DaVidoSS

Member

Last active 8 years ago

  1. 8 years ago
    Wed May 11 18:36:28 2016

    Yes mass units is really the best created standalone easter mods.
    If any faction from that mod uses vehicles you need to run with mas vehicles + optional config from that faction mod. But for example the takistan insurgents HD are not using any vehicles at all. This was the case forced me to create a config patch for that faction. The HD version is pretty cool because they produce a really heavy firefight when contact enemy. The config patch its already posted somewhere on that forum but i can post it again if i find it
    LOL

  2. Wed May 11 17:56:08 2016

    its a config patch for takistan insurgents adding vehicles to the faction. You need to load it in the same method as other mods.

  3. Wed May 11 17:14:24 2016

    They are. But unfortunately i have to use config patch for that mod to achieve full insurgency capabilities.

  4. Mon May 9 20:21:13 2016
    DaVidoSS posted in Suicide bombers and Fastroping.

    I want them to have the c4 visible when they decide to arm it and come at us.

    You need to script that in.

    Easiest way would be to put such guys in editor with variable names , run script from its init field,

    example but not complete need to spawn that code and add wait until something:

    _explosives = selectRandom ["SatchelCharge_Remote_Ammo", "DemoCharge_Remote_Ammo", "ClaymoreDirectionalMine_Remote_Ammo"];
    
    
    _expl = _explosives createVehicle (position suicide);
    _expl attachTo [suicide, [0,0.15,0.15],"Pelvis"];
    _expl setVectorDirAndUp [[1,0,0],[0,1,0]];

    and define that guys in ied module

  5. Mon May 9 19:54:07 2016
    DaVidoSS posted in Suicide bombers and Fastroping.

    Syncing ied module to asymmetric commander makes the commander to control all futures of that module.
    If not synced its works as standalone. It means in both cases you will have bombers running around

  6. Sun May 8 21:42:37 2016

    Having fun with explosives for everyone is not an good idea. Who isn't a specialist shuld never get close to the IED

  7. Sun May 8 14:06:16 2016

    I think the garbage collector has it own exclusion field.
    Put there "WeaponHolderSimulated" maybe it will help

  8. Sun May 8 13:22:58 2016

    Default vanilla behavior is to left bodies and dropped gear on the ground.
    There must be something that removes it. Alive garbage manager or defined BIS corpseManagerMode

  9. Fri May 6 15:02:34 2016

    1. All of those mods are fine with ALiVE but the last I checked, even with the vehicles versions of Massi's units, I could never get any vehicle units to spawn. This may be fixed now just keep an eye out for that.

    You need mas vehicles and optional config addon for that faction because they are not standalone.

    2. Placing a base is not that easy . You need to debug the map objectives and find its priority and size.
    This will give you a clue how the reinforcements movement are would be. All depend to your scenario.

    3 They should not be synced.

    4
    Playing insurgency is complicated.
    You need to gather intel from civs (and now dead bodies) about insurgents installation and attack them.
    If you find a building with you need to blew it up. There will be no information about what just was happen.
    The installation is removed from intel pool. But there would be more new one.
    The insurgency slow down as long you making something against.

  10. Thu May 5 20:02:13 2016
    DaVidoSS posted in 1.0.5 Released!.

    In PWS .Good work Friznit. Congratulations

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