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JimiEZ

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Posts posted by JimiEZ


  1. There seems to be a bug with the Prevent Instant Death - setting of the medical module. If I enable it, I get this when my character dies:

    18:25:38 Error in expression <"AGM_isUnconscious", False]) and
    {_unit getVariable ["AGM_Medical_PreventInstaDe>
    18:25:38   Error position: <getVariable ["AGM_Medical_PreventInstaDe>
    18:25:38   Error Type Number, expected Bool
    18:25:38 File AGM_Medical\functions\fn_handleDamage.sqf, line 91
    18:25:38 Error in expression <["AGM_allowUnconscious", False]) then {
    if (!(_unit getVariable ["AGM_isUnconsci>
    18:25:38   Error position: <if (!(_unit getVariable ["AGM_isUnconsci>
    18:25:38   Error if: Type Number, expected Bool
    18:25:38 File AGM_Medical\functions\fn_handleDamage.sqf, line 90
    


  2. That's actually what I thought before too. But ever since 0.9.7 I haven't had a problem with adding radios directly. After adding a prototype radio, the client calls the necesseray function to change the prototype radio into an individual radio itself.

    We've had multiple occasions where TFR goes into an infinite "Waiting on a unique radio from server" message loop and the radios don't work properly. Every time that has happened, the mission maker has assigned TFR radios directly instead of ItemRadio. This has happened in 0.9.7 as well. I mean it might work, but the behaviour seems a bit inconsistent and personally I'd much rather just use ItemRadio anyway, since then I don't have to go back and change all the radios if there are changes in class names etc.


  3. 4.) Now insert some code to your units. If the unit shall only have a personal/rifleman radio, insert

    this linkItem "CLASSNAME";

    Replace "CLASSNAME" with the radio you want to give the unit, like "tf_anprc152".

    If you want a unit to have a longrang and a rifleman radio, insert this code:

    this addBackpack "CLASSNAME OF LONG RANGE"; this linkItem "CLASSNAME OF RIFLEMAN RADIO";

    Good stuff mostly, however you should never add a rifleman/personal radio by hand like that, because it is likely to cause problems. Instead, just add a regular ItemRadio from vanilla and it will be changed into the appropriate SR radio in the beginning of the mission.


  4. Is there any chance of getting some sort of a rough roadmap for this mod? No specific timetables or anything, just a general listing of what you've got planned for the near/far future. Something like "Next patch: armed HMMWV, sometime in the future: Stryker and Su-34, possibly in the future but unlikely: aircraft carrier". It would be really helpful, because as a person responsible for the modset of our community, I'd like to avoid redundant mods, ie. adding an armed HMMWV from another mod now, only to have the same vehicle in the next patch of RHS and so on and so forth.

    I understand you might be hesitant to do this, because then entitled internet fucktards could use the roadmap to whine about all things you've "promised them". However, it's probably safe to say that such people are a minority and can be safely disregarded, while for the rest of us such a roadmap would be pretty helpful in decision making regarding our modpacks.

    Cheers.


  5. Yup, there's a looping script error when you try to engage the engines and the whole startup process dies there.

    {
    _A10C setfuel a10_fuelstate; 
    Peral_A10C_pilot action >
    Error position: <a10_fuelstate; 
    Peral_A10C_pilot action >
    Error Undefined variable in expression: a10_fuelstate
    File Peral_a10\scripts\a10_init.sqf, line 180
    Error in expression <sengineon _A10C)) then 
    {
    


  6. Hey EgilSandfeld, because the lighting (light and color intense)on Bornholm, i found this screen http://image.noelshack.com/fichiers/2014/44/1414371282-kandahar-wip-02.jpg

    from upcoming kandahar map and this is the lighting intense what i've missing on your map.

    Bornholm is quite a bit North from Kandahar, the light *should* be completely different, as most of the year the sun is at a much shallower angle in the latitudes Bornholm is located at. I think Bornholm's lighting is just fine.


  7. Not sure if this is a bug or a feature, but I'm unable to lock on with the AGM-65 missiles in the Warthog / WipeOut. Load up vanilla, press the lock key (on my joystick or on keyboard), locks just fine. Load up AGM, press the same button, nothing happens.

    [edit]

    To answer myself, for some reason the button changes with AGM. In vanilla I use "Lock target", however in AGM it has to "Next target (In vehicle)", otherwise no lock.


  8. Nothing has changed, except this is not a stationary ship, this is a moving ship. Taking that into consideration, and all the other difficulties involved with a ship of this size, I suspect interior hallways and rooms were very very low on the priority list. They would have no purpose, and would really be worse than useless, because each hallway, door, room, etc. would add to the poly count, taking away from other details that have more importance.

    Except I wasn't talking about that kind of interiors, I was talking about crew positions. The bridge is modelled, but when you enter any of the crew positions, you're given just the optics. The helmsman has only a tiny slit like in tanks and can't exit that view to look around, the commander has only periscope view, for passengers it looks like this etc.


  9. Eh, is it just me or is this mod quite messed up? There are no interiors for any of the crew positions and the model seems too small in relation to the player. Exiting a crew position is pretty much always downright suicidal as you often end up inside the model or completely outside the ship and the collision mesh seems a bit wacky at places. There are texture errors, config errors, script errors, the works.

    I love the idea for sure and the model itself looks fantastic but it would appear it was released in a rather unfinished state. :(


  10. commy2;2800120']Compared the the stock vehicles the leopard is slightly better armed at the front' date=' but weaker at the rear. It didn't really matter from what side you hit that T100 with RPGs, so Flummi made it more like it would work IRL.

    [/quote']

    Ok, that's reasonable enough and I agree. Though you might want to think about making a small config mod that makes similar changes to the vanilla armour as well, since the radically different durabilities make the BWmod tracked vehicles nearly unusable in TvT against those. I realise modifying vanilla armour doesn't probably belong to BWmod, but maybe you could release it through AGM? There's probably quite a bit overlap between AGM and BWmod players anyway. Just a thought. Anyway, like I said, I really like your mod, but I just had to bring this to your attention. Keep up the good work, looking forward to the next release!


  11. Yup, it's a huge shame too. I personally liked the weapon sounds of SoS a lot more than the ones in JSRS, however the original author of SoS has not updated the mod to work with the newer versions of A3 and has gone totally dark so I'm afraid we'll never be able to enjoy that highly satisfying crackle of gunfire in Speed of Sound again. :(


  12. This mod seems really good in many aspects but both the Puma and Leopard are *way* too durable. The Leo was able absorb a direct 105 mm AP round to the side from the blufor MBT and just keep on truckin', whereas all vanilla MBTs just instantly explode from a similar hit. I understand national pride and all that, but I hope that you guys understand that as a mission maker, I can never use this mod's vehicles in any kind of adversarial multiplayer scenario because these vehicles are just way overpowered.

    Looking at the config files, I'm especially curious what kind of space age super materials has Germany developed that makes their tank tracks over three times more durable than the tracks of the vanilla tanks. :P

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