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malkekoen

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About malkekoen

  • Rank
    Sergeant

core_pfieldgroups_3

  • Occupation
    Pilot
  1. I would really like to see a "wet shader", so that roads, buildings and certain other surfaces would shine when raining. I really feel that is missing when traversing the maps during rainy weather!
  2. malkekoen

    3CB BAF Vehicles

    Just did a quick test: -Tested the Apache as player Pilot. Radar works and radar missiles are guided. I was not able to make the laser missiles track. But this was before I tried what I describe below: -Found out as player pilot in Wildcat with Hellfires, that if you select Laser Designator and "fire it", via the gunner (Ctrl+LMB) then select the Hellfires and make the gunner target something in the command list, the laser actually follows the gunners sight as it is supposed to. If you then press the Target key the usual white diamond appears and will (with some luck) be centered over whatever you want to shoot. Interestingly the option "Laser Target" appears in the menu, but if you choose that you just freeze the laser in place and then the missile guides to whatever the helicopter is pointing at. It's a bit wonky with the AI, and not entirely predictable, but I must say that it actually works. So this might also work for the Apache. -Because I'm building a mission with AI support helis I tested a pure AI helicopter, and it won't engage with missiles. It's maybe too complicated for them to use the laser guided missiles. Actually a Wildcat did manage to fire a single, untracking missile, and the proceeded directly on top of the intended target. So the systems actually work, 100% if you're two players on a heli or player as gunner. Player as pilot and AI gunner is wonky, but could actually be used (engine issues), and fully AI heli is not working... Anyways, keep up the great work!
  3. malkekoen

    3CB BAF Vehicles

    Hi Evrik. Sorry for the late response, I have been unable to test since I'm not near my computer but I seem to remember that the radar was not working actually. I thought it was intentional, as all the helicopters except the Apache don't have radar. But Arma is made to have that in order to allow for missile lock and guidance, so maybe that might be culprit? I'm not sure about the Longbow though, just tested it quick some days ago and couldn't get the AI gunner to lock, and also not a AI gunner+driver (didn't engange with missiles). Sorry I can't be more specific at the time. When I get the time I'll try to look into it.
  4. malkekoen

    3CB BAF Vehicles

    Thanks for the reply. The specific case I was having is when player is pilot and AI gunner. Then I can't seem to make the missiles lock, eg. pressing the 'target' key or selecting a target via the command menu. Even if you "fire" the laser designator first. This problem I have both with and without ACE. I have tested with all AI controlled Apache, and they never fired any missiles, but rather engaged with the autocannon. I am using the latest stable build and no other mods apart from unit mods, Dragonfyre and some islands. Hmm...
  5. malkekoen

    3CB BAF Vehicles

    Great work guys. The Hellfires don't seen to work though... I can't make them track targets.
  6. malkekoen

    Feat of Arms

    Just for confirmation I did use the latest FOA update :) Used in conjunction with the FOA module, auto inititation parameter set to 0.
  7. malkekoen

    Feat of Arms

    I get a lot of "... move to grid 000000". Playing on Altis, no other mods and latest stable branch. I don't think it matters too much, as AI always later makes a "group move to" command, but it seems weird. I also sometimes see guys with their pistols instead of the main armament, even though I know they have plenty of ammo. And this is not snipers, but riflemen. I think I've seen this in vanilla and/or with other mods as well, so probably not an issue with FOA ;-) Great work!
  8. malkekoen

    Feat of Arms

    Nice! I have only played around shortly, amongst others with some of the showcase missions and editor, but it seems great. I really like the extended firefights. May be it's due to the fact that AI prone alot, and maybe stay stationary (conflicts with AGM) but the fights are long and intense. Feels more realistic, and seems as if units try to protect themselves and charge which would be natural when under fire. Keep up the good work ;-)
  9. I just wanted to tune in and say that I really enjoy the higher clouds. They make the AiA maps stand out and In comparison I find the Arma 3 maps almost boring without the much beloved new clouds :) I think DayZ has added something similar as well and its gorgeous. They are not altocumulus clouds, but cirrus clouds of some kind and fit perfectly with most weather situations...
  10. malkekoen

    UPSMON Updated to ArmaIII

    While using the parameter "fortify" I consistently get en error with the fortify module: Screenshots of the actual error message. http://steamcommunity.com/sharedfiles/filedetails/?id=315495538 http://steamcommunity.com/sharedfiles/filedetails/?id=315495588 Not used in conjunction with any AI interfering mods except TPWCAS...
  11. I think one of the things I miss the most is the light fading when diving deeper. You can dive to 100 m and still have the same light as just under the surface as it is...
  12. malkekoen

    UPSMON Updated to ArmaIII

    Hi! I got an error popping up all the time: UPSMON_getArg = {...' Error Zero divisor File C:\blah\blah\blah\scripts\UPSMON\COMMON\UPSMON_KRON_FNC.sqf, line 73 Not using any fancy stuff, just FORTIFY and NOWP. Happens when the AI starts to engage...
  13. @ Mikey: No not using ALiVE, but bCombat was activated though. Might be the culprit, but I thought they were compatible as the AI enhancements were off in this alpha ;)
  14. Hi Mikey. Nice work as always! I get an error saying: Error undefined variable expression: _units File AISS\M74_INF.sqf, linje 275 Just to help...
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