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Thread: Invasion 1944 v2.5 (CO)

  1. #891
    Second Lieutenant Kremator's Avatar
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    Jun 8 2007
    Location
    Cambridge, UK
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    4,970
    Hope you include the BAF voices. They are pretty good on the lite version now.

  2. #892
    Thanks that works a little bit better with the radio. You actually get the chat and stuff, didn't know it had that effect. It does make sense the way you have it, but it makes it harder for dialouge to work.



    Another question, the SetIdentity does not seem to work with 2 of pilots in the missons

    even though I have driver plane setIdentity "Pilot Douche";

    it only shows up at 1-1 or whatever.

    using Vanilla it works though so I don't think its my coding etc..

  3. #893
    I've only uses identities once so not too sure how they are handled, the one time I used it was setup in description.ext:

    class CfgIdentities
    {
    class noglasses
    {
    name = "Jonas Muhar";
    face = "Face20";
    glasses = "None";
    speaker = "Male01EN";
    pitch = 1.1;

    };
    };
    But I did that to avoid the unit wearing glasses not to name them, I have no idea if the name worked or what it would look like in the group chat and so on. You might wanna check out F2 template I used in MP missions to give groups and units a sensible name setup relevant to their squad etc: http://www.ferstaberinde.com/f2/en/i...itle=Main_Page

  4. #894
    Would like to talk somthing about the workablity of mortar operation by A.I. Is it possible to let A.I. carry mortar and install it somewhere to give a support fire when it's necessary. For instance, the A.I. gunner could move the mortar, of course, very slowly, and shoot at targets after he finds them and installs the mortar.
    In addition, in current ARMA2 version or any other Mods, the A.I. machiner gunner seems too ardent to attend a charge. Usually, he will move forward with other soldiers quickly and also could be easier to kill instantly. So is it feasible to let him just stay behind the other charging soldiers and get down to give constant supporting fire for a bit of longer time? Not sure, if it's could be technically workable for your mod working.

  5. #895
    Not too clear on what you mean with the mortars... anyone can dissasemble a mortar and carry the pack and build it again, so given the right scripting commands a mission maker could do this, so we won't waste time coding something like that as its not an I44 function but a mission based one, or hell you could do it manually with squad commands (using menu 6 for control over their gear, telling them to drop pack, assemble etc).

    Actually firing the mortar is a different matter, the AI should work with all mortar systems as they are compatible with artillery module, but he will not engage on sight, this require special coding and again isn't exclusive to I44 (as in my tests with standard A2 mortars they just sit there and don't engage enemy AI to the best of my knowledge).

    With MG's really this is something you can script on a per misison basis, for example I use DAC in most of my missions, with that you can simple list any class you'd like (e.g. mg34/42 carrying units) in the suppressing units field of its config, and they'll suppress you quite happily (I got chewed up by many an MG42 today while the rest of the squad ran about to attack me while I was testing Aloft).

    So really you can do all these things, and theres codes and scripts out there to achieve them in new missions, and alots already present in our missions. Nothing there would be I44 specific though so there's little reason for us to spend valuable time coding complex systems like these at this time, when that time could be spent developing our wounding and penetration systems, and other I44 exclusive features.

    Forgive the typos, just finished a 13 hour stint modding so my brain currently leaking out my ears.

  6. #896
    Gunnery Sergeant SigintArmA's Avatar
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    Dec 18 2009
    Location
    Phoenix, Arizona
    Posts
    461
    @Blackfox34

    If you're talking about the 'Alpha 1-1' and such in blue, side chat then you will have to change the group name with 'SetgroupID', safer if you use it after giving the unit a group name. An example could be

    Code:
    Pilot = Group this;
    Pilot setgroupID ["MyGroupName"];
    That's just an example, to hopefully answer your question if I understand you correctly. XD

  7. #897
    yeah it's weird, but not really a big deal for me. Since I have it set up working in Vanilla, but it doesn't work in I44. It's ok though. :-)

  8. #898
    Pretty sure grouping and setgroupid both work in I44 as I've used both extensively in my MP missions, if you can clarify what the problem you're still having we can take a look at it and see whether its an I44 issue or something you're scripting incorrectly on your mission itself, as we're working on 2.6 right now it would be a shame to miss any simple bugs before release, as we'd like to focus on 2.7 afterwards and not have to worry about hotfixing the release!

  9. #899
    Thought it might be worth asking in here, we're currently looking for a good group of players, ideally a clan/group to help with testing 2.6. If you're part of a group that plays/will be playing 2.6 on release please get in touch, we're in need of 10+ players (ideally with access to 20+) who are available regularly (at least one session a week for as long as possible each session).

    The main role will be play testing missions and providing feedback on features as well as reporting any bugs encountered during the sessions and their own play time/experiments with the mod.

    Generally we are not looking for individuals as they are much harder to organise (and much more likely to dissapear and/or release the mod without permission to friends etc as has been the problem in the past). So ideally we want established well known gaming groups who are interested in I44.

    If this sounds like you and your friends, please send me a PM, we will not be discussing this in the open topic and anyone requesting to help here will be ignored. So please only get in touch if you are part of a large and organised group, it would be good if you could provide squad webpages, videos of play sessions etc. As I generally run the tests it would be preferable if you are English speakers as this makes gathering feedback much easier for me, though we are open to the possibility of other languages if offers are limited.

    There is no requirement for you to provide a server, we are aiming to run all tests on a UK based server however, so it would be good if you have a lot of local players, but we are open to all countries if our choices are limited.

    So clans/groups/squads, please get in touch and send me a PM!

  10. #900
    Really disappointed at your above statement. Obviously, a person like me would never be able to get such a chance no matter how I love this Mod and had begun to play the first beta german soldier from Inv44 in OFP almost nine years ago.

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