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Arma3 - AGGRESSORS

would you like to see aggressors stay standalone  

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  1. 1. would you like to see aggressors stay standalone

    • Yes, I like that it has little to no requirements
    • No, if dependencies expand content go for it


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Have the faction classnames been changed in the latest update? I can't find "caf_ag_me_t" (as suggested in your first post) in the config viewer but I can find "caf_ag_faction_me_t".

Which should we use?

nobody reads anymore it seems ...... :(

quote page 27 of this thread ......

To anyone who would find it useful :P

====================AGGRESSORS CLASS LISTS====================

Faction names as seen in mission.sqm

caf_ag_faction_me_t

caf_ag_faction_eeur_r

caf_ag_faction_afr_p

caf_ag_vehicles_me_t

caf_ag_vehicles_eeur_r

caf_ag_vehicles_afr_p

MIDDLE EASTERN

Type Class name

SOLDIERS

Man AK47 "CAF_AG_ME_T_AK47"

Man AK74 "CAF_AG_ME_T_AK74"

Man AK74_GL "CAF_AG_ME_T_GL"

Man PKM "CAF_AG_ME_T_PKM"

Man RPG "CAF_AG_ME_T_RPG"

Man RPK74 "CAF_AG_ME_T_RPK74"

Man SVD "CAF_AG_ME_T_SVD"

Car Offroad "CAF_AG_ME_T_Offroad"

Car Offroad armed "CAF_AG_ME_T_Offroad_armed_01"

Car Truck "CAF_AG_ME_T_van_01"

CIVILIANS

Man "CAF_AG_ME_CIV"

Man "CAF_AG_ME_CIV_02"

Man "CAF_AG_ME_CIV_03"

Man "CAF_AG_ME_CIV_04"

EUROPEAN REBELS

SOLDIERS

Man AK47 "CAF_AG_EEUR_R_AK47"

Man AK74 "CAF_AG_EEUR_R_AK74"

Man AK74_GL "CAF_AG_EEUR_R_GL"

Man PKM "CAF_AG_EEUR_R_PKM"

Man RPG "CAF_AG_EEUR_R_RPG"

Man RPK74 "CAF_AG_EEUR_R_RPK74"

Man SVD "CAF_AG_EEUR_R_SVD"

Car Offroad "CAF_AG_eeur_r_Offroad"

Car Offroad armed "CAF_AG_eeur_r_Offroad_armed_01"

Car Truck "CAF_AG_eeur_r_van_01"

AFRICAN PIRATES

SOLDIERS

Man AK47 "CAF_AG_AFR_P_AK47"

Man AK74 "CAF_AG_AFR_P_AK74"

Man AK74_GL "CAF_AG_AFR_P_GL"

Man PKM "CAF_AG_AFR_P_PKM"

Man RPG "CAF_AG_AFR_P_RPG"

Man RPK74 "CAF_AG_AFR_P_RPK74"

Man SVD "CAF_AG_AFR_P_SVD"

Car Offroad "CAF_AG_afr_p_Offroad"

Car Offroad armed "CAF_AG_afr_p_Offroad_armed_01"

Car Truck "CAF_AG_afr_p_van_01"

CIVILIANS

Man "CAF_AG_AFR_CIV"

Man "CAF_AG_AFR_CIV_02"

Man "CAF_AG_AFR_CIV_03"

Man "CAF_AG_AFR_CIV_04"

CALLED IN ALIVE CQB AND PLACEMENT MODULES for middle east as an example

caf_ag_me_t

caf_ag_me_civ

==============================================================

CLOTHING

MIDDLE EAST:

