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Thanks everyone for your kind remarks!

Here's another change I forgot to mention in the changelog:

  • Added feature: If the medic and the patient are in vehicle, they will disembark, get healed up and then board their vehicles!

 

@john1

Thank you for your reply. Unfortunately some parts of your comment is kind of vague to me:

What is Precise Landing exactly? If you mean make landing more accurate, the reason for the inaccuracy is that the choppers try to find an empty position on the mark, so they may not always land exactly where you tell them to.

Also, if by "adding helos placed on map automatically" you mean creating helos, that would be cheating and against the mission maker's intent. If that's what you mean and you would like to have any vehicle of your choice in your missions, I suggest you try this mod (Support Call): http://www.armaholic.com/page.php?id=18757

As for your third request, even though I love to see that feature in a mod, I can't implement it because this mod is a squad-level command menu, while the feature you request is a high-command feature. Although you might be able to use CAS choppers in your mission if you create a HC group and then order them to loiter (or guard) a waypoint using AIC: http://www.armaholic.com/page.php?id=30999

 

 

@x_DarkSpecter_x
Thanks!

 

ACE Medical is another feature that I should probably add, because it's a popular mod. At the moment, I'm not quite familiar with ACE commands, so I'll put it on the future plans list and add it later.

 

Adding support for automatic healing is useful. However, note that just like how you hate having to actually tell your units to heal themselves, some people like me appreciate it! I have tried addons that add support for automatic healing, and it's not pretty! Sometimes in the midst of battle you see one of your guys start patching himself up when you need them the most.

But I probably should add something like "Check Status" to show you a list of AI that need attending and their HP.

 

@Jnr4817
Thank you for your reply.

It seems to be a useful feature, even though slightly belonging to the " HC Column". I'll take it into consideration!
Anyway, similar features exist in other mods! You can disband units and join them using AIC (Advanced AI Command) :http://www.armaholic.com/page.php?id=30999

Alternatively, to create HC groups using your own units, you can try this (High command converter, HCC): http://www.armaholic.com/page.php?id=29744

There's also this mod that does exactly what you want: http://www.armaholic.com/page.php?id=23456

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New feature added:

Taxi Aircraft (WIP): You can now order your units to Taxi their aircraft to the desired location. There are two modes: 1.Automatic: Simply select a position from the map and the plane will automatically taxi there! 2.Select Positions: Select multiple positions from the map and the plane will pass through those positions! Close the map when done to execute the command. The feature is added to the "Vehicle Commands" sub-menu.

This feature is now incorporated into the "Resupply" script!

Note: This feature is not complete yet, and the plane motion may look a bit weird!
Also, the only way to stop the process is by selecting "Cancel" from this menu!

 

Updated:

https://www.dropbox.com/s/cyq6jdo1lfrojf8/%40AIO_AIMenu .rar?dl=0

V0.80 (Beta) (10/12/2017, 11:10 PM, UTC):

  • Added Taxi Aircraft (WIP): You can now order your units to Taxi their aircraft to the desired location. There are two modes: :Automatic and Select Positions. See the BI Forums post for more detail.
  • Aircraft now taxi to the resupply vehicle.
  • Cursor icon now changes for every item in the menu that requires you to aim at a location.
  • Small fixes to the Fortify Position feature.
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3 hours ago, Leopard20 said:

New feature added:

Taxi Aircraft (WIP): You can now order your units to Taxi their aircraft to the desired location. There are two modes: 1.Automatic: Simply select a position from the map and the plane will automatically taxi there! 2.Select Positions: Select multiple positions from the map and the plane will pass through those positions! Close the map when done to execute the command. The feature is added to the "Vehicle Commands" sub-menu.

This feature is now incorporated into the "Resupply" script!

Note: This feature is not complete yet, and the plane motion may look a bit weird!
Also, the only way to stop the process is by selecting "Cancel" from this menu!

 

Updated:

https://www.dropbox.com/s/cyq6jdo1lfrojf8/%40AIO_AIMenu .rar?dl=0

V0.80 (Beta) (10/12/2017, 11:10 PM, UTC):

  • Added Taxi Aircraft (WIP): You can now order your units to Taxi their aircraft to the desired location. There are two modes: :Automatic and Select Positions. See the BI Forums post for more detail.
  • Aircraft now taxi to the resupply vehicle.
  • Cursor icon now changes for every item in the menu that requires you to aim at a location.
  • Small fixes to the Fortify Position feature.

