oneisdown
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16 GoodAbout oneisdown
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is there a way to pass on high command in multiplayer after the hc gets killed in game?
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Community Upgrade Project - CUP
oneisdown replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
weapons updated and all is good...THANKS HC AND ALWARREN!! -
Community Upgrade Project - CUP
oneisdown replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
Community Upgrade Project - CUP
oneisdown replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
NR6 PACK - HAL Artificial Leader Evolved
oneisdown replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
HETMAN - Artificial Leader [NR6 Edition]
oneisdown replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
HETMAN - Artificial Leader [NR6 Edition]
oneisdown replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
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?
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teleport ai squad to marker by using trigger
oneisdown posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does anyone remember how to do this? I forgot. -
a.i. Tactical Combat Link - TypeX
oneisdown replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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!! -
NR6 Reinforcements - HAL Expansion
oneisdown replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 replies
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HETMAN - Artificial Leader [NR6 Edition]
oneisdown replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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, -
HETMAN - Artificial Leader [NR6 Edition]
oneisdown replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
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.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
oneisdown replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
is there a way to add the ace hellfires to the rhs apaches?