2nd ranger 282 Posted April 7, 2016 No, because you might want them to immediately start suppressing something else and it would be annoying to have to tell them to stop and start again. 1 Share this post Link to post Share on other sites
OMAC 254 Posted April 7, 2016 In case some don't know, another way to order suppressive fire is to select units, hold down Alt, then move cursor to point/target you want to suppress, select if you want to units to watch or suppress using mouse wheel, then click middle mouse button. B) Share this post Link to post Share on other sites
OMAC 254 Posted April 7, 2016 No, because you might want them to immediately start suppressing something else and it would be annoying to have to tell them to stop and start again. Good point. Share this post Link to post Share on other sites
dr. hladik 231 Posted April 7, 2016 Practical Question: Will a Menu 2, option 1 stop the suppression? As in Target Menu, "No target" selection? Or if that wasnt thought about, may I suggest it. This should already work. Share this post Link to post Share on other sites
OMAC 254 Posted April 8, 2016 I think they mentioned that this is in the works. Awesome. Very doubtful then that suppressive fire will make it into 1.58, I suspect. No rush, better to get it right. But it certainly is a feature that I want in stable ASAP! ;) Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 8, 2016 Once we added it to Samo via a keybind, a dedicated cease fire key was extremely handy. I'm not sure you want to go the route of more keybinds but we found the dedicated keys were used much more then the menu, once added... food for thought... 1 Share this post Link to post Share on other sites
R3vo 2654 Posted April 8, 2016 What about changing the functionality of the Hold Fire command. Units which do suppressive fire should Cease Fire Units which are not firing should Hold Fire 2 Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 8, 2016 What about changing the functionality of the Hold Fire command. Units which do suppressive fire should Cease Fire Units which are not firing should Hold Fire Thats a pretty good idea too. I always try to think of worst case scenario and underfire, crawling to a rock, we found the menu was a pain to access and scroll through and a single button really made the whole system easier to access and more useful under duress. and yes StTosin... you were right :P Share this post Link to post Share on other sites
froggyluv 2136 Posted April 12, 2016 Now with the player having the ability to command their subordinates to lay down suppressing fire, will other AI leaders have this ability as well? As it currently stands, the AI is fairly "shoot to kill" at the moment, only firing when they have a strong chance of eventually being able to hit you (with an extra couple of shots once they lose LoS). Letting them suppress the player would make it a lot less clear (and interesting) whether or not the cover you take is safe. Good point. Hoping for lots of AI suppressive fire in the jungles of Tanoa. And yes, it DOES make things more interesting and thrilling if your not sure if the enemy knows exactly where you are or just suspects enemies in a territory and is trying to flush them out. Share this post Link to post Share on other sites
f2k sel 164 Posted April 15, 2016 I think the AI need a little more time before opening suppression as they're spraying bullets into the ground quite close to themselves hitting other units around them sometimes. Share this post Link to post Share on other sites
das attorney 858 Posted April 19, 2016 The script description in debug console states commandSuppressiveFire accepts position or target but I can only get it to work for target. If I group 3 men to me, place truck called truck1 30m in front of me and issue order by script {_x commandSuppressiveFire (getPos truck1)} forEach units group player They all reply "negative" If I use: {_x commandSuppressiveFire truck1} forEach units group player they suppress it. Share this post Link to post Share on other sites
graemeshute 218 Posted April 20, 2016 When I order my AI units to suppress I get a Negative. Maybe one fires and then a small flash of text appears under the unit icons in my Units bar. Share this post Link to post Share on other sites
graemeshute 218 Posted May 5, 2016 I assume dr. hladik, is hard at work still on this...would be nice for all AI to suppress irrespective of weapon. Still have Negative from certain units when ordered to Suppress a position. Share this post Link to post Share on other sites
megagoth1702 252 Posted May 25, 2016 I was leading a 4-man blufor FT. I ordered them to supress something 400m away, none opened fire, although 1-2 of them got into position (went prone, looked at location). Once I spawned enemies there, the AI suppressed when I gave the command. So yeah, position seems buggy, target works. Share this post Link to post Share on other sites
bumgie 49 Posted May 26, 2016 How can this command be used with zeus? If it cannot, it should be added ASAP! Taking control of the squad leader and then ordering to suppress is not possible due to controlling unit not being able to command the squad. This is a Zeus issue. 1 Share this post Link to post Share on other sites
teddymosart1 40 Posted May 28, 2016 If we can get "Gun-Run" as well ,for flying units? Suppress with A-1 from Unsung and other mods. Share this post Link to post Share on other sites
danil-ch 165 Posted May 29, 2016 Ai reports Negative if there is an small obstacle in front it 1 Share this post Link to post Share on other sites
mickeymen 324 Posted June 9, 2016 We received the Suppressive command and is the perfect complement to 1.60! But unfortunately today (v1.60) "Suppressive command" only works for the player. I noticed what any AI-commander never uses it. BIS please teach the AI-commanders under certain conditions to use this ability against player or against the enemy AI. This will make gameplay and AI opponents more interesting and dangerous. Users please support this ticket - https://feedback.bistudio.com/T117528 7 Share this post Link to post Share on other sites
bumgie 49 Posted June 15, 2016 I hope the issues mentioned in this thread get fixed. This functionality is very instrumental in making AI appealing. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 15, 2016 I hope the issue mentioned in this thread get fixed. This functionality is very instrumental in making AI appealing. it will likely not get implemented as very difficult to select when it is appropriate for AI to be suppressing. The default AI is designed as 'jack of all trades', able to assault as well as overwatch. Implementing suppression would inhibit their ability to do other things. The commands are available for community designers to implement it when it is appropriate. Some had an idea from another thread, to link Tactical Ping to AI suppressive fire. If you order your squad to suppress fire, if there is a tactical ping location in line of sight, that they prioritize that over their chosen/assigned targets. Also linking into the 'watch direction' 'commandwatch' would be great. Share this post Link to post Share on other sites
mickeymen 324 Posted June 15, 2016 it will likely not get implemented as very difficult to select when it is appropriate for AI to be suppressing. @mdcclxxvi I dont agree with you. Once, long ago, probably someone thought, that the "suppression" for the player is a difficult task in Arma. But today we have it. AI to use it yourself , we don't need super difficult preconditions. Share this post Link to post Share on other sites
bumgie 49 Posted June 16, 2016 I was referring to the bugs and features that have been mentioned here: 1. Position not working as parameter for commandSuppressiveFire 2. AI reporting negative when small wall in front 3. Zeus not being able to tell AI groups to suppress locations or targets Share this post Link to post Share on other sites
mickeymen 324 Posted June 24, 2016 Several times, after the "Suppression order", I received heavy fire at itself! Note! I was not in the line of fire (between the enemy and my squad) My subordinate AI, just turns towards to me and kills my character! Sometimes I don't understand how it works. Somebody such saw? Probably the AI does not use the current target, and uses only the players cursor? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 13, 2016 AI will suppress even friendly targets. This poses a problem with griefing/trolling as well as being a bit odd. 1 Share this post Link to post Share on other sites
swtx 42 Posted July 15, 2016 I hope this evolves into something like the feature used in VBS 3 :) https://youtu.be/kWF72d3-lWA That would be super sweeeet ! 1 Share this post Link to post Share on other sites