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Ivanoff.N

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Everything posted by Ivanoff.N

  1. Ivanoff.N

    AI Discussion (dev branch)

    Maybe it is meant this way but still... When AI driver of the tank does not have a primary weapon and the whole tank is in combat mode, this driver is then driving using roads. If this AI driver has a weapon, then in combat mode he will take the shortest route accross the fields etc. not using roads .
  2. Ivanoff.N

    Eden Feature Requests

    Yeah, it should not be hard to implement, and very useful as might help avoid clutter in missions if you are doing a Zeus and players choose to go Kalochori, Paros or Rodopoli I would just load a whole setup for the town they choose instead of loading all 3 and creating a lagfest.
  3. Ivanoff.N

    Eden Feature Requests

    Tudorial does not say anything about it. There is an option to Paste on original Position Ctrl+Shift+V but it does not work the way I was talking about. What I meant was for Zeus gm to set up a composition around objects for example the airport on Altis. And then on a mission load all of this into the game and place the objects and units in Zeus on the positions they were intended to be in the 3d editor. Maybe I am not seeing something if so please explain how to import my composition and paste it exactly the way it was.
  4. Ivanoff.N

    Eden Feature Requests

    One thing about eden compositions. I checked it out, but please include the tick to save composition location data as well. This is a very useful feature. As having made something in eden for examle the defence positions in the town of Syrta where people are in buildings, on the roofs, additional objects and what have you. If then I publish it, the user who downloaded will have to reposition everything which although is not so difficult, however takes time and might be imprecise especially if there is no clear instruction of what goes where. Please include object X,Y,Z position data on the island and an option to either choose the original position defined by maker or disregard it and place is as desired by the user.
  5. Ivanoff.N

    Eden Feature Requests

    Maybe it would be possible to implement this that I photoshoped. I consider this to be a more convenient way of drag and drop units into the seats desired by a mission maker. Right now you need to populate the vehicle and then remove everyone that you do not require. And even then the unit will not be seated where I put him but will move to the co driver seat or whatever is next in line after the driver.
  6. Dont know the correct tread. But when using the MX 3GL with MRCO scope the iron sights do not have the texture like shown below. All is fine with other MX models. The wish is to fix that
  7. Okay I dont know if this is the right tread but.. I know the devs read this sometimes. The problem is: 1) Place an AI squad and play as a leader and an empty chopper. 2) Order all the sqaud in the chopper. 3) Board the passenger seat (not the pilot) 4) Order the AI who is a pilot to go anywhere on the map. 5) While airborne order everyone to dismount (after this chopper will land and everyone will get out). 6) Order everyone to get back in formation (~+1+1) Everyone will be ordered to follow 2 or 7 or other AI but not you. You will sort of loose your group leadership and the guy who was a chopper pilot will become new leader but you will still be able to give orders. You just have to try it to see. This problem did occur with land vehicles but only if you climb out before everyone else if you wait for ecveryone and climb out last then its ok. problem is that there is a waypoint that you have given to the pilot but that waypoint "Move" is still on you. Because you can not issue orders to yourself it will only disappear once you reach that waypoint and then you will get the group leadership back and they will follow you,
  8. Lol. It actually does. Never noticed it before. Most probably because GL is not a different weapon but instead its a just a fire mode like burst.
  9. Ignore this if it has already been mentioned. Icant post screenshots yet so I will just describe it. First is the scope 1P29. You can reproduce it by moving away from a soldier that has this scope on his rifle and you will see this effect as is something wrong with one of the LODs of the model (that LOD will become active at about 20 meters away). Second is the thumb of the left hand on the underbarrel grenade launcher which is just nowhere. You can reproduce it bu just pressing Ctrl+A in first person or just go to camera mode and look for a thumb on the left hand. Funny thing is that it is only not there with an AKS74(GL). With an AKM + GL the thumb is there. Third when reloading the grenade launcher the magazine disappears for a second. And fourth. When you shoot at someone who is holding the rifle and the bullet hits the actual rifle, sand and dust comes out of it as if the bullet has hit sand. This either needs to be replaced with an effect like the one BIS have in their models or removed totally because that looks weird when you shoot at a guy and sand comes out of him. Otherwise great work I have dreamed of custom weapon animations since OFP and now it finally happened.
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