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t-800a

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Everything posted by t-800a

  1. Taunus: Hiking-Life ... out soonâ„¢
  2. Also used this way in some missions, basically the same as Magnetar... // spawn zone with "respawn camp" ["z1", [1,0,0,0],[8,3,10,5],[],[],[2,2,50,0,100,10],[0,0,0,0]] spawn DAC_Zone; // waypoint zone for "z1" ["z1_1", [1,0,0],[20],[],[],[],[0,0,0,0]] spawn DAC_Zone; // chopper spawn zonw with waypoint zone ["z2", [2,0,0,0],[ ],[ ],[ ],[3,2,5],[0,0,0,0]] spawn DAC_Zone; ["z2_1", [2,0,0],[ ],[ ],[ ],[30],[0,0,0,0]] spawn DAC_Zone;
  3. T8 Units x DAC - Demo Mission This is a demo mission of my script, but it inlcudes some DAC spawned helicopers! They are spawned at a airfield (small zone, just the airfield) and have a big waypoint zone in which they patrol. Maybe this helps to get your helicopters sorted. (I hope the mission still works -ugh-)
  4. or in the initServer.sqf { _x addCuratorEditableObjects [( allMissionObjects "All" ), true ]; false } count allCurators;
  5. Memphisbelle spend many, many hours in photoshop for sat & mask. But its based on the images as seen on google maps, just with smaller towns (otherwise every twon would be as big as Kavala on Altis). Basically it is a big patchwork.
  6. [ [ myFireTeam, "Marker" ], [ "PATROL_URBAN" ] ], [ [ myFireTeamWithAPC, "Marker", false ], [ "PATROL_URBAN" ] ] The false will make them stay inside. And I never tried or intended to use choppers with my script! :O :D
  7. Did this happen when there were no roads near your randomly generated points? I think reverting back to the normal Patrol in that case would be best. I'll make myself a note.
  8. you could built your self a small config patch to tweak the cfgAiSkill to your likings. /* MY_AiSkillPatch File: config.cpp */ class CfgPatches { class MY_AiSkillPatch { requiredaddons[] = { "bcombat" }; // not sure if bcombat is correct requiredversion = 0.1; units[] = {}; weapons[] = {}; magazines[] = {}; name = ""; mail = ""; author[] = { "" }; }; }; class cfgAiSkill { aimingAccuracy[] = { 0, 0.05, 1, 0.5 }; aimingSpeed[] = { 0, 0.50, 1, 1.0 }; aimingShake[] = { 0, 0.00, 1, 0.8 }; endurance[] = { 0, 0.00, 1, 1.0 }; spotDistance[] = { 0, 0.20, 1, 0.6 }; spotTime[] = { 0, 0.25, 1, 1.0 }; courage[] = { 0, 0.00, 1, 1.0 }; reloadSpeed[] = { 0, 0.20, 1, 1.0 }; commanding[] = { 0, 0.25, 1, 1.0 }; general[] = { 0, 0.05, 1, 1.0 }; };
  9. A2/A1 vegetation has some horrifing LODs / LOD-switching, not Perfect Shadows and mostly blury outdated textures, why use them? A2/A1 houses has way to many unenterable houses, why use them? A3 only has mediterranean style obejects, why use them? ... I guess there is something wrong in everything, and no wreck models is a 'ok' trade of for a house that has a very germany style and does fit Taunus kind of well, imho.
  10. But it's only a 'Bundesstrasse' not an 'Autobahn' ... I guess we need some traffic enforcement cameras to counter you crazy racedrivers harrasing innocent AI traffic on our roads.
  11. Yes: Just a few posts earlier, Mr. lazy benson. :P *edit* damnit chaser you beat me this time ...
  12. When it is done. And now the eta is, when it is done + 4 months.
  13. Yeah, I already gave hotze some flak about that, and the folder in a folder in a folder [...] zipping. have you tried only starting with mske and the all in arma terrain pack? just to make sure there are no other conflicts.
  14. https://forums.bistudio.com/topic/176665-x-cam-prototype-map-10-released/
  15. asking for eta delays eta for 2 months ... current eta: when its done + 2 months
  16. The map should be big enough to design a mission in a way that AI can stay away from Bridges. I think except of the Bridges and the main roads AI should be fine. They also don't cover the whole map, only a part of it.
  17. No, the names are all there. But somehow they only show when fully zommed out and if the map is mostly centred. We don't know why this is and haven't found a fix for it yet.
  18. you could use a cargocontainer as placeholder for where you want the vehicles, and later replace the classnames in your texteditor?!
  19. You can, but you need a project (under objects) first. But placing vehicles doenst make any sense, because they wont be saved anyways and you don't have any further functions availabel (like placing waypoints,...). X-Cam is not a mission editor, just a tool for object placement with focus on terrain editing. ;)
  20. _dir = (_x get3DENAttribute "rotation") select 0; well that's splendid <3
  21. t-800a

    Sarugao A3

    When there is the first offical CUP terrain release I will harass Hotze on TS untill he does. (at least for the MSKE map).
  22. I would prefere CUP, because it should then work with all the other stuff that is close to vanilla. Sure RHS has like a neat vehicle Damage system and such, but I would prefere consistency in behaviour no matter what addons RPG i use to blow up a nogovan tank. And I think CUP is then the better bet. And I cant wait to shoot some Kolgujev forces on M.S.K.E.!
  23. I tried it and had no serious issues, just some wrong dependencies or minor config errors but the map itself worked fine
  24. only if it is available as object that can be placed with the regular editor / can be found in one of the none xcam classes. xcam_A2/3_xxx -> objects with basic config for "terrain builders" to make all models in AiATP & A3 available for them to place with xcam
  25. http://hummelhummel-ag.de/downloads/T8_Units/T8_Units_V052_DAC.Altis.7z Here is a older, simple "destroy 5 trucks" coop-mission (only did a quick update to remove a broken resapwn / DEBUG enabled). It's a mix of my script and DAC were DAC covers the whole area of operation and my script covers the objectives. DAC uses waypoint zones which get moved "back" when a objective is finished.
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