 

Love the idea of this. Does it work with High Command vehicles? Also do your other aircraft commands work with High Command? I tried to make it work but was unsuccessful but I thought maybe I was missing something. 

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31 minutes ago, x_DarkSpecter_x said:

Love the idea of this. Does it work with High Command vehicles? Also do your other aircraft commands work with High Command? I tried to make it work but was unsuccessful but I thought maybe I was missing something. 

Unfortunately, I have not added support for High Command yet. All scripts are written with squad command primarily in mind. But maybe I'll add it later.

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For sure man! No worries if you don't, I know I've been bombarding you with requests haha (and so far you've made all my Arma dreams come true so thank you!!). And I guess I forgot to reply to your last post about the automatic healing, and I see your point. The AI are generally pretty dumb and I can definitely see them starting a heal process at the worst time lol. In your healing system, when you click "safe" instead of "combat" they're supposed to heal themselves and each other after they're out of danger mode correct? Just making sure I'm using it right. 

 

But seriously man, thanks for all your hard work!! You're doing an awesome job!!

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10 hours ago, x_DarkSpecter_x said:

In your healing system, when you click "safe" instead of "combat" they're supposed to heal themselves and each other after they're out of danger mode correct? Just making sure I'm using it right. 

No, it means it's "safe" to heal each other! Safe mode makes units stop even before the medic reaches them to make sure the medic does his job quickly without units running around all the time! (although I think it's better to make them move towards the medic instead of making them wait). Stopping units makes them vulnerable, so it should indeed be used when you're safe!

Combat mode only slows them down to make sure they can still move around. If their combat mode is also "Combat", they will try to take cover.
BTW, if you see they don't change their stance, you can use the "Refresh" command I have designated in the "Set ROE" sub-menu (it used to be called "Set Behavior", that's why it's still there!) Other things it does: 1.If some part of AI behavior is disabled (I use it in some parts of my scripts), it re-enables them. 2.It also restores the player's "current command" to nothing. "Current Command" is what you see below the unit's icon in the bottom left corner (e.g when you order them to move, it says "MOVE") If it's anything other than empty for the player, your squad won't listen to you anymore! 3.Another thing it does is remove the "fire on my lead" event-handler, in case you change your mind!

I can't believe I forgot to add it to the main post! Adding it now...

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Something I forgot to say: You need to make sure the path is obstacle-free for taxiing, otherwise the plane will be blown up as it tries to pass right through the object! (I'll add a quick obstacle-check in the next release)

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2 hours ago, Leopard20 said:

No, it means it's "safe" to heal each other! Safe mode makes units stop even before the medic reaches them to make sure the medic does his job quickly without units running around all the time! (although I think it's better to make them move towards the medic instead of making them wait). Stopping units makes them vulnerable, so it should indeed be used when you're safe!

Combat mode only slows them down to make sure they can still move around. If their combat mode is also "Combat", they will try to take cover.
BTW, if you see they don't change their stance, you can use the "Refresh" command I have designated in the "Set ROE" sub-menu (it used to be called "Set Behavior", that's why it's still there!) Other things it does: 1.If some part of AI behavior is disabled (I use it in some parts of my scripts), it re-enables them. 2.It also restores the player's "current command" to nothing. "Current Command" is what you see below the unit's icon in the bottom left corner (e.g when you order them to move, it says "MOVE") If it's anything other than empty for the player, your squad won't listen to you anymore! 3.Another thing it does is remove the "fire on my lead" event-handler, in case you change your mind!

I can't believe I forgot to add it to the main post! Adding it now...

 

 

Thank you so much, that clears a lot of things up! Can't wait to try this out now!

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Updated:

https://www.dropbox.com/s/cyq6jdo1lfrojf8/%40AIO_AIMenu .rar?dl=0
 

V0.85 (Beta) (10/22/2017, 2:12 AM UTC):

  • Added an obstacle-check to the taxi function. Now the aircraft "skip" the obstacles.
  • Added option to the resupply sub-menu: Select From Map.
  • Aircraft now taxi to the nearest hangar when they land (thanks to @mad_cheese for his help!)
  • Fixed a bug in the resupply script where the aircraft wouldn't get their emptied-fuel back when the process was canceled.
  • Fixes to Fire On My Lead: The player doesn't use the radio now to make units fire instantly. Also, only the units that were ordered to fire on your lead open fire; the rest remain unchanged.
  • Slight Improvement to the aircraft path finding when they taxi.


There could be other changes too. I can't remember! :wink_o:

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Been away for awhile... great to see this extension. Keep up the great work!!

