough money. I have multiple issues: When the helo is following me, it gets shot easily by any enemy out there. When I ask the helo to move to a specific point, it gets easily shot by any enemy out there When I take the gunner seat (to replace the AI gunner) I cannot select the Hellfire (assuming the gunship has one as it is its main weapon duh). I only have the Hydra and the M230 at my disposal. [Nor does the gunner ever choose the Hellfire. It's just not there... is it an ARMA 2 scenario bug where they forgot to load the hellfires as well?] ( Mystery solved for this one. Found that this is an error indeed. The Cobra, which is $1000 cheaper does come with Hellfires.) I cannot control the pilot to do anything. There's no option for that like it has for vehicles. How do I make the pilot fly where ever I want at a various altitudes? If I'm the pilot, how to force the AI gunner to shoot at a specific target, which I designated with the tab key? [Works by using 'button 2' to select a target. But not using the TAB-key because when pressing the fire button it also fires a hydra... It's really messed up and not like in the bootcamp tutorial.] How to force the AI pilot to re-arm or repair in the HQ? And so forth and so forth. The helo is very expensive to purchase but it's very weak and I see no options to control it. Unless I fly it myself, but then the gunner doesn't do his job well. I searched all kinds of forums and youtube for answers or hints but they do not cover AI attack helo's that well. Thanks in advance.
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