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Are you guys using any AI mods (eg. VCOM, etc) alongside AIO or is it interfering  too much with the control of your own AI units in your squad?

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2 hours ago, rainbow47 said:

Are you guys using any AI mods (eg. VCOM, etc) alongside AIO or is it interfering  too much with the control of your own AI units in your squad?

The problem, in my view, is that the graphic which carries the various command, sometimes doesn't die when it should, especially when loading AI in vehicles.

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Hello! I would like to report some bugs.

 

I don't see any difference in the interface when I enable Use Vanilla Menus. If it's supposed to do what I think it's supposed to do something is not working. An unfortunate bug for me, because the vanilla Scan The Horizon command is a nice option to have. So is the Heal That Soldier command that normally appears in Arma on number key 6 when you select the medic and have wounded soldiers in your squad. I can use the AIO Heal Up command instead but..

 

When I use the AIO Medical system, either auto-medic or by pressing Y -> Infantry Commands -> Heal Up, sometimes the healed units don't resume what they were doing and stay in formation. Tested ordering the medic to heal wounded soldiers with and without AIO, and with vanilla healing they always resume moving to the previously given waypoint. It would be really nice if the vanilla healing option was accessible.

 

And another bug, although it might be just visual, is when units being healed run away from the medic before he finishes healing them. Haven't seen it happen in vanilla as well. I don't know if this affects the quality of healing but it's weird seeing them healing the air.

 

 

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2 hours ago, hieronymus said:

Hello! I would like to report some bugs.

 

I don't see any difference in the interface when I enable Use Vanilla Menus. If it's supposed to do what I think it's supposed to do something is not working. An unfortunate bug for me, because the vanilla Scan The Horizon command is a nice option to have. So is the Heal That Soldier command that normally appears in Arma on number key 6 when you select the medic and have wounded soldiers in your squad. I can use the AIO Heal Up command instead but..

 

When I use the AIO Medical system, either auto-medic or by pressing Y -> Infantry Commands -> Heal Up, sometimes the healed units don't resume what they were doing and stay in formation. Tested ordering the medic to heal wounded soldiers with and without AIO, and with vanilla healing they always resume moving to the previously given waypoint. It would be really nice if the vanilla healing option was accessible.

 

And another bug, although it might be just visual, is when units being healed run away from the medic before he finishes healing them. Haven't seen it happen in vanilla as well. I don't know if this affects the quality of healing but it's weird seeing them healing the air.

 

 

 

Just a heads up; you can use shift+key for the vanilla menus.  I agree with your assessment otherwise, especially the need to scan horizon or scan a specific direction.   

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2 hours ago, hieronymus said:

don't see any difference in the interface when I enable Use Vanilla Menus.

It's for another thing.
As mentioned in the Notes/FAQ, you can disable the custom commanding menus by unbinding their keys (mod controls, not vanilla controls)

Alternatively, using shift/alt/ctrl+numbers allow you to access vanilla commanding menus without any unbinding.

 

19 minutes ago, drdetroit said:

sometimes the healed units don't resume what they were doing and stay in formation.

Yes. Some commands are not compatible. They only resume simple commands like move, stay in formation, and stop.

 

2 hours ago, hieronymus said:

when units being healed run away from the medic before he finishes healing them

They're already healed. The medic animation may take forever to finish, so they just move away. My mod uses procedural healing.

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1 hour ago, Leopard20 said:

It's for another thing.
As mentioned in the Notes/FAQ, you can disable the custom commanding menus by unbinding their keys (mod controls, not vanilla controls)

Alternatively, using shift/alt/ctrl+numbers allow you to access vanilla commanding menus without any unbinding.

 

Yes. Some commands are not compatible. They only resume simple commands like move, stay in formation, and stop.

Thanks. I disabled it by unbinding.

 

The problem is even a simple move command isn't resumed. Just tested it again, spawned an assault squad on Stratis, shot the nearest team member in the leg twice, ordered the squad to move 400 m down the airstrip, waited a few seconds to confirm that all of them were moving toward it, then selected the wounded soldier and pressed Y, 1, Heal up. The soldier stopped, the medic run up to him, healed him and the soldier just returned to formation. The medic returned too. Happened three times in a row. Did the same thing using vanilla healing and the soldier resumed moving toward the waypoint.

 

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16 hours ago, hieronymus said:

The problem is even a simple move command isn't resumed.

Ok, I'll test it this weekend and publish a fix if I can reproduce the issue.

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6 hours ago, Leopard20 said:

Ok, I'll test it this weekend and publish a fix if I can reproduce the issue.

This seems to affect vanilla waypoints (when you select units and click on the map, then use AiO Y/1/Heal Up command) more frequently than AiO waypoints. But it happens to AiO waypoints too, although the units tend to just stop rather then return to formation.

 

When I assign vanilla waypoints and use vanilla healing they seem to always resume moving to the waypoint.  

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15 hours ago, rainbow47 said:

How do I use the Trigger codes in the waypoint menu please?

They don't work 😓

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In the AIO Command Menu you can disable fatigue (or sometimes already is disabled when the mission maker did that via init too). I noticed that even with disabled fatigue the character is still being affected by the actual fatigue state. You can see this when aiming through the scope and hold breath. When the character would be fatigued (while that setting is enabled) you can only hold breath for a second. If you now disable fatigue, he can run and sprint again, but is still not able to hold breath for more than a second. Is there any way to circumvent this?

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19 hours ago, Godis_1 said:

In the AIO Command Menu you can disable fatigue (or sometimes already is disabled when the mission maker did that via init too). I noticed that even with disabled fatigue the character is still being affected by the actual fatigue state. You can see this when aiming through the scope and hold breath. When the character would be fatigued (while that setting is enabled) you can only hold breath for a second. If you now disable fatigue, he can run and sprint again, but is still not able to hold breath for more than a second. Is there any way to circumvent this?

I don't think so. At least not via scripting.

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1 hour ago, Leopard20 said:

I don't think so. At least not via scripting.

That actually brought me to an idea. I believe that the engine still calculates the stamina state, also when fatigue is disabled. Disabling it just prevents its effects. When we'd use a very light script that dynamically or via a light loop kinda fills the stamina level, so it would never (or at least only for short moment) be depleted. Of course this would require the ability to control stamina levels via sqf, what I'm not sure about.

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8 hours ago, Godis_1 said:

That actually brought me to an idea. I believe that the engine still calculates the stamina state, also when fatigue is disabled. Disabling it just prevents its effects. When we'd use a very light script that dynamically or via a light loop kinda fills the stamina level, so it would never (or at least only for short moment) be depleted. Of course this would require the ability to control stamina levels via sqf, what I'm not sure about.

No. Disabling it is the correct way to do it. When you disable it, it sets your stamina to the maximum value possible.
Running out of breath when aiming has nothing to do with stamina, and it cannot be controlled via scripting.

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