kroky 1 Posted November 3, 2008 @Tony Ranger Tony I really would like to see your modified AI as a standalone mod. It's great. But there are some things that really turn me off of using this mod as standard. Please remove the sound mods in it! And please remove the game limitations that prevents working with all the great mods out there. And please do not wait until your campaign is ready. It could happen that this project dies before it gets modular...like it happend already to SLX. Please release a version with O N L Y AI enhancements, without any other additions. Make sure it is XEH compatible. This would be great and would be used by many ArmA gamers as standard. Share this post Link to post Share on other sites
kremator 1065 Posted November 3, 2008 Kroky, I understand what you are saying but remember the Tony is planning his mod as necessary for his campaign 'Fight for Nogova'. I'm sure that once he is finished then he could make it modular but in the meantime we'll have to wait. It is a pity that SLX is 'sleeping'! However talented people like yourself have solutions [TAO] Kremator Share this post Link to post Share on other sites
teilx 4 Posted November 3, 2008 O N L Y AI enhancements is what we need   Share this post Link to post Share on other sites
MehMan 0 Posted November 3, 2008 Leave the guy alone to make his mod like he wants. If you want the AI enhancements only you can do personal modifications. Remember the rules, you don't distrubte them and you keep them to yourself. He released the mod only as a beta, because I guess his campaign isn't complete yet, once out I bet things will be different. Share this post Link to post Share on other sites
teilx 4 Posted November 3, 2008 oh i said nothing what he had to do it awesome mod with good features and not so good ... and I agree with kroky Share this post Link to post Share on other sites
manzilla 1 Posted November 3, 2008 I agree with the AI enhancements only but it's getting quite old to hear about this request. It's been brought up before and he's addressed it before. It won't make it happen any faster when it's brought up every few weeks. Matter of fact, if it was me I'd be feed up hearing about it by now. He will get to it when he's ready to do so and if he feels the need to. At this point I'm more worried that he will get pissed off hearing about it and just say screw it. We should probably take a break with the spamming for stand alones or requests. He has made it clear that he will consider things once he's wrapped up the campaign. Let's just leave him be until then. Share this post Link to post Share on other sites
laborj456 0 Posted November 4, 2008 hey i stil don't understand how to use the gunship support or the bob support in the editor.. i mean for use the artilery support is ok i just put some pieces of artilery in the map but what for the other 2? Â Share this post Link to post Share on other sites
manzilla 1 Posted November 5, 2008 That's a good question. I haven't tried it yet but you may have to place a heli, then place the corresponding script call from the readme in the init line of that heli. Or check if there's a TR-Air selection in the editor, and choose this heli. I think he explains it somewhere in this thread but I can't remember. Share this post Link to post Share on other sites
TonyRanger 0 Posted November 9, 2008 for the gunship support. it's the same way as artillery,find the classes folder "TR - Support" from anyside then place a gunship on map.after that you can call them in game if you throw a red smoke grenade. FFN MOD is not a totaly replacement.so that's why there are some stand alone TR - xxx classes which do not replace any thing but another replacement.pbo is working on the replacement.the reason of why this replacement.pbo contain all effects is becasue of the beta test.in fact even now these AI enhancements still have some problems.once most thing walk on the right path I will do make different replacement with only AI enhancements and full enhancements and something else.at last there are still many works left to do. Share this post Link to post Share on other sites
kremator 1065 Posted November 9, 2008 Keep going Tony. This is THE most eagerly waited mod in my books anyway ! Looking forward to seeing further enhancements ! [TAO] Kremator Share this post Link to post Share on other sites
JCLewis 0 Posted November 10, 2008 HI tony And thanks for the great mod. However I am sad that this mod seems to replace the gunsounds with other ones. Is there anyone I can keep this mod yet still have my gunsounds that that I want. I hear that its possible for US to edit the pbo, if so how? thanks guys Share this post Link to post Share on other sites
Peregrine 0 Posted November 11, 2008 @JC, you should be able to keep your other sound mod you want. Â As long as you use mod folders. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-mod=DBE1;@FFN;@Chammy Something like that should work. Â Make sure that the sound mod you want to use is the last mod listed. Â There should be no .pbo editing needed. Share this post Link to post Share on other sites
hamis 0 Posted November 12, 2008 Quote[/b] ]Well,i found out that this mod disables gdtmodhdr.So i can't play missions because brightness goes so high i can't see anything. Well,what about doing something for this problem? Share this post Link to post Share on other sites
JCLewis 0 Posted November 14, 2008 @JC, you should be able to keep your other sound mod you want. Â As long as you use mod folders. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-mod=DBE1;@FFN;@Chammy Something like that should work. Â Make sure that the sound mod you want to use is the last mod listed. Â There should be no .pbo editing needed. I tried that but it didnt work Im so sad right now. Please help me with this. Share this post Link to post Share on other sites
