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PVT Watt.J

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Everything posted by PVT Watt.J

  1. Hi Shay, How can I remove the markers which follow around the squad leaders? Also, many of the options in mission settings do not save after hitting "confirm".
  2. PVT Watt.J

    MBG Killhouses (Arma3)

    Much appreciated!
  3. PVT Watt.J

    MBG Killhouses (Arma3)

    Hi EricJ, My unit would be very interested in a stand-alone breaching charge. We haven't been using your weapons pack as we do not use TMR autorest and many of the weapons would be duplicates of the same from other mods (HK417s and M107 are in R3F as well). We would absolutely love to have that breaching charge though.
  4. PVT Watt.J

    A-10C for Arma 3

    There are at least three groups of people: 1) Those who want to use the startup procedure, regardless of bugs. 2) Those who want to use the startup procedure only once it is bug free (which may take more than one update because things get missed and BI breaks things). 3) Those who do not want to use the startup procedure in any case. Group 1 won't see any point to a no-startup configuration. Group 2 will see some point to it in case of possible future bugs. Group 3 will want it regardless. It's entirely up to Peral whether he wants to cater to anyone beyond group 1, but I do see some legitimate reasons for the request.
  5. PVT Watt.J

    A-10C for Arma 3

    Tuna, I believe they are referring specifically to bugs in the startup process (i.e. switches not being reset after respawn) which would not need to be fixed if the startup process could be bypassed. However, I think they are a bit confused in that they shouldn't be asking for two mods, but rather a config file that allows the user to set whether the startup process is mandatory or can be automated. You're 100% right that splitting it into two mods is unnecessary work and confusion. I think that's a perfectly reasonable question to ask Peral, but I also think Peral should feel free to say no if it is more than trivial work (which it may be) to add or he has some other sort of reason for it.
  6. Since the most recent ALIVE and BIS updates, my unit has not been able to play ALIVE on our dedicated server. When we launch a mission, ALIVE complains that the BIS executable is an unsupported version. Oddly, we are all able to connect to that server and ALIVE missions run just fine on our local machines. Any ideas?
  7. Thanks for all your work Shay, in particular, for spending the time listening to me and adding a couple of my requests.
  8. PVT Watt.J

    A-10C for Arma 3

    Did you go through the startup process by interacting with the appropriate cockpit switches? If not, read the manual.
  9. Very important for people in that niche (AKA pilots).
  10. Fabrizio, Would it be possible to work on improving how the AI engages aircraft? In particular, it would be great if AI would be much more aggressive: -SAW/MG-equipped infantry should be more willing to fire at fast-moving helicopters. -AT-equipped infantry should be more willing to fire unguided at hovering helicopters. -MANPAD-equipped infantry should detect and engage high-flying aircraft at much longer ranges (several KM). Since bcombat handles these individual level behaviors, I would LOVE it if it made some improvements here.
  11. Are links updated already? Downloaded link above, same result as before.
  12. Thanks for fix, but new error pops up (unless I am doing something wrong). Now it is missing a wood texture for the sks "sks_normalwood_co.paa". Have you tested this with all mods but core+M60E4 removed?
  13. PVT Watt.J

    @A3CS - ArmA 3 Combat System

    Very excited about this mod. For fastroping, it is important that the roles aren't treated as rigid poles which swing 100% with the aircraft. Using Zealot's fastrope script, you'll see that slight changes in the pitch or roll of the helicopter will dramatically change the point at which troops will land. That should be avoided if at all possible! The rope should stay totally vertical regardless of pitch/roll of aircraft so troops always land directly under the aircraft. Not sure how practical that is with the limits of attachTo, but I'd consider that far more important than even having a visible rope (hence why I prefer BTC's fastrope to Zealot's, even though Zealot's looks great with open doors and visible ropes).
  14. I think he means frames per second. Thanks for adding the custom group feature!
  15. Anyone else getting an error upon adding M60E4 (missing scoepe pso1).
  16. Great work! Downloading now...
  17. Spirit, can you explain how the caching for your new AI works? What controls the spawn/cache distances? The aggressors mod does have groups. The groups do show up just fine in the BIS editor. Perhaps there are other issues with the groups that prevent them from showing up in MCC, but they do exist and they do work in the editor.
  18. I second serjames's comments. At MSOG we are enjoying bCombat considerably even with BIS bugs.
  19. PVT Watt.J

    ArmA 2 C-130J and MV-22 Redux

    Can we get that for cars too please?
  20. Hi Shay, The VAS included in the latest version of MCC (mod) does not seem to include the attachment compatibility feature of the newest VAS. When a weapon is selected, it does not show the available attachments under the magazines. This cannot be fixed adding VAS to the mission. Any ideas? Delayed placement in 3d editor seems to work great, thanks for that feature!
  21. Thanks for this shay! Any updates on the status of the new AI script intended to reduce performance hit? Some more feature requests: 1. Add a destroy radar AA set-piece objective for mission wizard: Places a radar building+AA vehicle(s) in an area. Radar reveals to AA units all enemy aircraft above a given height and are in LoS to radar (i.e. draw a line from radar toward aircraft and check lineIntersectsWith returns that aircraft). Objective completed upon destruction of radar building. This would be great for missions where you want to encourage the destruction of radar buildings before aircraft are called in. 2. Change mission wizard to allow for objectives to be added one-at-a-time in separate areas. 3. Allow user to specify relevant objects for objectives (e.g. what unit used for HVT, what building to destroy, etc...). 4. Allow user-defined groups to be added to the groups available in page 1. This would make it much easier to work with unit mods where the group configs are not able to be read by MCC.
  22. Thanks for the quick reply, Savage. I have already read this, but the information on it is misleading. ALIVE is technically released and HC support is not included at this time, which to me contradicts the text: "However, we will provide an option in Profile System to spawn on HC in the first release!". Since ALIVE has been released (even if it is WiP) and I do not see any HC support included, I asked the question in order to clarify. So, perhaps I am misunderstanding the answer to that FAQ, but I believe the answer should be changed slightly to say that HC support will be included in a future release rather than the "first" release.
  23. Apologies if I have missed any recent updates on this, but what is the status of HC support?
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