Robalo 465 Posted November 23, 2010 Yes, see variables in the userconfig file. You can set asr_vfai_run to 0 (disable) or 1 (enable) in the mission's init.sqf or any time later via triggers if you need to. Share this post Link to post Share on other sites
kremator 1065 Posted December 11, 2010 Hey Robalo, This is great as an addon. Is it possible to make it as a script version? The reason I ask is that I'm trying to make an 'addon free' version of VTS including really important scripts likes yours. Cheers Kremator Share this post Link to post Share on other sites
Robalo 465 Posted December 11, 2010 Hey Robalo,This is great as an addon. Is it possible to make it as a script version? The reason I ask is that I'm trying to make an 'addon free' version of VTS including really important scripts likes yours. Cheers Kremator It's possible, but then it would still require CBA, as I have no plans on reinventing the wheel. Share this post Link to post Share on other sites
dragon zen 16 Posted December 20, 2010 Friends, When I use your mod, I find it report bug that AA2 doesn't know what is "getWeaponCargo". I wonder whether Arma2 have the code "getWeaponCargo". It seems that this is a code in OA and biki give the same explanation. I don't know whether other players with AA2 only have the same problem. Share this post Link to post Share on other sites
Robalo 465 Posted December 20, 2010 Friends, When I use your mod, I find it report bug that AA2 doesn't know what is "getWeaponCargo". I wonder whether Arma2 have the code "getWeaponCargo". It seems that this is a code in OA and biki give the same explanation. I don't know whether other players with AA2 only have the same problem. I'm afraid this mod requires OA. Without those scripting commands like getweaponcargo or getmagazinecargo, this mod would not be what it is. Those commands made possible rearming from boxes, vehicles, piles of stuff on ground etc. Share this post Link to post Share on other sites
domokun 515 Posted December 20, 2010 I'm afraid this mod requires OA Sorry if this sounds dumb but does this means it doesnt work at all with a2? Or is it just degraded? Share this post Link to post Share on other sites
Robalo 465 Posted December 21, 2010 It means it will spit errors and can't really say if anything is going to work. Haven't played A2 only since the day I installed OA. Everyone who enjoys either one of them should get both. Share this post Link to post Share on other sites
alloc 14 Posted December 21, 2010 Can anyone confirm whether the units are rearming in combat when they are out of ammo? Because it seems to me that they do not. It works really good in safe mode. Anyway great must have Addon. TU ;) Share this post Link to post Share on other sites
twisted 128 Posted December 21, 2010 Can anyone confirm whether the units are rearming in combat when they are out of ammo? Because it seems to me that they do not. It works really good in safe mode. Anyway great must have Addon. TU ;) it says so in the 1st post. but it'd be great to be able to set that as an option because the time my units run out of ammo is in combat and i'd like them to rearm then and become combat effective again. Share this post Link to post Share on other sites
Robalo 465 Posted December 21, 2010 There is a special condition already where they rearm even in combat but only if they completely run out of things to fight with (using the someAmmo check). Under combat, they should fight or cover instead of scavenging (although I've seen players often do that mistake :) Share this post Link to post Share on other sites
domokun 515 Posted December 23, 2010 It means it will spit errors and can't really say if anything is going to work.Haven't played A2 only since the day I installed OA. Everyone who enjoys either one of them should get both. OK fine but it might help others to know this. Perhaps add a mention in the first post and/or the next readme? e.g. "Requirements: OA (A2 might work but test at your own risk)" Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted February 18, 2011 Robalo, it looks like you haven't been working on this for a while, though I don't know if that is true. I was wondering if you could program the A.I. to abandon their own weapons in favor of better weapons, when they find them, or at least upgrade their optics (do better optics on the same weapon even increase the accuracy of A.I.? I don't know the answer) and accessories (like grenade launchers). At the very least maybe they could steal them as war souvenirs and stick them in their backpack? (Not sure how that works, as I don't even know how to dig into a backpack, yet.) Would be interesting to have to kill and search OPFOR just to retrieve a downed sniper's prized rifle. Share this post Link to post Share on other sites
Robalo 465 Posted February 18, 2011 @Uziyahu--IDF I've been maintaining this, although there are not many changes and no obvious public release. My AI is disciplined :) they won't look for cool weapons, just stick with what they're trained with, try to rearm with compatible mags and pick any other weapon but only as last resort if they're completely dry, Joking aside, just think about how many AI can be in a mission and the amount of complexity/performance loss this would add. Share this post Link to post Share on other sites
Birdseye 0 Posted February 19, 2011 (edited) fixed Edited February 22, 2011 by Birdseye fixed Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted February 20, 2011 Okay, Robalo, I'll console myself with the logic that they haven't zeroed anything but their service rifle. :) Share this post Link to post Share on other sites
neven 14 Posted May 7, 2011 Thanks for this addon! As a noob I have a question about the installation. I've looked at the FAQ and I'm getting more familiar with adding these addons, though your zip has a different structure. I've looked through the thread and I don't see this questioned or answered, or see a reference in the readme, so sorry for the noobness. Sample: Normally, the zip files just have the @folder and I place that in the main ArmA2 directory, relaunch the Arma2launcher and check the mod to on. Though yours seems to have the pbo_source and more interestingly a userconfig\asr\config_airearming.hpp file. If this userconfig file is somehow referencing my preferences, I would assume it needs to be in the @asr directory? I am running ACE and CBA and Arma2Launcher btw. Thanks for any clarification and help. I love the game and this addon sounds like it's going to make it even better. ---------- Post added at 10:42 PM ---------- Previous post was at 10:24 PM ---------- Uh sorry.. Stupid question. Their is a C:\Program Files (x86)\Bohemia Interactive\ArmA 2\userconfig\ directory. I see that is where it needs to go. It seemed to load up fine now. Looking forward to using it. Share this post Link to post Share on other sites
Robalo 465 Posted May 7, 2011 @neven: pbo_source is not needed for playing with this and the rest, you got it :) Share this post Link to post Share on other sites
fortun 14 Posted May 21, 2011 (edited) Now maybe a dumb question, but when im creating a mission in the editor and starts it, the AI doesen't rearm? Is it anything needed to be placed in the editor on my mission to use it or something? *Using SIX updater* I got in my menu that i can disable AI rearming, so i think its on but don't working? They just ran around as usual, and everytime i need to send them to a box with ammo myself when its empty. Edited May 21, 2011 by FortuN Share this post Link to post Share on other sites
Robalo 465 Posted May 22, 2011 (edited) Now maybe a dumb question, but when im creating a mission in the editor and starts it, the AI doesen't rearm? Is it anything needed to be placed in the editor on my mission to use it or something? *Using SIX updater*I got in my menu that i can disable AI rearming, so i think its on but don't working? They just ran around as usual, and everytime i need to send them to a box with ammo myself when its empty. How long did you wait ? The initialization can be delayed a couple minutes, shorter for AI led by a player. Oh and new thread for this is now: http://forums.bistudio.com/showthread.php?t=107526 Edited May 22, 2011 by Robalo_AS Share this post Link to post Share on other sites
fortun 14 Posted May 22, 2011 How long did you wait ? The initialization can be delayed a couple minutes, shorter for AI led by a player.Oh and new thread for this is now: http://forums.bistudio.com/showthread.php?t=107526 Sorry, i didn't notice at first it was two threads about it hehe Share this post Link to post Share on other sites