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Showing content with the highest reputation on 01/25/2022 in all areas

  1. Ive been working on a mission for awhile now involvimg VEC-M1 as the main offensive vehicle as the group. Loadout is the APFSDS ammo on feed 1, SAPHEI on feed 2, and ap ammo belts for coax. There are times when testing the mission I will hop out of a vec to look at something else while it is engaging or it will start engaging. I will hear the vec engaging with its main gun. Often when I hop back in tbe selected weapon will show coax but when you fire it fires feed 1 of the main gun and I have to toggle the coax on and off again to get to the coax and when it switches to the main gun it shows ap ammo loaded. Also i am pretty sure sometimes I have hopped into the vehicle and the ai has ap loaded firing directly into infantry wasting the tiny 32 round belt with a substantial reload time from empty. Ive also seen a lot of infantry killed by direct sabot hits which is funny and gruesome to imagine but not really good for the ai deploying the vehicle properly and conserving ammo. I have seen the ai "load heat" and engage pcs with the SAPHEI which ironically has the opposite problem of not reliably penetrating brdms or btrs except in weak spots but I wanted to give the player an option against lightly armored vehicles instead of using up your valuable sabot ammo. So im not sure if this is a bug with the coax thing, an ai bug, a problem with the loadout (maybe I need to switch to pure hei on feed 2?) Or a mixture but if someone could replicate this it would be nice to know im not crazy. If someone wants a copy of my exact in progress scenario I can post it later today when im home from work. Also one more small thing, when firing the coax in the vehicle it has a proper sound for the mg3. Outside the vehicle it is a generic lmg sound. Would be nice to have this fixed but not a big deal, the mg3 is just an awesome and intimidating sounding weapon.
    2 points
  2. This is the first thing I did after setting up the kill condition! You're right, it was annoying.
    1 point
  3. I can't make it this week. I'll be shopping for a mini-van on Saturday (actually today through who knows when . . .).
    1 point
  4. I didn´t say so, I think the op didn´t either. Just saying it would be nice if so...
    1 point
  5. I will try to apply it today. I don't remember how these items are called in Russian localization. But for some reason, I did not come to this option. Although I mastered other, more complex (nested or branching) scripts without problems. Tnx all for help!
    1 point
  6. Yes, I understand how to work with conditions. I don't understand how to set such a condition. Example: there is a mix platoon HQ-01 in a mission. What parameters should be specified in the condition editor so that it would work when HQ-01 is destroyed? upd. I made it! I used check: Unit [HQ-01] < unit [] strenght + [1] It was not obvious to me that the: unit[] field could be left empty. Thanks for the help!
    1 point
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