Jump to content

oneisdown

Member
  • Content Count

    44
  • Joined

  • Last visited

  • Medals

Community Reputation

16 Good

About oneisdown

  • Rank
    Lance Corporal

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. is there a way to pass on high command in multiplayer after the hc gets killed in game?
  2. weapons updated and all is good...THANKS HC AND ALWARREN!!
  3. i seem to be missing the ammo types for the m60 tank. I also get an error that says misssing ".model" . Is anyone else having issues with this?
  4. does anyone know the command to unload all cargo for the lcu1610? I am trying to have the ai beach up on the shore line and then let the cargo vehicles out. If I use the waypoint "vehicle get out" the lcu coasts up on top of the unloaded vehicles and creates mayhem.
  5. is there a way i can turn off the cache system for a particular player? I have a mission where I have one player as a jet, but several players as infintry. The jet takes a a lag hit when everything starts to spawn in. The jet is close air support and only needs to see what the infintry player sees.
  6. yes, its rc6 and on singleplayer. hal will radio call offensive position, but wont even send recon units to any objectives. I have the debug on and the radio message will just check moral.
  7. having a problem here. hal fires up but refuses to send any units to any objectives. I added the new array for simple mode with my obj names. named commander Leaderhq, activated ace tasks, but no go on tasking at all. am i missing a game logic or something?
  8. is there a way to set the trigger owner after the owner dies and resapwns? maybe something like "settrigger owner" looked all over the biki but i cant find anything or any way to do it?
  9. Does anyone remember how to do this? I forgot.
  10. i went from vcom to type x, what a difference! Playing on Rosche with around 100 opfors and about 70 blufors my frames with vcom were around 12-17. With type X i am sitting around 52 fps. NO errors and everything is running smooth with smart enemies. The mission also is using Hetman, rhs, and blastcore. I am also using type x in the script format. Well done snkman, well done!!
  11. oneisdown

    NR6 Reinforcements - HAL Expansion

    i am trying to spawn an rhs hind helicopter with pilots via a trigger, but I am running into problems. the triggers name is t1, both the 2 pilots classnames are: rhs_pilot_combat_heli . the hinds classname is: RHS_Mi24Vt_vvsc so my code in the trigger activation is [east,1,[(getpos t1)],100,30,"custom",1,[LeaderHQC,LeaderHQD],[[' rhs_pilot_combat_heli',' rhs_pilot_combat_heli'],['RHS_Mi24Vt_vvsc']] spawn NR6_fnc_Reinforcements; Do I have a bracket wrong or something else? By the way hetman is awesome!!
  12. just a quick question here. I am trying to get an rhq to change via trigger. I have one squad who's leaders name is lead1. in the init file i have excluded him from Hal. I have RydHQ_Excluded = [lead1]; which works great. the problem i am having is what to place in the triggers activation field to turn the rhq to RydHQ_Excluded = []; via a trigger activation. Its gotta be some wonky syntax issue i am missing,
  13. i looked through the sample packs in the rhq folders, but cant seem to find the "rhs" names? Am i looking in the wrong spot? Where would I find the rhs classnames so i can use rhs units?
  14. Is there any way i can remove the ingame round curser and make players only option to just use the map to direct arty fire? I am building a mission where there is no icons and it is too easy for a player just to point at a building and rain death. I really dont want to use any mods to implement a new system to call in fire.
  15. is there a way to add the ace hellfires to the rhs apaches?
×