U_CAF_AG_ME_ROBES_01

U_CAF_AG_ME_ROBES_01a

U_CAF_AG_ME_ROBES_01b

U_CAF_AG_ME_ROBES_01c

U_CAF_AG_ME_ROBES_01d

U_CAF_AG_ME_ROBES_02

U_CAF_AG_ME_ROBES_02a

U_CAF_AG_ME_ROBES_02b

U_CAF_AG_ME_ROBES_02c

U_CAF_AG_ME_ROBES_02d

U_CAF_AG_ME_ROBES_03

U_CAF_AG_ME_ROBES_03a

U_CAF_AG_ME_ROBES_03b

U_CAF_AG_ME_ROBES_03c

U_CAF_AG_ME_ROBES_03d

U_CAF_AG_ME_ROBES_04

U_CAF_AG_ME_ROBES_04a

U_CAF_AG_ME_ROBES_04b

U_CAF_AG_ME_ROBES_04c

U_CAF_AG_ME_ROBES_04d

U_CAF_AG_ME_ROBES_mil_01

U_CAF_AG_ME_ROBES_mil_01a

U_CAF_AG_ME_FATIGUES_01

U_CAF_AG_ME_FATIGUES_01a

U_CAF_AG_ME_FATIGUES_01b

U_CAF_AG_ME_FATIGUES_01c

U_CAF_AG_ME_FATIGUES_01d

AFRICA

U_CAF_AG_AFR_CLOTHES_01

U_CAF_AG_AFR_CLOTHES_01a

U_CAF_AG_AFR_CLOTHES_01b

U_CAF_AG_AFR_CLOTHES_01c

U_CAF_AG_AFR_CLOTHES_01d

U_CAF_AG_AFR_CLOTHES_01e

U_CAF_AG_AFR_CLOTHES_02

U_CAF_AG_AFR_CLOTHES_02a

U_CAF_AG_AFR_CLOTHES_02b

EAST EUROPE

U_CAF_AG_EEUR_FATIGUES_01

U_CAF_AG_EEUR_FATIGUES_01a

U_CAF_AG_EEUR_FATIGUES_02

U_CAF_AG_EEUR_FATIGUES_02a

U_CAF_AG_EEUR_FATIGUES_03

U_CAF_AG_EEUR_FATIGUES_03a

U_CAF_AG_EEUR_FATIGUES_03b

U_CAF_AG_EEUR_FATIGUES_03c

HEAD GEAR:

AFRICANS:

H_AG_BANDANNA_01

H_AG_BANDANNA_02

H_AG_BANDANNA_03

H_AG_BANDANNA_04

MIDDLE EAST:

H_CAF_AG_TURBAN

H_CAF_AG_PAKTOL

H_CAF_AG_PAKTOL_01

H_CAF_AG_PAKTOL_02

H_CAF_AG_PAKTOL_03

H_CAF_AG_WRAP

EAST EUROPE:

H_CAF_AG_FUR

H_CAF_AG_FUR2

H_CAF_AG_BEANIE

H_CAF_AG_BOONIE_01

H_CAF_AG_BOONIE_02

==============================================================

WEAPONS

CAF_AK47

- CAF_30RND_762x39_AK

CAF_AK74

CAF_AK74GL

- CAF_30RND_545x39_AK

CAF_PKM

- CAF_100RND_762x54_PKM

CAF_RPG7

- AT - CAF_PG7V

- HE - CAF_OG7

CAF_RPK74

- CAF_75RND_545x39_RPK

CAF_STRELA

- CAF_AA_ROCKET

CAF_SVD

- CAF_10RND_762X54_SVD

:P

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all of that is also provided in a text file in the addon once installed

So stop asking FFS

also caf_ag_faction is wrong (thats the cfgPatches designation for the .pbo), it's caf_ag_me_t or _civ, caf_ag_afr_p or _civ, caf_ag_eeur_r

kinda like it says on the first post of this thread.

arma32014-03-0617-21-58-41_zpsf95b6fb0.jpg

---------- Post added at 01:59 AM ---------- Previous post was at 12:19 AM ----------

So yes, it looks like the latest update broke the pack. I'm stopping all forward progress to go back and fix something that was working fine... again....

Edited by Ohally

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Ohally, I really appreciate your work with this pack. Its the bad guys I have been waiting for for too long... Thanks again.

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Thank you for fixing this issue Ohally. Out of curiosity are you able to explain what happened with the update that broke the mod, when you get a spare minute?

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Fantastic mod man. Any chance of Zeus support?

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Have the faction classnames been changed in the latest update? I can't find "caf_ag_me_t" (as suggested in your first post) in the config viewer but I can find "caf_ag_faction_me_t".

Which should we use?

nobody reads anymore it seems ...... :(

quote page 27 of this thread ......

all of that is also provided in a text file in the addon once installed

...

kinda like it says on the first post of this thread.

I checked the "class_lists" text file in the addon and it only shows classnames for units and weapons but not the factions themselves (the only other text file provided is a list of credits).

I'm aware of what the first post says, as am I aware of the class list on page 27, but when I checked the faction classes in the config viewer (as I said) I thought there may have been a change to the classnames in the latest update which had not been updated on the first post. It's an understandable mistake.

also caf_ag_faction is wrong (thats the cfgPatches designation for the .pbo), it's caf_ag_me_t or _civ, caf_ag_afr_p or _civ, caf_ag_eeur_r"

This answers my question, and that was all I was asking. Thanks.

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does anyone know if the recent hot fix, corrected the issues with aggressors not shooing back?

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does anyone know if the recent hot fix, corrected the issues with aggressors not shooing back?

They shoot at ME just fine! But I've never had a problem with them not shooting. Seem to work quite well in ALiVE too (profiles shooting at other profiles). They use grenades, RPGs and the Strela too. A3 Stable 1.12xxxx (latest) with latest ALiVE and latest CAF_AG, all through PWS.

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always worked on our server... not sure what other people were seeing.?

