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vrcraptor

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About vrcraptor

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  1. vrcraptor

    Zombies & Demons 5.0

    just like you are going to add a zombie from the unit menu (F1), if you look at the side list at the top, there will be one called GAME LOGIC... from there, find the logic that fits your needs in the CLASS List... these are where the ZOMBIES will spawn from... the module (F7) are the settings for the game logics. So a Zombie logic and Zombie Module work together as does Demon Logic and Demon Module. - Place the logic where you want to spawn Zombies/Demons... as many Zombie Game Logics as you want and only add one Module for Zombie Settings if only Zombies, a demon Module for their settings if demon logic is placed or both if using Zombies and Demons Game Logics... the zombies will randomly spawn in number from the what is specified in the settings module for the respective type used at the various Logics placed or all at one Game Logic if only one is placed. Hope this helps... -Raps
  2. vrcraptor

    Blastcore: Phoenix 2

    Christmas in June, oh boy... :D
  3. Same... black screen during daylight hours... have to use the flashlight to view the map when its sunny... :D -Raps
  4. vrcraptor

    ATLAS Mod: LHD Plus

    Regarding the ALiVE issue you described, place the ALiVE Virtual AI System Module and select "Only Virtualize Synced Units" as what happens the other way is that the Alive module will try and profile the LHD causing the issue you are having, the other issue is with the LHD guns, if you try the Sync method of the module, the carrier is left alone but the weapon systems of the LHD are not actually part of the LHD model and spawn as units onto the LHD, so those WEAPON units are then "Profiled" for ALiVE even though you synced the LHD so they will fall off the ship when this happens or other kinds of strange happenings... If you use the option to "Only Virtualize Synced Units" then ALiVE will obviously spawn in the units it creates for the AI Commanders and will not try to Profile the LHD or its weapon systems... just don't use the admin option to profile non-profiled units while in game or it will profile all units including the LHD... :D Hope this helps...
  5. vrcraptor

    Vcom AI V2.0 - AI Overhaul

    You know I luv this mod, been with it since the start... one suggestion would be some sort of simple LoS (Line of Sight) for the AI as it seems sometimes they shoot you even though you are not visible.. smoke, trees, buildings, behind some cover and have moved further away under said cover yet they seem to zero you. This has always plagued the AI and players... maybe some sort of compromise in these situations as I know there are performance issues around LoS. As I said, only a suggestion... past that - really enjoy working with the script version a lot and it seems to work with ALiVE as well. Always room for improvements... :D Glad to see you back at it... Real Life can take its toll... KEEP it going. -Raps
  6. vrcraptor

    RUM Assets

    ok, let me know how it goes... -Raps
  7. vrcraptor

    RUM Assets

    Yes, there is still progress happening on RUM Assets, it has been slow due to RL issues with both Draper and I, but there has been progress made. Will see about updating the SVN site with the latest soon. :D Thank you for the continued support, we also love this MOD as well..:D -Raps ---------- Post added at 02:34 AM ---------- Previous post was at 02:31 AM ---------- it may help if you could share your mission so I can see it in action, There have been some issues in the past with the ATGM option but have been solved in later versions... I know that the A2 version may still have issues and has been depreciated due to moving over to A3 but would be willing to have a look at the issues you currently are having to help maybe bring it up to speed. :D -Raps
  8. vrcraptor

    Vcom AI V2.0 - AI Overhaul

    Looking forward to the next iteration. Keep up the good work mate. -Raps
  9. vrcraptor

    Vcom AI V2.0 - AI Overhaul

    Checking it out... great update so far.. :D -Raps
  10. vrcraptor

    Vcom AI V2.0 - AI Overhaul

    hey buddy, the latest release is spamming the report again... spawned units with vehicles and such. Hope this helps... if (_Unit in (units _CargoGroup)) then { unassignVehic> Error position: <units _CargoGroup)) then { unassignVehic> Error units: Type Array, expected Object,Group Error in expression <_Unit; doGetOut _Unit; }; if (_Unit in (units _CargoGroup)) then { unassignVehic> Error position: <units _CargoGroup)) then { unassignVehic> Error units: Type Array, expected Object,Group Error in expression <_Unit; doGetOut _Unit; }; if (_Unit in (units _CargoGroup)) then { unassignVehic> Error position: <units _CargoGroup)) then { unassignVehic> Error units: Type Array, expected Object,Group -Raps
  11. Goblin, You can try to use a UAV to do this... the UAV flight will spawn units in an area just like the player. :D Hope this helps, -Raps
  12. vrcraptor

    Vcom AI V2.0 - AI Overhaul

    Thanks for pointing that out... wasn't thinking along the lines of the command/variable use really but will use that instead. :D Thx -Raps
  13. vrcraptor

    Vcom AI V2.0 - AI Overhaul

    I have a request... will there (can there) be a way to exclude certain groups from the AI behavior... I am seeing some strange doings with AI pilots and their group members deciding to do something else and part ways... ARE AIR units excluded and this is only is only for units on the ground.. not even sure but am just asking is all... other than this, I am seeing a lot of cool things happening. So keep up the great work and bring on the enhancements. -Raps
  14. vrcraptor

    Vcom AI V2.0 - AI Overhaul

    Much better... no more spam... :D Also see the waypoint improvement... no more 70+ waypoints for a group... now it is keeping it nice and tidy. Great job, -Raps
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