This works brilliantly when playing on a local server, but the option to call in the support module sadly disappears when I put this on a dedicated server.
very good video and explanation but one thing I do not like is no matter how much you decimate the NVA/VC they keep spawning bad guys like some zombie infestation. Last night I had my whole platoon get lit up and they obviously went into avalanche mode because I had endless squads coming at me at all directions and no matter how much I decimated them, they kept coming. There should be a limit to the spawning depending on the enemies losses. It gets ridiculous. I can understand a small recon team being overwhelmed but the NVA were not invincible and in most battles they had to retreat after heavy losses, that should be modeled in the Sog module as well. Moral should play a huge factor here.
very much appreciated man, thanks for this! :) One question, would it be possible to make the camera just slew when it changes target on another shot? Like, I've set 3 shots, 1 with each different target but everytime the new shot starts it won't just slew to new position but it will just "cut" it off and start from the new position without the camera actually moving ... with normal script instead you can make it slew while changing target by writing "sleep" on sqf file.
This may be 3 years too late of a question but can you use the Show hide on this if you wanted to make it go away halfway through the level or Appear halfway through
is it normal that this modules work ONLY when you're on foot and within the circle? I wanted to create a mission where i am the CAS to support some AI defending a zone but, the tracker module is not activated until "i step in", but literally, on foot. even if i fly in the zone, it's not activated. is there a way to make those modules activate on other parameters then "me walking-in" ?
I have never actually used any of these assets since I've pretty much only used ACE for medical... However kinda want to take a small break from it. could you explain how to use the Advanced Revive thing that came with prairie fire?
Hey man it has been a long time since youve uploaded, but even now i still use these tutorials. thanks for uploading these. these are the best tutorials for the DLC, and ive come back to these since it dropped.
Fantastic module, I used for my project and it's very good to have sometime a base attack!!! Do you think we can change in Taliban Opfor for example with run condition?
Thank you for the great video, Sirloin. I have some intel for anyone curious. I was playing around with the Radio Support module and found that, without having an existent Description.ext, you CAN use the Transport and Resupply requests. They're fully functional, no strings attached. What is odd is that there is no documentation as to how you can code them into the default config from the SOGPF wiki. Using their default code will eliminate the Resupply/Transport options, hence what other commenters are running across and asking for help. I'm under the impression that you can probably just add new class, e.g. "class transport" and build the code similiar to the plane and artillery sections, but I've yet to have success. I'm not an experienced coder by any means. Hope this helps someone.
I want you to show me in a video how, in the editor, I direct soldiers to evacuate a house using CQB style, quick intervention .... the system of house evacuation and search
In the ext file, i deleted all of the air assets because I just want arty, but the air support is still showing and available in the radio support during game…. Any idea whats going on?
Make sure you're using something like Visual Studios, otherwise, you gotta be really really careful you didn't accidently delete one of the { } brackets. Had that issue many times, it'll completely nullify changes you made and default to using the full Radio Support options without the changes you're making.
How the hell did you get the Add Editable Objects module to work? I can't seem to get it to work, even if I place it down, synch it, and add all the appropriate names for the Zeus.