william1 0 Posted October 19, 2007 i noticed that when the squadleader is unconcious , he still gives orders to the squad although he can't move , and because of that the squad doesn't follow the next waypoints because keep on asking to the leader "where are you"? Share this post Link to post Share on other sites
TonyRanger 0 Posted October 19, 2007 to Blackknight.au:<if there was anything good to come of this idea it would be the opposite; if a player chooses say Sniper as his class upon entering the mission he would be more accurate with a sniper rifle but not less so with any other weapon. Same with say Machine Gunner. Kind of like a specialist. > agree,that what I done in this MOD to william1:I will fix it,thank you,this maybe because of the too high rank of sqaudleader,if he is just sergeant,the second highest rank soldier of his squad will taking command as default.but as you said I will reset the leader to the the second highest rank soldier of squad ,not care how high the old leader rank is Share this post Link to post Share on other sites
kroky 1 Posted October 23, 2007 @william1 I'm really happy with your replacement config Tried sanitizing operation with Tony Ranger's FFN and your config and it works great! But I too have the missing hearbeat sound bug. I removed the CEX .pbo (because Tony Ranger said it's conflicting with them) but still got the problem. Besides this sometimes it lags really, when CQB is activated for all units. Also I realized that some soldiers are equipped with a Javelin and some with an AT4. What makes the difference? Share this post Link to post Share on other sites
william1 0 Posted October 23, 2007 glad you like it , to resolve the problem of the heartbeat sound , you will have to open TR_OBJ.pbo and modify the config.cpp, look for the cfgsound and change the entry : class CfgSounds { class heartbeat { sound[]={"\TR_OBJ\sounds\heartbeat.ogg", 1.200000, 1.200000}; name = "heartbeat"; titles[]={}; }; rest of the sound class... and yes , with cqb enabled for all units it lags a bit when there are many units on the screen , i put it in the readme the soldier class is equiped with at4 because now it is one use only , and the javelin has only one magazine , that way the squad has more chance against armour units Share this post Link to post Share on other sites
TonyRanger 0 Posted October 23, 2007 so,the USMC assault squad equip 3 AT in 3 different person,but the SLA assault squad is still 1 RPG7 with 3 rounds in 1 person,this is the different setting for realisc Share this post Link to post Share on other sites
Second 0 Posted October 24, 2007 Too lazy to check the addons to see how this was done, but great work indeed. Quite rough at edges still, but basically i think this is most revolutionary thing for ArmA this far and maybe even in future (shame that i can't stand ArmA itself anymore ) You have my respect. If you wan't to keep specializiment with weapons, you might want to consider sniper rifles to be something like that. To make man able to perform "one-shot-one-kill"-skill requires thousands of bullets fired + lots of training in other skills like wind-, range-, temprature-estimations. Grunts can't have that much traning due high pricetag and long training... Even all snipers don't have that much training. ps. I just can't even imagine how did you pull that CQB together. I think i had bit same kind of systems (for foxholes too), but those what i made weren't nearly as good... to be honest those sucked when comparing to your work. Share this post Link to post Share on other sites
liljb15 0 Posted October 28, 2007 This mod is great but is there a way you can get the AI to set up defenses more dynamically like they dynamically call for artillery. Also is the a way you can get the AI to dynamically take cover behind premade TR defenses. Share this post Link to post Share on other sites
william1 0 Posted November 1, 2007 new version of my replacement , it enables FFN effects to the default BIS soldiers, this version is more complete and replaces the two older versions . it doesn't lag at all. if you use any of the older ones i recommend you to use this instead , it's what i use let the spectacle begin. http://rapidshare.com/files/66619745/FFN_replacement_1.1.rar.html Share this post Link to post Share on other sites
doofy3210 0 Posted November 4, 2007 Hi, thanks for this great mod. It really improves Arma. Yet, I've 2 suggestions: all the artillery fires at the same time, that would fit better if there was a sleep of 5 secs between each shot. There is a problem with the javelinmen: they shoot too close and the missile hit the ground behind the tank, they are useless. keep up the good work mate! Share this post Link to post Share on other sites
TonyRanger 0 Posted November 8, 2007 to william1:good work let me have a try to doofy3210:mostly the artillery will fire at same time,their reload time is 25 seconds ,so give them more 5 seconds to aim for realism and to everyone,the MOD version 0.76 is in progress,some small changes and more mission Share this post Link to post Share on other sites
william1 0 Posted November 8, 2007 looking forward to it, best mod for ARMA so far with difference Share this post Link to post Share on other sites
TonyRanger 0 Posted December 3, 2007 there are too many things in school since I still Unitversity sudtent,these really slow me down,but I'll back to ArmA work as soon as possible Share this post Link to post Share on other sites
Psilocybe 3 Posted December 12, 2007 Anybody having trouble getting your men to hold fire? Share this post Link to post Share on other sites
william1 0 Posted December 12, 2007 there are too many things in school since I still Unitversity sudtent,these really slow me down,but I'll back to ArmA work as soon as possible thanks TonyRanger and please, try to make it Solus init event handler compatible , it would be great Share this post Link to post Share on other sites
Pillage 0 Posted March 17, 2008 Sorry for digging this thread up but can anyone tell me how I go about getting medics to carry wounded to a MASH in my FFN missions? As I can't seem to work it out. There is a readme with script calls for most of the other features but not this one. Share this post Link to post Share on other sites
mr.g-c 6 Posted March 18, 2008 I'll try the new released version today... don't know why this thread is such unactive although the mod is till up-to date.... Regards, Christian Share this post Link to post Share on other sites
Sonsalt 0 Posted March 18, 2008 looking forward to. the AI makes the game Share this post Link to post Share on other sites
TonyRanger 0 Posted July 30, 2008 hi everyone,FFN MOD is back online and the 0.81 version will be released soon.here are some videos show the improved AI. Show how squad fight in open ground Show how squad fight in Town Show how SpecOp fight in close combat Show how SpecOp take down building there also some another change. improved artillery support feature(RACS side add a mortar this time) call in air support(AI'll automaticly call gunship or just pick up) some bug fixed and some old features have been improved. after this 0.81 release,I'll begin mission editing,start the MP mission CTC mode or FFN mode as I said before. Share this post Link to post Share on other sites
nikita320106 0 Posted July 30, 2008 OMG! CQB fight it's unbelievably! it's may be another game??? ETA for next version reliase? can i add one suggestion? may be you can reliase standalone independent improved AI addon??? regardless of what somebody yours addons parts?? Share this post Link to post Share on other sites
.kju 3244 Posted July 30, 2008 looks very interesting. especially the one video where the one guy fights at the wall. very impressive! Share this post Link to post Share on other sites
sparks50 0 Posted July 30, 2008 @Nikita: Yea a standalone AI improvement addon would be great Share this post Link to post Share on other sites
NSX 8 Posted July 30, 2008 I second that - standalone AI addon, compatible with 3rd party anims would be great! Share this post Link to post Share on other sites
TonyRanger 0 Posted July 30, 2008 I think I can release it in the middle of August. after that I'll try to make a replacement or standalone addon Share this post Link to post Share on other sites
fritz160 wolf 0 Posted July 31, 2008 "Insert screaming of omfg.'''' this rocks man finnaly people can make some god damn good arma movies if this is released. the Ai like 200 percent improved. no other mod has this amount of AI Smartness. also a question will the super ai of fnn be able to pull off complex situations like say a abrams suported by a rifle team comes under ambush... will the AI rifle team take cover behind the tank @ the abrams to lay down cover fire with its machine guns.. Share this post Link to post Share on other sites