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Sat, Jun 5

jujurat added a project to T2145: Texture assignment issue with WW2_Wall_Stone_w.p3d: Objects.
Sat, Jun 5, 3:26 AM · Objects, Terrains - WW2

Sat, May 29

jujurat triaged T2145: Texture assignment issue with WW2_Wall_Stone_w.p3d as High priority.
Sat, May 29, 5:59 PM · Objects, Terrains - WW2

Fri, May 28

jujurat created T2145: Texture assignment issue with WW2_Wall_Stone_w.p3d.
Fri, May 28, 2:25 AM · Objects, Terrains - WW2

May 17 2021

jujurat added a comment to T2140: Allow the disabling of open bolt simulation on firearms..

Just as a bit of a temporary work around, you can set variables in the init of players if you wish for them to have disabled open bolt simulation.

May 17 2021, 3:13 AM · PM - Next Update, Feature, Type: Scripting, Assets - Weapons

May 14 2021

PierreMGI added a comment to T2144: Unable to make AI gunner onboard IFA3 tanks to fire HE shells against infantry. .

Answer is 4. Full AI tank.
Played tank (any player / any seat) is not on my purpose.

May 14 2021, 8:47 PM

May 12 2021

kju4711 added a comment to T2144: Unable to make AI gunner onboard IFA3 tanks to fire HE shells against infantry. .

@PierreMGI can you please be more specific what you are about:

  1. Make AI gunner under player tank commander fire HE via SQF?
  2. Make AI gunner under player leader fire HE via SQF?
  3. Make AI gunner under player tank commander fire HE automatically?
  4. Make AI gunner under AI commander/leader fire HE via SQF?
  5. Make AI gunner under AI commander/leader fire HE automatically?
May 12 2021, 5:57 PM

May 4 2021

PierreMGI added a comment to T2144: Unable to make AI gunner onboard IFA3 tanks to fire HE shells against infantry. .

Hi,
Thanks for that. I didn't find the way to make the AI gunner fire with HE shells. The muzzle is OK : MODE_AI_HE... Just missing the will to expense a HE shell.... even if there is no more ammo in MG:
tank1 removeMagazinesTurret ["LIB_150rnd_MG34",[0]];

May 4 2021, 5:05 AM

May 3 2021

kju4711 added a comment to T2144: Unable to make AI gunner onboard IFA3 tanks to fire HE shells against infantry. .

@PierreMGI we use an extra muzzle system for HE to allow AI to switch itself when it sees it useful to use HE against infantry or unarmored cars/trucks

May 3 2021, 10:39 AM

Apr 26 2021

PierreMGI renamed T2144: Unable to make AI gunner onboard IFA3 tanks to fire HE shells against infantry. from Unable to make AI gunner onboard IFA tanks to fire HE shells against infantry. to Unable to make AI gunner onboard IFA3 tanks to fire HE shells against infantry. .
Apr 26 2021, 2:09 AM
PierreMGI created T2144: Unable to make AI gunner onboard IFA3 tanks to fire HE shells against infantry. .
Apr 26 2021, 1:57 AM

Apr 23 2021

kju4711 triaged T2143: a2_stodola_old_open texture mapping bugged as High priority.
Apr 23 2021, 6:43 AM · PM - Next Update, Type: Texture, Objects

