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jabeitor

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About jabeitor

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  1. Thanks, that works! I assumed that there would be any way to "teleport" passengers inside a vehicle to other, but now I understand this is a limitation. What I have done to "minimize the visual impact" of ejecting to water the units is to set the moveincargo command 0.5 s after the "eject" command, the result is that you see the unit jumping but not have time to fall to water because in 0,5s he is being "teleported" to destination ship. Thanks you!!
  2. I attach here a simple mission were I´m trying to do the boarding process from ship to ship through a radio command ( to avoid complexity of movement and more). https://www.dropbox.com/s/d8igtlmel6sybsq/boarding%2520ship.Stratis.rar?dl=0
  3. I want to do it automatically for AI units only, without giving orders them and I want not them to jump to water and swim trough the target ship, isn´t realistic, I prefer that with a command line or script the SEALs units tranfers himself from one ship to other. I tried that with no results, the AIs remains on their mother ship doing no more action.
  4. Hello, I want to make a mission where a SEAL boarding-team approach with a zodiac to a suspicious fishing ship (civilian), supposing that when the SEALs activates a trigger in the boarding point, the fishing crew joins BLUFOR to allow them board their ship. My question is, how can I order SEALs to transfer from assault zodiac to fishing ship cargo positions? I have used the GET IN command but it forces SEALs to jump to water,then swims towards fishing ship and get in, it seems to be slightly convincing. Is any way to transfer passenger units or groups from ship to ship when they are nearby? isn't imperative to me to see the process, I only need to change their vehicle to another.
  5. jabeitor

    Vcom AI V2.0 - AI Overhaul

    The problem I have concerns to AI static weapon deployment, I put in the same mission two squads with their equipment bags, one with original HMG and other with the FFAA_Spike launcher, both squads were advancing until they contact with an enemy vehicle, and the original HMG one deploys quickly and began to fire but the FFAA Spike launcher doesn´t accomplish deployment although his state changes to combat mode; so that I suppose that must be a compatibility issue.
  6. jabeitor

    POOK SAM PACK v6.0 (Oct 2018)

    Hi hcpookie, thanks you for this great mod, I have tested it deeply and it works fine under air defense environment which is the main purpose of this addon, but some mission editors finds interestng to use this mod as a high value targets on ground forces operations, because of that I would suggest you to improve a bit the geometry LODs of some units, like SA-10 / SA-12 tubes, actually we fire ATGM to vertical cannisters and missile went through without damaging( the vehicle is ok, but is hard to target it into the shelter), also I would ask you to decrease the damage capacity in general to the units, for example, the radars (is almost impossible to destroy a radar mast with ATGM, it is very hard). Take this as suggestions only, I do not have intentions of criticizing, your work is excellent!!
  7. jabeitor

    Vcom AI V2.0 - AI Overhaul

    Hi genesis92x, you have a PM regarding Mod FFAA compatibility with VCOM, I want to thanks you the excellent job you have done with the AI behavior.
  8. jabeitor

    ATLAS Mod: LHD Plus

    same as above, it must be incomplete because have no seen effect on the welldeck door.
  9. jabeitor

    ATLAS Mod: LHD Plus

    Thanks you JOnes!!!!!
  10. jabeitor

    ATLAS Mod: LHD Plus

    if you want to operate welldeck door as a player, there is a button on the starboard wall of the internal dock, near the water ramp, you can open and close it as you want, the problem I found is how to operate this animation on AI or empty LHD, hope someone would clarify this.
  11. jabeitor

    ATLAS Mod: LHD Plus

    Thanks you for this excellent addon , JOnes!!! I want to ask how can I start the mission with the LHD´s welldeck door opened to initiate amphibious ops, I´ve tried putting this in the LHD´s init line: also putting an AI unit near welldeck button and this init: but nothings happens, please give me the way to do it. thanks!!
  12. jabeitor

    Quick Terrain Builder Tutorial

    Usually first I mount P: drive using Steam>Arma 3 tools>Prepare virtual P: drive, then I run Mikero´s ArmA3p and it starts extracting all contents to p:, now I have run again ArmA3p and saw no errors but on final line of DOS screen it says >Installing buldozer >Access denied >fail but buldozer runs well, I´ve re-exported wrp and repacked again, and still the same issue. I´ve started another project from 0 and now all runs OK and I can play my island on A3, perhaps as you said, was a mistake during P drive creation. Thanks to all, thanks for your time!
  13. jabeitor

    Quick Terrain Builder Tutorial

    thanks you for your patience... here goes the binlog after pboproject packing: http://pastebin.com/VwhgnEJB
  14. jabeitor

    Quick Terrain Builder Tutorial

    Hi BadLuckBurt, I saw on previous binarizations these errors, but I decide to solve at easy way invalidating the entire class outside terrain with /* and */. Following your advice, I´ve repaired these paths but still the same issue loading the terrain...a neverending loading.
  15. jabeitor

    Quick Terrain Builder Tutorial

    I,ve checked: enableTerrainSynth = 0; as recommended on previous posts. I´ve deleted the /* and */ and returned error on PboProject, here you see the output: http://pastebin.com/BQve4ZjY
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