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@foxhound
Hi!
Can I ask for a favor?

When you update the mod on Armaholic, could you please update the post article as well? It's kinda old!

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very respectable effort mate!

 

as i am no longer playing, its not easy to grasp the feature set just from reading summary comprehensively - so please dont mind if the following ideas are already integrated:

* working support call for repair/refuel/reammo for vehicles

* i guess similar could be done for medic vehicle or chopper (medical support or evac)

* ability to set careless mode: https://community.bistudio.com/wiki/setBehaviour

* make your group "ignore" (forget) a target: https://community.bistudio.com/wiki/forgetTarget

* custom reveal (the engine one became wonky): https://community.bistudio.com/wiki/reveal

* make unit to surrender: https://community.bistudio.com/wiki/setCaptive

* give ability to adjust https://community.bistudio.com/wiki/setConvoySeparationhttps://community.bistudio.com/wiki/forceFollowRoadhttps://community.bistudio.com/wiki/limitSpeed

* tell AI in a car to do specific maneuver via https://community.bistudio.com/wiki/setDriveOnPath

* tell AI to findCover: https://community.bistudio.com/wiki/BIS_fnc_findSafePos

* become or give away group leadership: https://community.bistudio.com/wiki/setLeader

* remove suppression somewhat (temporary?) via orders: https://community.bistudio.com/wiki/setSuppression

* maybe useful: https://community.bistudio.com/wiki/setFormDir

 

i hope you find these ideas at least somewhat inspiring

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@.kju
Thanks!
These are already included:

* working support call for repair/refuel/reammo for vehicles

* ability to set careless mode

* give ability to adjust (partly)

* tell AI to findCover
 

As for the rest, they do sound like cool ideas! Thanks for the suggestion.

 

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Updated:

https://www.dropbox.com/s/cyq6jdo1lfrojf8/%40AIO_AIMenu .rar?dl=0

 

V0.88 (Beta) (10/24/2017, 8:54 PM UTC):

  • Added new option to the main menu: Add/Refresh Zeus. You can now make yourself the game master! This option is invisible by default. To make it visible, in your ARMA 3 installation folder go to userconfig>AIO_AIMENU>AIO_AIMENU.hpp and change "AIO_Zeus_Enabled = 0" to "AIO_Zeus_Enabled = 1". You can only edit/add units from your side, plus empty objects and modules.
  • Fixed the "Take Weapon" sub-menu not spawning correctly.

 

Known Issues:
In the Zeus interface, only vanilla units are shown in the Objects (i.e single units) tab (Groups are OK however). Also, non-vanilla enemy units such as RHS units can be spawned via the Groups tab. Will fix it soon.

 

WARNING: The "Add/Refresh Zeus" option removes all previously created Curator (i.e Game Master) modules that are linked to the player. Use with caution!

You don't have much to worry about in ordinary missions. However, if a mission relies upon a Curator module to work properly, this could cause some issues. Though I haven't seen such missions yet! (except the showcase mission "Zeus")

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Note: The Zeus feature is a personal preference of mine (because I play some MP missions locally, such as Combat Patrol missions and Liberation Altis). If you don't like it, I could remove it from the public release.

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Is there a way to tell ai to turn on IR lasers without them being in combat mode? Could be useful for them to do it while in stealth mode also-for taking out sentries etc.

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Finally got a chance to load it up!

I always wanted to go back and fix this and had a few things i liked working... but you brought it back!

I love this menu system for it's simplicity and prefer the CBA keybinding system.

 

Great job man!

Cheers to you and WW for what I consider an essential addition.

 

1 hour ago, ineptaphid said:

Is there a way to tell ai to turn on IR lasers without them being in combat mode? Could be useful for them to do it while in stealth mode also-for taking out sentries etc.

 

Isnt that hardcoded? I seem to remember that being an ? since alpha...

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35 minutes ago, cosmic10r said:

 

Isnt that hardcoded? I seem to remember that being an ? since alpha...

You may be right-when using " group player enableIRLasers true;  "  in debug, it also only works in combat mode.

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6 hours ago, ineptaphid said:

Is there a way to tell ai to turn on IR lasers without them being in combat mode? Could be useful for them to do it while in stealth mode also-for taking out sentries etc.

As @cosmic10r said it's hard-coded into the AI behavior and therefore it's not possible. Sorry.

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Here`s a somewhat stupid Q: Where does the Config go? C:arma 3 or will it work if I place it in a file and auto-import it?  thanks for a great mod.

