supergruntsb78 67 Posted March 6, 2014 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 Share this post Link to post Share on other sites
ohally 26 Posted March 7, 2014 (edited) 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. ---------- 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 March 7, 2014 by Ohally Share this post Link to post Share on other sites
snowingjimbob 34 Posted March 7, 2014 Ohally, I really appreciate your work with this pack. Its the bad guys I have been waiting for for too long... Thanks again. Share this post Link to post Share on other sites
n_icomach 312 Posted March 7, 2014 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? Share this post Link to post Share on other sites
s3v 1 Posted March 7, 2014 Fantastic mod man. Any chance of Zeus support? Share this post Link to post Share on other sites
Gudsawn 93 Posted March 7, 2014 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. Share this post Link to post Share on other sites
ohally 26 Posted March 8, 2014 does anyone know if the recent hot fix, corrected the issues with aggressors not shooing back? Share this post Link to post Share on other sites
oktyabr 12 Posted March 8, 2014 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. Share this post Link to post Share on other sites
serjames 357 Posted March 9, 2014 always worked on our server... not sure what other people were seeing.? Share this post Link to post Share on other sites
n_icomach 312 Posted March 12, 2014 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. Share this post Link to post Share on other sites
PenguinInATuxedo 18 Posted March 12, 2014 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. Share this post Link to post Share on other sites
ross514 10 Posted March 12, 2014 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 Share this post Link to post Share on other sites
[kh]jman 49 Posted March 12, 2014 does anyone know if the recent hot fix, corrected the issues with aggressors not shooing back? No the hotfix did not. Share this post Link to post Share on other sites
ohally 26 Posted March 12, 2014 I haven't had any issues on my dedi. What else are you running? Share this post Link to post Share on other sites
[kh]jman 49 Posted March 12, 2014 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. Share this post Link to post Share on other sites
LykosMactire 298 Posted March 12, 2014 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 Share this post Link to post Share on other sites
ohally 26 Posted March 12, 2014 they Machinegun grenades to be exact xDalso 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. Share this post Link to post Share on other sites
tortuosit 486 Posted March 13, 2014 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 Share this post Link to post Share on other sites
LoupVrt 14 Posted March 14, 2014 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! Share this post Link to post Share on other sites
oatemeal 10 Posted March 14, 2014 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! Share this post Link to post Share on other sites
ohally 26 Posted March 14, 2014 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 Share this post Link to post Share on other sites
O.Languedoc 67 Posted March 19, 2014 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 Share this post Link to post Share on other sites
endbored 10 Posted March 19, 2014 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: Share this post Link to post Share on other sites
Sanchez Milsim 70 Posted March 19, 2014 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. I think ZAMAK is more realistic than IVECO truck. Thanks for your mod and know that is basical in all missions that i edit. Share this post Link to post Share on other sites
serjames 357 Posted March 19, 2014 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 ? I assume they would work with AiA ? Share this post Link to post Share on other sites