sahsa2882 0 Posted December 10, 2015 This isn't FOA's fault, after update 1.54 armor values have been changed. This http://www.armaholic.com/page.php?id=29900should fix RHS issue, also make sure to update Massi units. In May 2015. I refused FOA of this problem. Disables FOA and cymbals no.suspicion of mods ace 3.maybe I'm wrong. asr_ai 3, vcom, kombat - children compared to this))) and plates simply trouble, not a game.. By the way, we play another 1.52. Share this post Link to post Share on other sites
mikey74 179 Posted December 10, 2015 In May 2015. I refused FOA of this problem. Disables FOA and cymbals no.suspicion of mods ace 3.maybe I'm wrong. asr_ai 3, vcom, kombat - children compared to this))) and plates simply trouble, not a game.. By the way, we play another 1.52. Yup We know what the problem is. We are working on a fix. Not sure I can fix it. May have to remove suppressive fire all together. :/ But it is in the suppressive fire script. Share this post Link to post Share on other sites
sahsa2882 0 Posted December 10, 2015 Yup We know what the problem is. We are working on a fix. Not sure I can fix it. May have to remove suppressive fire all together. :/ But it is in the suppressive fire script. Thanks for answers! Making sure all the problems. you have a smart head, so it will be a success! Thank you! Greetings from Russia))) Share this post Link to post Share on other sites
cosmic10r 2331 Posted December 10, 2015 Yup We know what the problem is. We are working on a fix. Not sure I can fix it. May have to remove suppressive fire all together. :/ But it is in the suppressive fire script. Thanks for answers! Making sure all the problems. you have a smart head, so it will be a success! Thank you! Greetings from Russia)))We will find a way... suppressive fire will be removed from my cold, snow encrusted hands ;) 1 Share this post Link to post Share on other sites
ljcampos 3 Posted December 22, 2015 Do the ai still go prone to much and to long in the testing phase? Its the only reason why im still using bcombat Share this post Link to post Share on other sites
mikey74 179 Posted December 22, 2015 They only go prone when shot at or severely routed. Its calculated by each shot that goes by them. In Newest version they will get up to run for cover if cover is available, and time in prone is reduced. 1 Share this post Link to post Share on other sites
ljcampos 3 Posted December 23, 2015 nice good to hear the newest version run for cover when available. Guess i'll wait for the new version to be released Share this post Link to post Share on other sites
mikey74 179 Posted December 23, 2015 if they are still suspect to shooter they will crawl to cover. Share this post Link to post Share on other sites
ljcampos 3 Posted December 23, 2015 Can this be played with vcom ai? Because vcom ai actually uses EOD and Machineguns in backpack Share this post Link to post Share on other sites
cosmic10r 2331 Posted December 23, 2015 Do the ai still go prone to much and to long in the testing phase? Its the only reason why im still using bcombat nice good to hear the newest version run for cover when available. Guess i'll wait for the new version to be released They are definitely not stuck in prone. Still testin tho. Hi mikey,my English is bad, so I am writing you in translate.google.ru...Very we love your work, which makes the bot is much more aggressive and better at fighting.. dangerous opponents in the game is good .. But there is a problem - plates for the shooting in the game. they can injure and destroy the equipment. I am afraid that through an interpreter will be poorly understood ...Just watch the video https://youtu.be/QBQ-wODhFZ4. tell me how to solve the problem !? our mods - RHS,ACE3,MCC SANDBOX,TFAR,NATO SF and Russian Spetsnaz by Massi. ÑпаÑибо! Oh and the shadows are gone :) 1 Share this post Link to post Share on other sites
kremator 1065 Posted December 23, 2015 Shame to see that soldier dancing outside the doorway :( Share this post Link to post Share on other sites
cosmic10r 2331 Posted December 23, 2015 Shame to see that soldier dancing outside the doorway :( hmm have a look at 1:25. I think this is what you are referencing? Share this post Link to post Share on other sites