 

One more thing : Could we get to recruit some units? and add a feature that add a Cas-module to every helo and arty unit we place?  And a Cas-Requester that attaches to the Team Leader of all groups and that we can add options of when they will call helo-extrations after a % of deaths.Or some arty to defend positions.

 

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12 hours ago, john1 said:

Here`s a somewhat stupid Q: Where does the Config go? C:arma 3 or will it work if I place it in a file and auto-import it?

Just go to your ARMA installation folder (if you see the exe files and the "addon" folder you're in the right place!), open the archive, then drag and drop both the "@AIO_AIMenu" and the "userconfig" folders in the ARMA installation folder.  That's all there is to it!

To make sure the config works, either 1.run the Launcher, go to Parameters>All Paramters (tab) then check "Enable file-patching" or, 2. if you don't use the launcher for running the game, use the game shortcut and add the -filepatching parameter to the command line.

 

12 hours ago, john1 said:

One more thing : Could we get to recruit some units? and add a feature that add a Cas-module to every helo and arty unit we place?  And a Cas-Requester that attaches to the Team Leader of all groups and that we can add options of when they will call helo-extrations after a % of deaths.Or some arty to defend positions.

Even though I dismissed your suggestion before, recently I've been thinking about adding some high command features to my mod (the Zeus feature is my first attempt at that). I can't make any promises at this point, but I'll try to add some necessary stuff (like dismissing units and recruiting them). Maybe even the CAS feature!

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Here comes another update packed with new features:

- High Command Mode (WIP): Manage your squad on a High Command level! When you switch to high command (default "Ctrl+Space"), this menu is shown instead of the regular squad-level menu (needless to say both use the same keybinding - default "Y"). Here is a list of features in this menu:

      - Dismiss Units: If you don't like some of your units anymore, just give them the boot! Simply select units one by one by pressing "Space". Units that are already kicked out turn gray.

      - Recruit Units: You can now add units from other groups to your group. You can pick the units from the menu, choose the cursor target (20 m) or team up with nearby (100 m) diminished groups (less than two men in squad). Note that choosing the cursor target will recruit all units in a vehicle. The rest of options only allow you to recruit infantry units.

     - Create Support Group: Create a support group from your squad. You have 5 options. After selecting each option, you will be guided to the "Unit Selection Menu". Each menu has some limitations. Here is a more detailed description:

  1. Artillery: Create an artillery support squad from a.Your already existing artillery units (e.g M4 sandstorm and MK6 Mortar) b. Two units that have dismantled parts of a mortar on them to make them create one for you! Units that have no "supported" backpack or vehicle will be greyed out for ease of selection. You can also see their vehicle/backpack next to their names.
  2. CAS (Helicopter Attack): Only helicopters with gunner and FFV are supported.
  3. CAS (Bombing Run): Only planes are supported.
  4. Transport: Helicopters with more than one free seat are supported.
  5. Infantry Squad: This squad will be shown in your High Command Bar. No limitations in this case.

       Once you have selected the units,  select the "Done" option at the bottom to continue.
       Note: In this release, you can only add one vehicle to a support squad at one time. The rest of the units will return to your squad (e.g if you have two mortars in your squad and you select all your units for the artillery support, only one will be added). You can add those leftover units by repeating the process. (basically you need to select only 1 unit - the one with vehicle - except if you want them to create a mortar using their backpacks)

      -  Select Group Leader: It's obvious what this does!

     There are also three contingency options:

  1. Restore dismissed units: If you mistakenly dismiss a unit, use this option to return him back to your squad.
  2. Restore Recruited units: Make recruited units return to their previous squads.
  3. Remove Support Groups: You can also remove the Support Squads and make them rejoin your squad using this option.

  You can clear the saved dismissed, recruited and support units using the "Clear Memory" option. (useful if you don't want certain units to return to your squad when you select the "restore" options)

 

Updated:
https://www.dropbox.com/s/cyq6jdo1lfrojf8/%40AIO_AIMenu .rar?dl=0

v0.95 (Beta) (10/26/2017, 7:36 PM UTC):

  • Added High Command Mode. Manage your squad on a High Command level! When you switch to high command (default "Ctrl+Space"), this menu is shown instead of the regular squad-level menu (needless to say both use the same keybinding - default "Y"). You can dismiss units, recruit units, create support groups (5 types: Artillery, CAS (Helicopter Attack), CAS (Bombing Run), Transport and Infantry), and also restore dismissed/recruited units in case you make a mistake! See the BI Forums post for more detail.
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