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does anyone know if the recent hot fix, corrected the issues with aggressors not shooing back?

Honostly having a hard time telling. Some will shoot back and other will walk in circles. Ive been testing this over the past couple days. I dont think this is fixed, or they have turned the difficulty to 0 even when its raised to its highest value.

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does anyone know if the recent hot fix, corrected the issues with aggressors not shooing back?

Its hard to say, I've been killed plenty of times so for the most part they are fine but I notice they do like to lay in the grass at first sign of contact and hide. They do love to shoot GLs at me with great accuracy, I just wish they tried to use their RPGs on infantry more often.

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Due to recent updates on the AI some issues may arise with their reaction to contact as well as the ranges they will engage with certain weapons systems, this is an incredibly dynamic issue and it is going to take time to properly test to confirm as well as sorting them. in most cases the AI is still effective but individual cases may vary so please be patient as fixes are released

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does anyone know if the recent hot fix, corrected the issues with aggressors not shooing back?

No the hotfix did not.

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I haven't had any issues on my dedi.

What else are you running?

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ALiVE. I've tried them with and without ASR and bcombat AI scripts too on dedicated and the Aggressors act very differently from vanilla OPF_F and even the Russians addon in all my tests using the same AISkill settings for said factions, they don't seem to want to engage, fire back at ranges above 100 metres and their aim and reactions are slowed. They seem to have no issues throwing grenades at any opportunity however.

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Jman;2642814']ALiVE. I've tried them with and without ASR and bcombat AI scripts too on dedicated and the Aggressors act very differently from vanilla OPF_F and even the Russians addon in all my tests using the same AISkill settings for said factions' date=' they don't seem to want to engage, fire back at ranges above 100 metres and their aim and reactions are slowed. They seem to have no issues throwing grenades at any opportunity however.[/quote']

they Machinegun grenades to be exact xD

also they have a weird habit of shooting RPGs at jets....i seen one take down 2 buzzards

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they Machinegun grenades to be exact xD

also they have a weird habit of shooting RPGs at jets....i seen one take down 2 buzzards

those are strelka AA rockets....... there is a random chance depending on faction for them to have them. it's roughly 1 in 100 for eeur_r and 1 in 200 for me_t 0 chance for afr_p

I've been using them with alive and had no issues, however this looks like because we config the weapons properly to real life values and performance for them. The recent A3 update changed the way the AI determine their actions. Not going into to much detail, if you want to know more read it yourself, but the issue is know. We are trouble shooting and testing at this time. In the mean time I recommend using custom skills with ALIVE and setting spot distance to max (i think it's "1") this should force them to engage at further distances.

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Due to recent updates on the AI some issues may arise with their reaction to contact as well as the ranges they will engage with certain weapons systems, this is an incredibly dynamic issue and it is going to take time to properly test to confirm as well as sorting them. in most cases the AI is still effective but individual cases may vary so please be patient as fixes are released

I think it's unrelated to mods, I have also seen enemies not engaging, go prone, aim at me, but not shooting... http://forums.bistudio.com/showthread.php?174519-AI-not-attacking-enemy-at-all

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all of that is also provided in a text file in the addon once installed(...)

Not to nitpick, simply to bring your attentoin onto a trivial oversight, units classname aren't mentionned in the text file.

AGGRESSORS CLASS LISTS

MIDDLE EAST:

U_CAF_AG_ME_ROBES_01

U_CAF_AG_ME_ROBES_01a

U_CAF_AG_ME_ROBES_01b

U_CAF_AG_ME_ROBES_01c

U_CAF_AG_ME_ROBES_01d

U_CAF_AG_ME_ROBES_02

U_CAF_AG_ME_ROBES_02a

U_CAF_AG_ME_ROBES_02b

U_CAF_AG_ME_ROBES_02c

U_CAF_AG_ME_ROBES_02d

U_CAF_AG_ME_ROBES_03

U_CAF_AG_ME_ROBES_03a

U_CAF_AG_ME_ROBES_03b

U_CAF_AG_ME_ROBES_03c

U_CAF_AG_ME_ROBES_03d

U_CAF_AG_ME_ROBES_04

U_CAF_AG_ME_ROBES_04a

U_CAF_AG_ME_ROBES_04b

U_CAF_AG_ME_ROBES_04c

U_CAF_AG_ME_ROBES_04d

U_CAF_AG_ME_ROBES_mil_01

U_CAF_AG_ME_ROBES_mil_01a

U_CAF_AG_ME_FATIGUES_01

U_CAF_AG_ME_FATIGUES_01a

U_CAF_AG_ME_FATIGUES_01b

U_CAF_AG_ME_FATIGUES_01c

U_CAF_AG_ME_FATIGUES_01d

AFRICA

U_CAF_AG_AFR_CLOTHES_01

U_CAF_AG_AFR_CLOTHES_01a

U_CAF_AG_AFR_CLOTHES_01b

U_CAF_AG_AFR_CLOTHES_01c

U_CAF_AG_AFR_CLOTHES_01d

U_CAF_AG_AFR_CLOTHES_01e

U_CAF_AG_AFR_CLOTHES_02

U_CAF_AG_AFR_CLOTHES_02a

U_CAF_AG_AFR_CLOTHES_02b

EAST EUROPE

U_CAF_AG_EEUR_FATIGUES_01

U_CAF_AG_EEUR_FATIGUES_01a

U_CAF_AG_EEUR_FATIGUES_02

U_CAF_AG_EEUR_FATIGUES_02a

U_CAF_AG_EEUR_FATIGUES_03

U_CAF_AG_EEUR_FATIGUES_03a

U_CAF_AG_EEUR_FATIGUES_03b

U_CAF_AG_EEUR_FATIGUES_03c

HEAD GEAR:

AFRICANS:

H_AG_BANDANNA_01

H_AG_BANDANNA_02

H_AG_BANDANNA_03

H_AG_BANDANNA_04

MIDDLE EAST:

H_CAF_AG_TURBAN

H_CAF_AG_PAKTOL

H_CAF_AG_PAKTOL_01

H_CAF_AG_PAKTOL_02

H_CAF_AG_PAKTOL_03

H_CAF_AG_WRAP

EAST EUROPE:

H_CAF_AG_FUR

H_CAF_AG_FUR2

H_CAF_AG_BEANIE

H_CAF_AG_BOONIE_01

H_CAF_AG_BOONIE_02

WEAPONS:

CAF_AK47

- CAF_30RND_762x39_AK

CAF_AK74

CAF_AK74GL

- CAF_30RND_545x39_AK

CAF_PKM

- CAF_100RND_762x54_PKM

CAF_RPG7

- AT - CAF_PG7V

- HE - CAF_OG7

CAF_RPK74

- CAF_75RND_545x39_RPK

CAF_STRELA

- CAF_AA_ROCKET

CAF_SVD

- CAF_10RND_762X54_SVD

KUTG!

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Will you be looking at getting these units working with Zeus? I've tried syncing them with the addons module like I would with other units however it does not work. I'm not sure on the exact reason. I think Moricky has mentioned something that not all mods are configured properly to work with Zeus and we would need to ask the mod creators. Any info would be great! Cheers!

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Will you be looking at getting these units working with Zeus? I've tried syncing them with the addons module like I would with other units however it does not work. I'm not sure on the exact reason. I think Moricky has mentioned something that not all mods are configured properly to work with Zeus and we would need to ask the mod creators. Any info would be great! Cheers!

not likely

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Hey guys,

Nice work on CAF and CAF_AG. We are using them in all our custom mission at [R22R]! Fantastic work!!!

I would like to make a scenario using your african somali pirates faction... but there is no large size walkable freighter that we could use has a CQB location in the game and addon. I was wondering if this is something that you might had planned? I know that the ship wouldnt be moving at all but at least we would get a location. Something with a lot of containers, Engine room, Kitchen, Dormroom, Main Deck. etc. Captain Philips type of ship & scenario.

Anyway! Keep up the good work!

[R22R]Sdt.Sillyflip

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can we make them speak no english somehow?

sorry if this has already been asked, couldnt find in search..

i really like this addon, thank you very much:yay:

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Hi,

Nice work with your mod, i think it is necessary.

I have only a suggestion, in massi mod African Conflict. Rebel haves a ZAMAK or KAMAZ painted as civilian, i think this is necessary to make enemy convoys of Middle Eastern faction. At really in Afghanistan ISAF contract local drivers with his KAMAZ, URAL and mercedes trucks. I think thats too easy because you only retexture KAMAZ and add to this Faction.

This is a spanish convoy on qala i naw, and you can see that vehicles.

h4u9ZNs.jpg?1

I think ZAMAK is more realistic than IVECO truck.

Thanks for your mod and know that is basical in all missions that i edit.

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Hey guys,

Nice work on CAF and CAF_AG. We are using them in all our custom mission at [R22R]! Fantastic work!!!

I would like to make a scenario using your african somali pirates faction... but there is no large size walkable freighter that we could use has a CQB location in the game and addon. I was wondering if this is something that you might had planned? I know that the ship wouldnt be moving at all but at least we would get a location. Something with a lot of containers, Engine room, Kitchen, Dormroom, Main Deck. etc. Captain Philips type of ship & scenario.

Anyway! Keep up the good work!

[R22R]Sdt.Sillyflip

Could you not use one of Gnat's excellent ship models ?

isolda2.jpg

I assume they would work with AiA ?

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