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TonyRanger

FFN MOD

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nevermind, i hoofed and poofed and blew some entries in configs, so mine is now capable of sending artilery fire on GL3 basis. and it doesnt crash anymore smile_o.gif.

edit: nevermind that nevermind, back to the drawing board.

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I'm using the following target, but I found a bug, a convoys would dismount infantry when targeted instead of repelling an ambush with vehicles.

nosplash -profiles=Profiles -mod=beta;DBE1;ACE;@ECS;@GL3;@FFN;@VopSound1.17

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got you william1,all sintax errors fixed now.

if wanna combo mod,just use the "TR_FFN_MP_replacement.pbo" file(not the SP one),this is AI only replacement.(you know in SP one FFN already contain artillery support and another supports)

btw,I've made a new version for MP gameplay(fix errors).

it's done tonight,I've test it in Evo and some another coop missions with firend,work fine and no error,no lag and no crush.I'll keep on testing it tommorrow,if it still ok,I'll release it.

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Hi Tony,

Just for info - and I'm not 100% sure that it's FFN causing it but I keep getting '# Error Local Variable used in Global space' everytime anyone fires a weapon.

I'm using it with ECS and ACE.

Any thoughts ?

[TAO] Kremator

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Hmmm....

Great addon:AI now is much smarter, flanks you, uses surpressive fire, uses plants and buildings as cover, uses teamwork, and is more aggressive.

con:No smoke used. AI does not enter houses (so far) unless commanded to, faster AI reaction time needed.

AI was improved greatly, but I've seen an AI and AI pass by each other. Eventually, they shot each other, but it took a second for each to react.

Overall 8/10 You have made AI firefights awsome now. AI is quite deadly.

P.S. what order should I put ACE and FFN in? Also, special forces units by ACE are not represented as special forces.

It there a way to change this? Thanks!!!

Edit: AI does sometimes make stupid decidesions, such as going prone on a street. Is it possible to eliminate that and stick to buildings like most do now, or is that impossible to do with Arma's AI? ( I heard that they calculate by meters and maybe they can't calcualate enough to move stick to buildings all the time)

Thanks!!

For the order I assume you mean in the target line? Check my last post, that seems to work for me. I haven't noticed the SF thing but I'm glad you mentioned it. I'll check it in the morning but I'm eager to hear what Tony says about this. About the smoke issue. I'm using ECS as well but strictly for the ambiance but if the AI don't use FFN's smoke deployment I'm wondering if activating the one for ECS would work. I'll check this in the morning as well.

thanks!!!

BTW, what is dbe1?

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Dbe1 is Queen's Gambit I believe.

Interesting how different people are having different results for the order in the mod line. I find that if I place @FFN last, that I lose the Jump and Weapon Resting Deployment in Ace.

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Im getting the same error as kremator, Im also using ACE and was playing in multi. '# Error Local Variable used in Global space'

Im also getting when I fire.

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I can confirm that its FFN mod causing it.  When I run FFN on its own I get the error all the time.  This causes quite a SERIOUS slowdown.

Any luck in finding the source Tony?  I get my super rig from about 60FPS to 8FPS sad_o.gif

[TAO] Kremator

PS in fact - this seems to crash my dedi server *SNIFF*

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I've already fix that problem,just wait for my next patch,will coming very soon

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Thanks Tony - appreciate it !

When I looked at my rpt file it was 17 meg ! Mostly with that error.

Looking forward to getting back to using FFN mod as the default AI improver !

[TAO] Kremator

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Just found another problem, when running FFN I can no longer select grenades or smoke grenades. I can just select semi or auto fire.

When I run ECS I can select nades as normal. I'm pretty sure when I first installed FFN I could select grenades, can't think whats changed???

Any ideas? ( Still running ACE now on .4 )

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Just found another problem, when running FFN I can no longer select grenades or smoke grenades. I can just select semi or auto fire.

When I run ECS I can select nades as normal. I'm pretty sure when I first installed FFN I could select grenades, can't think whats changed???

Any ideas? ( Still running ACE now on .4 )

This was mentioned and I believe tony is working on it. Check the previous posts though cause I can't remember if he said he fixed it or not for the upcoming replacement update.

EDIT:

Here you go, from pg. 40:

Quote[/b] ]Feb. 14 2009,05:47

the voice is not the problem,it's already automaticly disabled in multiplayer game.

since there are still some problems in multiplayer game,you got to wait for my new update.

grenade switch problem will be fixed in the new update too

it will be very quick,I will upload it tonight or tommorrow(my time zone is GMT+8)

guys, just feel the AI and another features in Singleplayer game today.tommorrow the multiplayer one shall come

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Basically, Tony's intentions are great, but the core structure is so condensed that it is just hard to 'select' your favorite features and isolate them from the rest because there are a hell of dependencies.

Though, the condensation level is lower than ECS, but it's still quite rude to use a feature or another one without having to mess with the rest.

I suggest you to make 'separate' Addons, 1 Addon per 'Main' Feature.

This will make things much easier to handle for users and even for you when you'd want to carry out your patches, in oder words, make the whole thingie become user/developper-friendly.

;]

Regards,

TB

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Thanks for the heads up Manzilla, good to know it wasn't just me.  wink_o.gif

Tony, how's the update going? I really want to keep using this addon.

The other night I did a quick test, first running FFN then going back on the same mission with ECS. ( Just basically postioning OPFOR at a base and then running a load of BLUFOR at them through waypoints. Then watched it using RTEditor. )

FFN troops moved so much better when coming into contact with the enemy, very vey good work mate!

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Totally agree that FFN is superb. I just can't use it currently due to the slowdown it causes with a variable conflict.

I'm sure Tony is close to release - he said so recently - and I CAN'T WAIT smile_o.gif

[TAO] Kremator

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the update should be released today or tommorrow...almost done, just need last test

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AAAAAAAAAAAAARG! I'm going to blow Tony!! I'm going to BLOWWWWW!!!!!!

lol!

Looking foward to the update!

Chris G.

aka-Miles Teg<GD>

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Basically, Tony's intentions are great, but the core structure is so condensed that it is just hard to 'select' your favorite features and isolate them from the rest because there are a hell of dependencies.

Though, the condensation level is lower than ECS, but it's still quite rude to use a feature or another one without having to mess with the rest.

I suggest you to make 'separate' Addons, 1 Addon per 'Main' Feature.

This will make things much easier to handle for users and even for you when you'd want to carry out your patches, in oder words, make the whole thingie become user/developper-friendly.

;]

Regards,

TB

I agree with Thunderbird84. If you made your FFN mod seperated into independent "blocks" that were not dependent on each other, it would make things easier for you, for players, and for mods.

But regardless for right now....I hope the new version is excellent.

Chris G.

aka-Miles Teg<GD>

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My clan mates an I tested it on Mp playing 8 players on rahmadi, and the main problem was the lagg, I hope you can fix the variable problems to try it another time.

keep in it tony. notworthy.gif

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variable problems is already fixed.

as for the "selection",most FFN feature are combine with other,so if you want to choose,just use the SP and MP replacement to close or open something needed

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Hi Tony,

Glad to hear the update is close! What do you mean by

"just use the SP and MP replacement to close or open something needed"

I dont understand what you mean.

Cheers

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Tony,

If you need anyone else to test then just ask - as you can see from this thread there are people DESPERATE to use your mod smile_o.gif

[TAO] Kremator

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