Feb 2 2021

kju4711 closed T1642: Add links to main menu as Resolved.
Feb 2 2021, 5:06 PM · Type: Config, Type: Scripting, Feature
kju4711 moved T1969: Revise radio protocol definitions from Backlog to TODO on the Feature board.
Feb 2 2021, 5:05 PM · PM - Next Update, Type: Config, Feature
kju4711 moved T1968: Script optimization from Backlog to TODO on the Feature board.
Feb 2 2021, 5:05 PM · PM - Planning, Feature, Type: Scripting
kju4711 moved T1984: Re-introduce OFP death scenes from Backlog to TODO on the Feature board.
Feb 2 2021, 5:05 PM · PM - Next Update, Type: Sound, Type: Scripting, Type: Config, Feature
kju4711 moved T1989: Integrate or replicate CBA keybinds system from Backlog to TODO on the Feature board.
Feb 2 2021, 5:04 PM · PM - Next Update, Type: Scripting, Type: Config, Feature
kju4711 moved T2037: Custom chat system from Backlog to DOING on the Feature board.
Feb 2 2021, 5:04 PM · Type: User Interface, Type: Scripting, Feature
kju4711 moved T2109: Vehicle testing mission improvements from Backlog to TODO on the Feature board.
Feb 2 2021, 5:04 PM · PM - Next Update, Feature, Type: Scripting, Type: Mission
kju4711 moved T2114: Resize ammo display based on number available ammo types from Backlog to DOING on the Feature board.
Feb 2 2021, 5:03 PM · Type: Scripting, Type: User Interface, Feature
kju4711 moved T2115: Optimize vehicle ammo display from Backlog to DOING on the Feature board.
Feb 2 2021, 5:03 PM · PM - Next Update, Type: Scripting, Feature
kju4711 moved T2140: Allow the disabling of open bolt simulation on firearms. from Backlog to TODO on the Feature board.
Feb 2 2021, 5:02 PM · PM - Next Update, Feature, Type: Scripting, Assets - Weapons
kju4711 moved T1707: [Summary] Custom waypoints - in Eden and for ZEUS from TODO to DOING on the Feature board.
Feb 2 2021, 5:02 PM · PM - Next Update, Type: Config, Type: Scripting, Feature
kju4711 placed T1792: Custom spectator / observer mode up for grabs.
Feb 2 2021, 5:02 PM · Type: Scripting, Type: Config, Feature
kju4711 removed a project from T2003: M3 scout backward driving: AI.
Feb 2 2021, 5:01 PM · Type: Model, Type: Config, Assets - Vehicles
kju4711 removed a project from T2100: AI vehicles attempt to drive through "Land_WW2_Dom_Pl_Big_Destroyed": AI.
Feb 2 2021, 5:01 PM · PM - Next Update, Type: Config, Type: Model, Objects
kju4711 closed T530: Compatibility with FoW as Resolved.
Feb 2 2021, 4:58 PM · PM - Planning
kju4711 moved T533: Improvement of vegetation from Next milestone to Backlog on the PM - Planning board.
Feb 2 2021, 4:58 PM · Type: Model, PM - Planning
kju4711 moved T1267: Terrain upgrade from Next milestone to Backlog on the PM - Planning board.
Feb 2 2021, 4:58 PM · Type: Texture, Type: Terrain, PM - Planning
kju4711 moved T1341: More custom translations from Next milestone to Backlog on the PM - Planning board.
Feb 2 2021, 4:58 PM · PM - Planning, Type: User Interface, Type: Config
kju4711 moved T528: Enhance presentation of playable content from Pre-release milestone to Backlog on the PM - Planning board.
Feb 2 2021, 4:57 PM · Type: Scripting, PM - Planning
kju4711 moved T527: Enhance gameplay of MP missions from Pre-release milestone to Backlog on the PM - Planning board.
Feb 2 2021, 4:57 PM · Type: Mission, Type: Scripting, PM - Planning
kju4711 moved T526: Enhance gameplay of SP missions from Pre-release milestone to Backlog on the PM - Planning board.
Feb 2 2021, 4:57 PM · Type: Mission, Type: Scripting, PM - Planning
kju4711 moved T525: Enhance gameplay of campaigns from Pre-release milestone to Backlog on the PM - Planning board.
Feb 2 2021, 4:57 PM · Type: Mission, Type: Scripting, PM - Planning

Feb 1 2021

kerckasha closed T2018: Get out anim without any jump possible? (for static weapons for example) as Resolved.
Feb 1 2021, 12:29 PM · PM - Next Update, Type: Config, Type: Animation, Feature
kerckasha added a comment to T1662: Maxim gun seems to lack tracer ammo, or (almost ?) not visible in gunner view.

this is a problem in vanilla too depending on the tracer colour it'd probably need an rvmat tweak

Feb 1 2021, 11:31 AM · PM - Next Update, Type: Config, Assets - Weapons
kerckasha added a comment to T1058: check HE script (damage, shreds, radius).

this needs to be tested if its still relevant as its very old

Feb 1 2021, 3:56 AM · PM - Next Update, Type: Config, Assets - Weapons
kerckasha closed T1238: Flare guns as Resolved.

They seem pretty good during the day since I made tweaks to them

Feb 1 2021, 3:55 AM · PM - Next Update, Type: Config, Assets - Weapons
kerckasha closed T1982: Improve glider towing design as Resolved.

Fixed this late last year

Feb 1 2021, 3:50 AM · PM - Next Update, Type: Scripting, Feature
kerckasha closed T1990: PIAT blast radius seems massive with ACE active as Resolved.

Was fixed in compat

Feb 1 2021, 3:49 AM · PM - Next Update, ACE compatibility, Type: Scripting, Type: Config, Assets - Weapons
kerckasha closed T392: All tanks - need realistic armour and shell penetration values as Resolved.

Think i can safely close this one now

Feb 1 2021, 3:48 AM · Assets - Vehicles