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Thread: Australians At War - Combined Ops

  1. #321
    Ah, also, just found with ACE theres no recoil for the F89 with a folded bipod. with all optics
    Last edited by Scarecrow398; Apr 26 2012 at 10:25.
    ^^^ Click it... you know you want to... ^^^

  2. #322
    Quote Originally Posted by [XDF]Kanga View Post
    Jedra can you please post your modline
    Sure it's;

    Code:
    
    "I:\mods\Arma\expansion\beta\arma2oa.exe" -nosplash -skipintro -nofilepatching -showscripterrors "-malloc=tbb4malloc_bi" "-world=empty" "-name=Jedra" "-mod=e:\games\steamapps\common\arma 2;expansion;i:\mods\arma\expansion\beta;i:\mods\arma\expansion\beta\expansion;i:\mods\arma\@CBA_A2;i:\mods\arma\@CBA_OA;i:\mods\arma\@CBA;i:\mods\arma\@aaw_core;i:\mods\arma\@aaw_vanilla"
    I launch with Six Updater.
    Jedra's Addons
    Arma 2 : Enhanced Skills Slider
    Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

  3. #323
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
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    980
    Thanks [XDF]Kanga, Norrin etc etc, a great mod just keeps getting better.

    Really love having working flashlight attachments on the Steyrs. It there a way to script turning the flashlight on/off (I don't mean globally disabling it via AAW_noFL), so that other AI squad members can use it?

    TIA

  4. #324
    Master Gunnery Sergeant norrin's Avatar
    Join Date
    Aug 30 2006
    Location
    Melbourne, Australia
    Posts
    1,121
    @scarecrow - OK we've fixed both of those errors and a few others to boot including adding the V2 sig files as per Sickboy's post - just got to wait until Kanga stops playing with his new toys and updates Yoma.

    @Jedra - its very strange mate, I don't know whats causing it, all I can say is I haven't heard that anyone else is having the same problem which makes me think it might be one of these 3 things:
    1. the beta exe you're running;
    2. launching with Six Updater; or
    3. most likely - try making sure that @aaw_vanilla or @aaw_ace is loaded before the @aaw_core folder in your start-up parameters.

    @TPW - no its not possible at the moment without some scripting involved but I'll try to build in a function that allows for AI flashlight toggling in a future update. Something else I'll do in the morning is post the f88 flashlight classes then you can give the AI the flashlight weapons at mission start.

    AAW ASLAV user's guide: http://www.norrin.org/downloads/AAW/ASLAV_readMe.pdf

    **[XDF]*****************************[AAW]**

  5. #325
    Cheers Norrin - if no-one else has reported then at least I know it's me - will concentrate on the areas you pointed out! Will get back to you if I find what was causing it - may be useful to someone else.

  6. #326
    Quote Originally Posted by norrin View Post
    @scarecrow - OK we've fixed both of those errors and a few others to boot including adding the V2 sig files as per Sickboy's post - just got to wait until Kanga stops playing with his new toys and updates Yoma.

    Cheers norrin, good job again even if there is a couple of small errors, other than the M2 with blastcore none of it takes away from gameplay, also nice touch with the grinding sounds when you leave the door down

  7. #327
    Master Gunnery Sergeant norrin's Avatar
    Join Date
    Aug 30 2006
    Location
    Melbourne, Australia
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    1,121

    F88 Flashlight weapon classes

    @tpw - as promised mate here's the class list for the F88 flashlight weapons:Spoiler:


    I did a quick check this morning if you add flashlight weapons to AI you can get them to switch them on and off using: enableGunLights

    We'll hopefully get around to updating all the AAW documentation to include the new weapon and bushmaster classes soon. I'll also add a key press so that you can get AI in your group to toggle flashlights on/off in a future update.

  8. #328
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
    Posts
    980
    Quote Originally Posted by norrin View Post
    @tpw - as promised mate here's the class list for the F88 flashlight weapons:Spoiler:


    I did a quick check this morning if you add flashlight weapons to AI you can get them to switch them on and off using: enableGunLights

    We'll hopefully get around to updating all the AAW documentation to include the new weapon and bushmaster classes soon. I'll also add a key press so that you can get AI in your group to toggle flashlights on/off in a future update.
    Thanks Norrin, you're a legend. I'll try these all out and let you know how it goes.

    EDIT: Perfect! I had a few scripts that allowed me and my AI squad to switch between ACOG and Aimpoint sights depending on engagement distance (please insert realism scoff here). These were failing when the flashlight was switched on, now they are working well. Additionally, enableGunLights works nicely to get the entire squad to switch torches on/off.
    Last edited by tpw; Apr 27 2012 at 11:42.

  9. #329
    Quote Originally Posted by Cozza View Post
    A dreaded bug report . The M2 machine gun disappears on all the ASLAV's when running blastcore with the mod. The gun still fires, but is invisible.
    Some people are also getting texture streaching from something, we suspect its the ASLAV's but we found if you mess around with the Antialising setting it appears to fix it.

    Edit: Also for the ace additions would it be possable to add the tank FCS to the LAV's and Remote weapon systems? http://wiki.ace-mod.net/wagn/Tank_Fire_Control_System

    Edit x2: found the problem, its the ASLAV Mk19 PC variant, as you can see here its fine when looking below the turret



    and after looking at the turret:



    @Norrin, randomly found this while attempting to spawn a trailer, willing to provide any info on it seeing theres none in the user manual:

    Last edited by Scarecrow398; May 2 2012 at 15:01. Reason: Fixed +100kb img

  10. #330
    Which command do I have to place in the init line to make a ASLAV-PC AI-driver lower the ramp?

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