TonyRanger 0 Posted November 15, 2008 there should not be a sound replacement in FFN MOD.the sound you hear in Video is from the sound MOD "FFAMM" in the another hand,don't know if ";" worked. it's surely work on -mod=DBE1 -mod=@FFN -mod=@Chammy Share this post Link to post Share on other sites
manzilla 1 Posted November 15, 2008 HI tony And thanks for the great mod.  However I am sad that this mod seems to replace  the gunsounds with other ones. Is there anyone I can keep this mod yet still have my gunsounds that that I want. I hear that its possible for US to edit the pbo, if so how? thanks guys I've been reading this since it appeared but have yet to chime in yet. My apologies. JCLewis, It's gotta be some other .pbo that is causing the conflicts. Do you have any other .pbo's from other Mods/AddOns in the main AddOns directory or in any of the Mod folders? I've never had a problem and I've been switching up Sound Mods a lot lately. All work fine with FFN. I use a ton of other content as well. Normally when I run into a problem others do not have, it has to do with a conflict from using an old version of something or just lack of compatibility with other content. If the list of other stuff you use isn't to long, listing what other .pbo's you have running may help solve this issue quickly. Share this post Link to post Share on other sites
an_enlarged_stomach 1 Posted November 15, 2008 I love the mod so far, but the weapon dispersion system is getting really annoying, TBH. I can't hit target further than 250m in campaign dut to the dispersion. Share this post Link to post Share on other sites
manzilla 1 Posted November 16, 2008 I love the mod so far, but the weapon dispersion system is getting really annoying, TBH. I can't hit target further than 250m in campaign dut to the dispersion. Check some of the .pbo's in TrueMods V2. There's a few in the new versions that help this. At least these help me when using FFN. "truegameplay-weapon-sway","truegameplay-weapon-recoil","truegame play-weapon-dispersion" There may be a few other AddOns as well but I need to check my more mod folders. Anyway, it seems that adding a few other user made content along with FFN seems to help "dampen" this effect. I'll see if I can figure out exactly which one helps out, but try these first.(TMv2 is good pickens' as it is, there's loads of other helpful things in this pack.) Share this post Link to post Share on other sites
Mr Opteron 0 Posted November 25, 2008 FFn Mod readme says I can call in artillary with yellow smoke. Im confused wheres the yellow smoke nade is their a class name for it so i can script it to anyone? i Share this post Link to post Share on other sites
fritz160 wolf 0 Posted November 25, 2008 hey tony nice mod in all i was hopeing maybe ya Can make helicopter and jet pilots smarter SO they dont get shot down easily. " idk like add flares to them and make fighter pilots take evasive manuvers that can really prove to be a challange to player pilots Share this post Link to post Share on other sites
Vultar 0 Posted November 25, 2008 hey tony nice mod in all i was hopeing maybe ya Can make helicopter and jet pilots smarter SO they dont get shot down easily. " idk like add flares to them and make fighter pilots take evasive manuvers that can really prove to be a challange to player pilots AND fly at greater altitude... let's say 2000. Share this post Link to post Share on other sites
kuIoodporny 45 Posted November 25, 2008 AND fly at greater altitude... let's say 2000. It would make them blind, if you don't have GPU powerful enough to serve VD about 3000 @ your optimal screen resolution I can get 20 fps in Ortego on 1680x1050 @ VD1200 @ Low Quality settings with GF8600GT+. Such modifications should be optional. Share this post Link to post Share on other sites
manzilla 1 Posted November 25, 2008 hey tony nice mod in all i was hopeing maybe ya Can make helicopter and jet pilots smarter SO they dont get shot down easily. " idk like add flares to them and make fighter pilots take evasive manuvers that can really prove to be a challange to player pilots If you use zGuba's Compact Fix with this Mod you can get pilots in most planes and helis to deploy flares.(Won't work if the vehicle is not XEH compatible, I believe.) That Mod + FFN works well together. Share this post Link to post Share on other sites
TonyRanger 0 Posted January 27, 2009 new videos for incoming FFN MOD 0.82! New AI in open ground New AI in close combat FFN MOD 0.82 have fixed some bugs,and added some new stuffs such as combat voice.It's even contain a litte campagin the new combat AI have made a totally difference. <1> AI will keep advancing from cover to cover toward waypoint as quick as possible,so we won't need to worry they break our waypoinr put in mission editor. <2> AI will keep a "cover formation" when they seek cover,it's a "line" formation with 20M distance between each squad memeber in open ground and 10M distance in close combat. <3> AI squad have 3 teams in "cover formation",1 fire team and 2 assault teams.squad leader will assign the second and third squad memeber and himself to fire team,the rest of squad to assault team 1 and assault team 2 <4>.fire team will stay foucs on waypoint and cover assault team when them advance.assault team will stay in cover while fire team moving,these teams cover each other in combat.when fire team suppressing enemy,both assault team might try to flank enemy. <5>.AI automaticly enter nearby building of his "cover formation" position,AI act faster in close combat,which means they'll swich from cover to cover faster at that time. Share this post Link to post Share on other sites