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D. Patterson

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About D. Patterson

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  1. Is it possible to use ZEI with Zeus without loading the modules in Eden?
  2. Any chance we'll get the ability to get rid of name-tags while looking at players, without modifying the addon or key?
  3. D. Patterson

    [MP][CTI-COOP] Liberation (continued)

    Any chance of getting Liberation for Timbelan?
  4. So if I have it pitch black and foggy and create a light source, the fog remains pitch black despite the ground below it illuminating. Is it possible to have a scripted light source illuminate fog?
  5. Sounds simple but I'm having two issues: 1) I can't get where the player is aiming if they are aiming at anything besides terrain (ScreenToWorld only seems to work with terrain.) 2) I can't get G_40mm_HE to explode without spawning it above ground and giving it velocity. Which won't work if you are shooting into a building (Would just hit the roof)
  6. D. Patterson

    Vcom AI V2.0 - AI Overhaul

    Ai will still go prone, find cover, and engage until they are no longer being shot at. If this happens at 300m out, they never make it to the objective. A quick test I just did: VCOM AI W/ Speed set "FULL", Behaviour AWARE. Opfor initially engaged while 300m from Blufor defensive position. Opfor took defensive position and attempted to engage Blufor. After about 3 minutes, first push from Opfor, about 20m transversed. 1 minute later, another push from Opfor, about 10m transversed. 6 minutes later, a 50m push. 2 minutes later, a 10m push. 6 minutes later, a 20m push. 1 minute later, a 5m resulting in the death of the final opfor Unit. Default AI W/ Speed set "FULL", Behaviour AWARE. Opfor initially engaged while 300m from Blufor defensive position. Opfor continuously approached until eliminated. I want them to run in with absolutely no regard for their own safety until x distance has been reached.
  7. D. Patterson

    Vcom AI V2.0 - AI Overhaul

    My big issue with this mod is getting AI to push up an attack. They take WAY TOO LONG to do anything. As Zeus is there a way to get them to ignore combat and get within x distance before going into combat mode. I set to careless but it overrides almost instantly.
  8. D. Patterson

    Task Force Arrowhead Radio

    So I noticed that Ares Achilles has a "Static Radio" module, but does not seem to work at all.
  9. D. Patterson

    F-15 Eagle Series Standalone

    Is it possible to use CCIP or CCRP?
  10. https://community.bistudio.com/wiki/profileNamespace If you don't want it to save between actual server restarts, use mission name space.
  11. D. Patterson

    Detecting combat pace state?

    Each pace should have it's own distinct speed.
  12. Is there a way to get the other players to see the tracers without executing the script on every client (Which would create a lot of explosions)
  13. D. Patterson

    Math Issues

    It's for an achilles module. Basically I want to click on a point on the map and actually see the shells rain down. The sh120he looks like a giant white tracer. It works as of right now, it's just not accurate.
  14. D. Patterson

    Math Issues

    _Shell = "Sh_120mm_HE" createvehicle [((_Pos select 0) - (sin _dir * 900)),((_Pos select 1) - (cos _dir * 900)),(1500 + _Height)]; _Shell setVelocity [(sin _dir * 202.8), (cos _dir * 202.8), -338]; This is the relevant parts of my code. That 900 might need to be fixed to compensate for the fact that the shell bleeds velocity as it travels, but as it stands it should be off by the same amount every time. However depending where I execute it on the map, and what direction I use, I get different results. For example 50m wide right on the East side of the island might end up 50m wide left on West side. 180 degrees might miss by 5m, 270 degrees might miss by 30m.
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