S

ski2060

Member

Last active 6 years ago

  1. 7 years ago
    Fri Dec 30 19:10:28 2016
    S ski2060 posted in Map Index humble request.

    That map is going to be great, however it's current build is unplayable. It severely needs optimization and decluttering. It could stand to lose about a million trees/shrubs/ground clutter pieces to help it out.
    Not to mention the glass and doors need work, and the doorbells really don't need to be in a non-RP version of the map.

    It is a stunning map to be sure, and I can't wait until it is in a more playable state.

    I am running an i56600K, EVGA 1070FTW 8GB vidcard, and 16GB DDR2133 (OC@3000), and Taunus makes my game lock up after about 20 minutes on it. I mean, completely lock up so that I have to restart my computer.

  2. Sun Dec 25 17:38:12 2016

    If you're fighting as OpFor against BluFor that would work. If you are playing as BluFor, you need to set your enemies for undercover status as OpFor or Indfor.

  3. Fri Dec 16 00:27:14 2016

    So, about to get some undercover working with a new template.
    @incontinenetia , Did you ever set up a variable for distance to discovery by enemy units? Or is it still a murky "you'll know when you get shot in the face" type deal?

    I'd like to be able to change the distance that players can get spotted from, depending on AO and Opfor/Civs they are trying to blend in with.

  4. Tue Oct 25 22:02:29 2016

    Will do!

  5. Tue Oct 25 21:05:13 2016

    ARggg.. UC doesn't seem to want to work for me for some reason. AT least not on a non-Alive mission.

    I placed the files inside the mission.terrain (name.altis) folder, with the init and description files in there, added the init code to my unit leader, an made sure CIV_F and CIV_F_TANOA are in the safe uniforms and vest parameters.

    And I get within about 100 meters of an INDFOR (which is set as my enemy force)... and they start opening up on me.

    Is that the close perimeter for discover by enemies? 100 meters or so?

  6. Mon Oct 24 22:59:00 2016

    I assume the intel is for tracking Assymetrical actors? It wouldn't work in regards to any other type of force?

  7. Mon Oct 24 13:36:25 2016

    Ok, distance was probably it. I was checking to see if they would just open fire on me, and I was pretty close via teleport.

    I'll test some more out tomorrow on my off day, and try longer distances.

    I was just using standard CIV_F clothing, no backpack, no vest etc.

    Oh.. do any backpacks set off the discovery? Or all backpacks exempt from discovery checks?
    being able to carry all my gear in a backpack, posing as a hiker or something would be great. Can get a vest and maybe a SMG/Long weapon in one of the big backpacks then :D

  8. Mon Oct 24 02:13:18 2016

    cool, just got it.

    Sooo.. tried it out and promptly got shot in the face by the IndFor I was trying to blend in with.

    I'll have to try it again and see if I got it all correct.

    Will it hurt anything if I put the init code into every playable slot, instead of just the group leader?

  9. Sun Oct 23 22:23:27 2016

    So, usage question. I place everything INSIDE the Missionname.terrain folder inside my saved mission file correct?

    So all of that stuff (INCON, ds.store*, init.sqf and description.ext) go in there, and I modify the UCRsetup.sqf inside INCON to set my factions and such. Is that correct?

    And for any UC units, I place the appropriate init code from above into the group leaders init variable field?

    And this will work without Alive, correct? Trying to work on a black ops trainer mission that does not utilize ALiVE at this time.

  10. Fri Oct 21 18:16:37 2016
    S ski2060 posted in ORBAT Creator General FAQ.

    Spyder just released a fix to Addons for the Civ interaction.

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