Drumheller 19 Posted April 21, 2011 I never use the targeting menu to order my AI to attack anything because I never know if that enemy machinegunner at 1 oclock is 100m away or 1000m away. If he was 1000m away and there's an enemy rifleman at 2oclock 100m away my soldier(s) would just go straight past that rifleman and get shot in the back because I didn't realize the MG was so far away. This pretty much cripples my tactical abilities as an AI squad leader because I'm too scared that I'll send them after the wrong target. I always keep them with me in formation and simply keeep them on "engage at will". But that doesn't work very well at all. Maybe increments of 50m up to 300m then 100 up to 1000. Share this post Link to post Share on other sites
maturin 12 Posted April 22, 2011 But the target menu doesn't even cause squad members to engage. It just tells them what enemy to look at and shoot. They won't go running off anywhere. Giving infantry Engage commands is usually a bad idea, as they throw caution to the winds. The closest, most threatening enemy is generally up top. And if you want to have a subordinate move into position to attack, you should be taking some care and using the map anyway. Share this post Link to post Share on other sites
Drumheller 19 Posted April 25, 2011 (edited) I do not experience this. Every time I use the target menu while I have a squad member selected they run off and engage. I wish to god they'd just target and shoot it would make my arma life so much better. Shit I wish that if I assigned a team leader to a group with 3 guys in it that he'd assign targets to his team like in high command. edit: I just confirmed this. Every time I assign a target to a squadmate they go to "engage" mode instead of simply targeting that target. Edited April 25, 2011 by MacScottie Share this post Link to post Share on other sites
maturin 12 Posted April 25, 2011 That's weird. Maybe try telling your men to Stop before giving them targets, or make sure they aren't told to Engage at Will. Disengage or Regroup command might fix them of that will still making them remember a specific target. Is your game patched? Share this post Link to post Share on other sites
Drumheller 19 Posted April 25, 2011 (edited) engage at will is probably the issue. I've been using it as a "target at will" the whole time I've played arma. Is there a target at will command or do they do it by default. AI targetting and shooting what they can see has always been an issue for me, hence this post in the first place. ---------- Post added at 11:15 PM ---------- Previous post was at 11:04 PM ---------- Well thanks for teaching me something new today... Or just pointing out the error(s) I was making :p edit: I would still like to see ranges on the targeting menu though. It's like when my squadmates see something and call it out I'd love to be able to figure out where the target they called out is.. Edited April 25, 2011 by MacScottie Share this post Link to post Share on other sites
maturin 12 Posted April 25, 2011 Yeah, I just ran some tests involving a nearby enemy that I could see but my subordinate could not. Giving him the target via the 2 menu didn't get him to move unless I also gave an Engage or Engage at Will command. And I noticed that troops given engage commands in Aware mode will act like utter retards, unlike Danger mods troops. Also Disengage does not work to recall troops given Engage commands. That might be one for the bugtracker. Share this post Link to post Share on other sites
froggyluv 2136 Posted April 25, 2011 I would support the original idea as well -if nothing else but to help situational awareness. Especially when many, many targets are called out at the same time. Example: among many targets, say 5 targets are at 1'o clock but 4 of them are at 500m -makes a difference on how to react and a good reference point as by the time you get yourself oriented to the call-outer's orientation, much confusion ensues. Share this post Link to post Share on other sites
Honeycutt 10 Posted April 26, 2011 Can I add using absolute compass directions would be better than the clock method (if it wasnt for the clock face pointer, I'd be asking whose 3 o'clock?). And even better (if ever possible) to reference actual landmarks (that building, that car, that street, that 20ft wall with a hole in it etc etc). Probably not the first person to mention this. Just my 2 cents. Share this post Link to post Share on other sites
Drumheller 19 Posted April 26, 2011 I think that may be a little TOO accurate. The clock system is good for a general idea of your target(s) without being overly specific. With a range and clock it would give a good enough idea of where enemies are without breaking the system/game. Just my opinion though >> Oh and your sig is a total lie. There are some MREs that NOTHING could make taste better. Share this post Link to post Share on other sites
maturin 12 Posted April 26, 2011 And even better (if ever possible) to reference actual landmarks (that building, that car, that street, that 20ft wall with a hole in it etc etc). Probably not the first person to mention this. Just my 2 cents. Doesn't it already do that? Give a move order in a forest and you will hear "move to that tree." God knows which tree. Share this post Link to post Share on other sites
froggyluv 2136 Posted April 26, 2011 There are some MREs that NOTHING could make taste better. Tabasco is for rookies :p ..and of course Hell hath no fury... Addictive stuff. Share this post Link to post Share on other sites
Honeycutt 10 Posted April 26, 2011 Doesn't it already do that? Give a move order in a forest and you will hear "move to that tree." God knows which tree. "God knows what tree" - this is what I mean!! "Move to bush, 12 oclock" - Yes I see the exact bush you mean out of a clump of 100+ bushes (ohh and BTW one isn't a bush its a soldier in multicam) I choose tabasco, but feel free to choose whatever you want. Share this post Link to post Share on other sites