kremator 1065 Posted December 23, 2015 Was referring to the FoA Dec22 video around 1:47. You see a soldier trying repeatedly to get into cover. Problem with the FSM ? BTW cosmic .. what sound mods are you using ? Sounds great. Share this post Link to post Share on other sites
cosmic10r 2331 Posted December 23, 2015 Was referring to the FoA Dec22 video around 1:47. You see a soldier trying repeatedly to get into cover. Problem with the FSM ? BTW cosmic .. what sound mods are you using ? Sounds great. nope... related to the video I just posted... Mikey is convinced its an engine problem... Im not so sure.. but the second video is bcombat. So either it IS an engine problem or an issue with the buildings. Since the Ai seem to get stuck in a loop and twitch. Its bizarre. LAxemanns DynaSound for the win ;) Share this post Link to post Share on other sites
ljcampos 3 Posted December 24, 2015 nope... related to the video I just posted... Mikey is convinced its an engine problem... Im not so sure.. but the second video is bcombat. So either it IS an engine problem or an issue with the buildings. Since the Ai seem to get stuck in a loop and twitch. Its bizarre. LAxemanns DynaSound for the win ;) I think it's the building, because i also saw this in Asr, vcom and bcombat mostly happens in map pack. I'm not sure if I seen this problem in altis Share this post Link to post Share on other sites
kremator 1065 Posted December 25, 2015 Would it be possible to get this to work without using -filepatching ? Share this post Link to post Share on other sites
cosmic10r 2331 Posted December 26, 2015 Would it be possible to get this to work without using -filepatching ? Ok... so Mikey tells me the userconfig is there but will use default settings if filepatching isnt enabled. I think it's the building, because i also saw this in Asr, vcom and bcombat mostly happens in map pack. I'm not sure if I seen this problem in altis Thanks for the info. I was going to test the others to see but that saves me the time. Between the building clipping etc I have moved the default test to Altis. There was also some building clipping issues on the corner on the building across from the gas station too. Share this post Link to post Share on other sites
kremator 1065 Posted December 26, 2015 The reason I ask about filepatching is that some servers definately don't like it. I think ASR_AI guys had same problem but were able to sort it for 1.54. Share this post Link to post Share on other sites
fidai 12 Posted December 26, 2015 Am having serious lag with MCC and Zeus when i use your mod, when i disable all goes normal. This happens in all missions i have so far. Share this post Link to post Share on other sites
sttosin 67 Posted December 26, 2015 Am having serious lag with MCC and Zeus when i use your mod, when i disable all goes normal. This happens in all missions i have so far.Is it the same result if you test the mission with just FOA and Zeus? Share this post Link to post Share on other sites
cosmic10r 2331 Posted December 27, 2015 The reason I ask about filepatching is that some servers definately don't like it. I think ASR_AI guys had same problem but were able to sort it for 1.54. Thanks for the heads up. We are getting close to throwing it up on the server for testing. We will see how that goes lol Am having serious lag with MCC and Zeus when i use your mod, when i disable all goes normal. This happens in all missions i have so far. Im gonna take a look at MCC today. I can't guarantee I will be able to figure it out but I will certainly try. Share this post Link to post Share on other sites
ljcampos 3 Posted January 16, 2016 So how's the mod status? Share this post Link to post Share on other sites
mikey74 179 Posted January 17, 2016 een working a lot of hours. not much. Lets see if I can remember. added modules pbo has garrison patrol support exclude hold new ai respawn working 100% sp respawn needs work FOA pbo Rewrote arty script suppressing script LOS script fsm for morale and underfire fsm for moving into positions I'm hoping maybe in close future we will have a good release candidate. 2 Share this post Link to post Share on other sites
Incontinentia 339 Posted January 17, 2016 Looking forward to the update! Quick question, is there any way to stop FOA assigning waypoints to units in your group? Share this post Link to post Share on other sites