US Army Mod 0.6 [RELEASED]
#221
Geschrieben 04 Februar 2014 - 08:22
type magic
then ctrl shift F11
need help with hazmat tent 2
#222
Geschrieben 12 Februar 2014 - 08:22
Hoppah. Wich Soundtrack did you use on the loading Screen?
#223
Geschrieben 21 Februar 2014 - 06:44
I recently digital downloaded 911 First Responders from Amazon, and was wondering if this mod is compatible?
#224
Geschrieben 21 Februar 2014 - 04:40
Yes, it is 911 FR and EM4/deluxe compatible
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#225
Geschrieben 22 Februar 2014 - 11:55
i am playing us amry now why cant i do hazmat tent????
You need 2 hazmat firefighters selected to be able to deploy the hazmat tent.
#226
Geschrieben 13 März 2014 - 04:04
Is there any likelihood that we'll see an ability to manually install the mod? My modinstaller is on the fritz and reinstalling hasn't helped. Manually installed mods work fine though.
#227
Geschrieben 13 März 2014 - 10:44
You need 2 hazmat firefighters selected to be able to deploy the hazmat tent.
ok thx
#228
Geschrieben 17 März 2014 - 05:24
Any new updates ?
#229
Geschrieben 17 März 2014 - 04:32
it would be awesome if there could be multiplayer thing then you do some stuff like
riots, set up check points and that kind of stuff
#230
Geschrieben 17 März 2014 - 06:53
Hi,
do you think its possible to develop a bigger mission were you really have to fight? I imagine something like a high number of terrorists (15-25) occupie an area and you have to fight it back step by step. That would bring in a tactical variation and it would be much easier with the MRAP or the stryker. Than they werent just a nice to have. And I am always a bit counfused about the robustness of soldiers and enemys when shot. Wouldn't it be a little bit more realistic, if you need to treat them fast or they die? Just an Idea. Very nice mod Hoppah. Thank you very much
P.s. Please excuse my grammar an spelling faults, my english isn't that good.
Edit: Checkpoints would be awesome!!
#231
Geschrieben 17 März 2014 - 08:27
maybe multiplayer war 2 bases and 2 players
#232
Geschrieben 20 März 2014 - 04:15
maybe multiplayer war 2 bases and 2 players
Would the players be fighting each other or be working together to complete missions? Combat between players in this mod could be really cool!
#233
Geschrieben 20 März 2014 - 07:37
working together yust 2 bases but combat betwen players had be cool
#234
Geschrieben 20 März 2014 - 11:37
#235
Geschrieben 23 März 2014 - 11:11
We've discussed this previously and we can't really come up with a fair way to make the game adversal in nature, the game was designed as a co-op game for mp uses, to try to change that would require a great deal both from development standpoint, and the computers involved in attempting to play the mod... The game isnt command and conquer or similar titles, it just wasnt meant to have the same type of gameplay. We've tried to come up with a co-op MP system with sadly the same pitfalls of synch issues and glitches and bugs being the largest hurdle that we arent sure if it is possible to clear.
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#236
Geschrieben 24 März 2014 - 01:02
#237
Geschrieben 24 März 2014 - 06:32
The scripting is the problem, because this format does not use the original gameplay latency issues cause all kinds of bugs and glitches within the full time running script.
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#238
Geschrieben 04 April 2014 - 09:33
Guys, I have a real deal-breaking problem with this mod. As much as it's great to play, there's one ridiculous thing that ruins it for me.
And that is - the terrorists don't wanna shoot my soldiers! They shoot at all my cars just fine, but as soon as I tell the soldiers to get out, all the terrorists just holster their weapons and stand around idle - this is ridiculous
Is there any way I can fix it? Maybe the soldiers are defined as a wrong faction in the game files, or something? I tried changing the script to always use BEHAVIOUR_GANGSTER_ATTACKALL for rebels, but all it does is this -
when there's no US forces around, the terrorists happily shoot at everything in sight, but as soon as my men come around - they holster all their weapons immediately and wait, idle.
Is there any way I can modify the script/ game data to make the terrorists properly engage my forces, or is this thing fundamentally broken?
#239
Geschrieben 06 April 2014 - 03:41
And actually, I now know more details as to how this thing fails. For some reason, it seems that the method ->changePrototype() renders the actors invisible to AI. Whenever my soldier takes out the rifle, and this method is triggered, he effectively becomes invisible to the rebels.
However, I commented out the calls to it in the M4A1 script, and I see no negative effect on the game, yet the soldiers are now properly attacked. Problem solved, it seems
#240
Geschrieben 09 April 2014 - 11:07
Guys, I have a real deal-breaking problem with this mod. As much as it's great to play, there's one ridiculous thing that ruins it for me.
And that is - the terrorists don't wanna shoot my soldiers! They shoot at all my cars just fine, but as soon as I tell the soldiers to get out, all the terrorists just holster their weapons and stand around idle - this is ridiculous
Is there any way I can fix it? Maybe the soldiers are defined as a wrong faction in the game files, or something? I tried changing the script to always use BEHAVIOUR_GANGSTER_ATTACKALL for rebels, but all it does is this -
when there's no US forces around, the terrorists happily shoot at everything in sight, but as soon as my men come around - they holster all their weapons immediately and wait, idle.
Is there any way I can modify the script/ game data to make the terrorists properly engage my forces, or is this thing fundamentally broken?
I have the same issue. Can you describe how to fix that in detail for those of us who don't know anything about scripting, like me.
And actually, I now know more details as to how this thing fails. For some reason, it seems that the method ->changePrototype() renders the actors invisible to AI. Whenever my soldier takes out the rifle, and this method is triggered, he effectively becomes invisible to the rebels.
However, I commented out the calls to it in the M4A1 script, and I see no negative effect on the game, yet the soldiers are now properly attacked. Problem solved, it seems
How do you do that, I want the rebels to do that to!
Moderator note: Posts merged. Use edit button next time. -nfk