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PVT Watt.J

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Everything posted by PVT Watt.J

  1. **EDIT** ALPHA RELEASE Overview: This mod is intended to bring some much needed enhanced gameplay and realism to the helicopters of Arma 3. Enhanced Laser Designation: -Laser designators added to all gunships. -Laser guided weapons will only lock-on to lasers (I'm looking at you, DAGR). -Remote designation via laser code system. Advanced Missile Guidance: -LO/DIR/HI trajectories to be added to ATGMs. -LOAL will be added allowing ATGMs to be fired prior to lasing target. Improved AA Threats: -RPGs edited to fire at helicopters. -AA vehicles will detect and engage player at higher ranges. *Bolded items are planned for first release. **Items in italics have been completed up to beta.
  2. PVT Watt.J

    HVT Interaction Script

    Try the version below. HVT should now leave group upon "release" command. Let me know if there are any errors that occur. https://drive.google.com/file/d/0B4kf9b7KVnnfVHNBSXJXRnBhcXM/edit?usp=sharing
  3. PVT Watt.J

    HVT Interaction Script

    Thanks for your feedback, AtinAkiri. I can certainly add a "Leave Group" action at some point. While this more of an absent feature than an "issue", I will add it to known issues so that it is known. For the moment, I recommend just giving the HVT a move order to somewhere out of the way and ignore him once you don't need him any more.
  4. PVT Watt.J

    HVT Interaction Script

    Much appreciated, Foxhound.
  5. PVT Watt.J

    HAFM ArmA 2 UK Wheeled - Import

    Hi Aplion, I hope I wasn't lumped in with the rest who sent you PMs. My request does not involve any work on your part and does not involve me redistributing your work. I was simply requesting to release some configs which would edit your helicopters to add compatibility to my "Rotor Wing Combat Overhaul" mod. Thanks, Shadow
  6. PVT Watt.J

    HVT Interaction Script

    Update Additional features which might be added in the future: -Action to make HVT leave group -Order civilians to put hands up at a distance (30m or so) using always-present action + checking cursortarget -Restrain/ID/Inventory civilians -Intel/Interrogation -Armed civilians/Suicide bombers
  7. PVT Watt.J

    Valid targets for weapon

    Thanks, both! I will give this a try.
  8. I have done a bit of browsing through configs, but have yet to find the answer to the following question: Where it is defined in the config what types of targets are appropriate for a given weapon? As an example, what must be changed in the configs of ammo/mag/weapon for an RPG to be fired at helicopters by the AI? Can anyone point me in the right direction?
  9. PVT Watt.J

    ArmA 2 C-130J and MV-22 Redux

    My level of anticipation for this simply could not be any higher, with or without weapons systems/windshield wipers.
  10. Don't know the answer to this, but you may find Fabrizio's bdetect useful. Bullet detection around units is a big part of what he has done with bcombat in arma 3, if I understand correctly.
  11. Why is the sleep line inside the waituntil instead of inside the while?
  12. PVT Watt.J

    Community Ballistics

    If true, that is a very unfortunate loss. He was working on lots of great things.
  13. Too high for limbo, too low for rotor blades...
  14. PVT Watt.J

    Community Ballistics

    I, for one, really hope that there is mass implementation, though I imagine the best hope will be Lukrop's approach of configs added on to various mods to take advantage of this. He's already done some great work implementing magazine interchangeability across different mods and using spartan's ammo. I'm sure as spartan adopts the new ballistics calculations you've assembled here we will start seeing these improvements being applied to the really great weapons mods out there. So don't sound too hopeless, I think you've already put us on a much better path.
  15. Here's a guess from looking at the config browser. Not sure if it will work, but perhaps...
  16. PVT Watt.J

    Valid targets for weapon

    Here is config for the NLAW: http://browser.six-projects.net/cfg_weapons/launch_NLAW_F/config?version=70 I don't see anything that appears to be valid targets to set to "vehicle". Am I looking in the wrong place? If so, where should I look?
  17. PVT Watt.J

    HAFM UAZ Cars

    Not a bad idea at all! The AI could really use this, you know. Bridges are really hard to drive over, so just engage rotors and fly over them! Drove off a cliff? Nevermind, just autorotate safely to the ground. Why isn't BIS implementing these kinds of common sense solutions?
  18. PVT Watt.J

    HAFM UAZ Cars

    Of course! Apologies for not doing so earlier: http://forums.bistudio.com/showthread.php?172069-Arma3-AGGRESSORS Opfor factions which might benefit from more vehicles from this mod are as follows: African Pirates/Rebels: caf_ag_afr_p Middle Eastern Rebels: caf_ag_me_t Eastern European Rebels: caf_ag_eeur_r For further reference, please see optional config in East Static Weapons Pack (http://forums.bistudio.com/showthread.php?174135-East-Static-Weapons-Pack) for an another mod adding vehicles to these factions.
  19. PVT Watt.J

    HAFM UAZ Cars

    This is great, Aplion! Any chance we could get some optional configs to have these guys used in the Aggressors pack?
  20. Sounds like a win-win to me!
  21. That is downright excellent! A small feature request: Make the spawn distance customizable based on whether the player is on ground/in helo/in plane and whether the enemy group includes vehicles/does not include vehicles. Here is why: -On foot: nothing really matters outside of 2km. -In a Helo: Infantry matter if close (within 1-1.5km) and vehicles matter even if fairly far (4km or so). -In a Jet: Infantry don't matter much at all (you'll hardly see them, anyway) and vehicles matter when far (5km). If you are moving at 300km/h, you don't want infantry spawning in constantly at 5km, but you also don't want to suddenly find yourself 1.5km away from a group of Tigris AA vehicles that just spawned in, so getting to specify the spawn distances precisely is important. Thanks again Shay and Spirit for all the work on this.
  22. Define a zone and set thr mission in current zone rather than whole map. If you want to use the whole map, then make a zone that covers the whole map. A3MP maps are not configured to do whole map missions you you must set zones.
  23. PVT Watt.J

    Group Link 5 Core (AI Enhancement)

    Thanks for this zorrobtye, the more AI mods out there the better! Does this mod work in part by altering the danger fsm? I ask because I am wondering about the exact extent to which it might conflict with bCombat/ASR.
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