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Spectre867

M136 AT4

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Is there any way to make these so that they are not reloadable? (realism)

That's probably a bad idea though, as my AI teammates generally waste their rockets on the first enemy they see, hence when I run into armor I'm screwed. Is there any way to correct that? (make the AI smarter about who it targets with its AT systems).

The Javelin and SMAW might also be cool if someone made a mod for those.

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Just take one missile on missions?

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in OFP we had the 66mm LAW which is actually a thrown-away weapon = 1 rocket only but instead we could use it as many times as necessary.

the small size of the LAW compensated it though... you could carry 3x LAW tubes with rockets within. I dont think that there is any other option to change this but to follow Stewy's tip.

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yeah thats what ive been doing but my lovely teammates seem to always find something to waste them on before we encounter any armor...and then we do and i have to go find an rpg on the ground. banghead.gif

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WGL for OFP had a system for AT4 wherein firing the AT4 swaped your "AT4" weapon for a "AT4 (Used)" weapon, which was unable to fire.

To prevent AI from firing them.. either just give them rounds to carry or tell them to hold fire. In 1.07 the AI is supposed to be fixed to quit shooting AT weapons at infantry you'll be happy to know. It's not really something you could fix on your own in 1.05/1.06 without some heavy modification.

Dealing with this in 4IB has been to only equip one or two AT4s per squad. On the very very rare occasion we wish to simulate carrying two complete AT4 systems on one person, we'll give them two rounds.

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yeah thats what ive been doing but my lovely teammates seem to always find something to waste them on before we encounter any armor...and then we do and i have to go find an rpg on the ground. banghead.gif

Well if your in charge, you should tell them to drop thier m136 and you pick it up and use it.

But sounds like you aren't in charge.

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Thanks Ferderf; I do remember something like that in a mod I played for OFP so that's what I was looking for when I made this post. In the actual Marines it is very rare to get more than 1 AT4 per squad, if we got any at all (so it was a "big deal" when we fired one, we very rarely get to shoot those in training, so thats why its so frustraing how retarded the AI is with them). We don't have to worry about tanks nowdays though, and if we did we would rely on air support (which has also been significantly messed up in the current version).

@oyman. it seems a little tedious, tacky, unrealistic, and just plain annoying to be constantly ordering guys to drop weapons so i can go pick it up in the middle of combat. And I can't just tell them to hold fire because then they don't fire their primary weapon and are pretty much worthless.

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on on on on dont use SMAW, or the anti marine/army mix-it-up ppl will start a flame war upon it wow_o.gif

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WGL for OFP had a system for AT4 wherein firing the AT4 swaped your "AT4" weapon for a "AT4 (Used)" weapon, which was unable to fire.

To prevent AI from firing them.. either just give them rounds to carry or tell them to hold fire. In 1.07 the AI is supposed to be fixed to quit shooting AT weapons at infantry you'll be happy to know. It's not really something you could fix on your own in 1.05/1.06 without some heavy modification.

Dealing with this in 4IB has been to only equip one or two AT4s per squad. On the very very rare occasion we wish to simulate carrying two complete AT4 systems on one person, we'll give them two rounds.

In 1.07 beta2 my AI fired 3 ATs at a east soldier, 2 hit the ground 10cm near him - no damage at all, the last one was direct hit and sent the soldier flying in the air.

Of course 10m behind the soldier were a BMP and a UAZ, but no more ATs for them.

It was on Evolution map.

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i love reloadable at-4's makes the game play more easy but its a bigger issue to get those perfect at-4 hits or make it alive after firing off one if there is other opfor troops around the target you fired at. tounge2.gif

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I know the problem. Now this does not always work but most of the time it does. First of all do not set your men to engage at will. There should be another name for it in the order menu like "do what you want" or something. Instead set them to disengage and danger. they will engage infantry with their primary weapons but not with AT's. When there's a BMP select an AT soldier and target the BMP. Then set him to engage. He will then engage the BMP with his AT's. Once he's done set him to disengage again and he will return to formation and select his M4 or M16. Now remember this does not always work. The AI can be pretty unpredictable at times. Hopes this helps. wink_o.gif

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In 1.07 the AI is supposed to be fixed to quit shooting AT weapons at infantry you'll be happy to know. It's not really something you could fix on your own in 1.05/1.06 without some heavy modification.

Based on my experience I would have to say that problem has not been fixed in the 1.07 beta.  Just as mentioned above, on multiple occasions I had enemy AI fire RPGs at me while playing on the Evolution map.

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Hi,

ICP RPG's pack for OFP have one use RPG-18. smile_o.gif

Any informations about ICP and ARMA?

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I actually kind of like the whole RPG / AT4 being fired at infantry thing. It can get messed up on maps with a lot of armor but its cool to have to watch out for RPGs and AT4s too. Not to mention they normally only tend to fire them at me when im dug in behind something (roof/hill/window etc.).

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