Jump to content
Sign in to follow this  
TonyRanger

FFN MOD

Recommended Posts

the FFN AI is only work on AI squad and the player squad still using BIS default setting.so the "hold fire" mode problems all depond on ArmA itself,the only way to order AI hold fire is setcombatmode"blue" in script,or put the waypoint "never fire"

Share this post


Link to post
Share on other sites

Can anyone upload the settings required to run ACE with GL3, ECS & FFN correctly..To those who don't have the ability with change PBO Configs.

Or at least a guide to follow would be helpfull!

Share this post


Link to post
Share on other sites

Hmmm, I've never had a problem ordering the AI to hold fire until not. I'll try that command. Thanks I always wondered what that command was but never bothered to look before.

Share this post


Link to post
Share on other sites

Hi Tony,

Would it be possible to release an ACE MP replacement?

I have found several inconsistencies when running both mods - for instance the AI will continue to carry out an action when hit (when they should either die or fall unconscious)

Cheers

Still playing .....

[TAO] Kremator

Share this post


Link to post
Share on other sites

I don't get it. How are you supposed to use arty support? banghead.gif

I put arti-support on a map and it says 'artillery support available'. But how do I call for it?

Share this post


Link to post
Share on other sites
the FFN AI is only work on AI squad and the player squad still using BIS default setting.so the "hold fire" mode problems all depond on ArmA itself,the only way to order AI hold fire is setcombatmode"blue" in script,or put the waypoint "never fire"

wait...

So if you are the squad leader, the AI is just a default BIS AI?

What about if you are just in the squad, but not a leader?

Share this post


Link to post
Share on other sites

Hmmm. That would be odd. I'm not sure what's going on then cause the AI in my squad seem to find cover a lot better then with out FFN.

Share this post


Link to post
Share on other sites
Hi Tony,

Would it be possible to release an ACE MP replacement?  

I have found several inconsistencies when running both mods - for instance the AI will continue to carry out an action when hit (when they should either die or fall unconscious)

Cheers

Still playing .....

[TAO] Kremator

I believe all youu have to do is use the MP replacement and use the ACE's XEH.

Everything should work smoothly.

Share this post


Link to post
Share on other sites

the FFN AI will still enable if you are in a squad but not the squad leader.At last as a squad leader,we can order soldier take cover by 1-8 ourselves

Share this post


Link to post
Share on other sites
the FFN AI will still enable if you are in a squad but not the squad leader.At last as a squad leader,we can order soldier take cover by 1-8 ourselves

Very odd, I've never used that command since I first bought the game and realized it doesn't do much. My AI members I'm leading still seem to use cover a lot better then before.

Question though. If I'm squad leader and order them to take cover will they do so like the non player squad AI, using FFN's cover system or do they just use the default BIS way?

Share this post


Link to post
Share on other sites

you need select every single soldier then order him 1-8 (take cover),if you select whole squad then order 1-8,only the first one of them will take cover.this is suck anyway.

whatever,there seems no way to replace the 1-8 with FFN take cover order.

but if you are using some another MOD ,maybe they did the player command squad take cover thing.

btw,anyone noticed FFN MOD add the civilian kneel action to player civilian?beside,if any OPFOR or enemy stand close to a civilian(AI command one),they will do thisa

21_15_77d21bd8a3a3b0b.jpg

21_15_8d9f224d2044b65.jpg

Share this post


Link to post
Share on other sites

Me like it hehe,

just a question how can I get rid of the voice system ? I am currently using EVA/DSAI voice additions and I would like to keep SLA shouting russian, spanish instead of the english in FFN  huh.gif

But the mod itself -->  notworthy.gif

EDIT: nevermind, got it, 'TR_Voice_Enable=false' , me stupid xD

Share this post


Link to post
Share on other sites

Bl**dy love it Tony. I've not played ArmA for a while so i popped your little mod in and played CRCTI free edition and it was cool as f*ck! Played for about an hour and i loved the ai hunting me down, sneaky buggers too, taking cover, rolling when under fire, very cool mate.

The only problem is the repetitive voices, and an error i was getting temp=tr_body_list etc etc, sorry didn't get a screenie but if you need one i'll get it.

Other than that, love it. Guess you gathered that mate. Keep it up, i want more from the ai, like making me a sandwich or fetching my beer.

wink_o.gif

Share this post


Link to post
Share on other sites
Me like it hehe,

just a question how can I get rid of the voice system ? I am currently using EVA/DSAI voice additions and I would like to keep SLA shouting russian, spanish instead of the english in FFN  huh.gif

But the mod itself -->  notworthy.gif

That's mentioned just a few pages back. At least I think this is the same thing you are looking for. It's done via a game logic.

Share this post


Link to post
Share on other sites
Me like it hehe,

just a question how can I get rid of the voice system ? I am currently using EVA/DSAI voice additions and I would like to keep SLA shouting russian, spanish instead of the english in FFN  huh.gif

But the mod itself -->  notworthy.gif

That's mentioned just a few pages back. At least I think this is the same thing you are looking for. It's done via a game logic.

pardon my ignorance then, I've finally found it tounge2.gif

Share this post


Link to post
Share on other sites
Hi Tony,

Would it be possible to release an ACE MP replacement?  

I have found several inconsistencies when running both mods - for instance the AI will continue to carry out an action when hit (when they should either die or fall unconscious)

Cheers

Still playing .....

[TAO] Kremator

yeah i found this too and it has caused me to stop using ffn.

I shoot AI (torso or head) and they then start rolling on the ground left and right and then shoot me spot on just after a fast roll! and this is despite me hitting them with a couple rounds.

It's like they go into a sequence in which they cannot die or be hurt further.

FFN is brilliant overall! however I am more interested in its promise to make the AI work as a squad that FFN brings than the roll around reaction of individual squad members(which i do not think is realistic and reminds me of playing MP games like BF2).

any chance of toning this rolling around down and rather make the AI seek cover than roll around on the ground side to side?

Share this post


Link to post
Share on other sites
Hi Tony,

Would it be possible to release an ACE MP replacement?  

I have found several inconsistencies when running both mods - for instance the AI will continue to carry out an action when hit (when they should either die or fall unconscious)

Cheers

Still playing .....

[TAO] Kremator

yeah i found this too and it has caused me to stop using ffn.

I shoot AI (torso or head) and they then start rolling on the ground left and right and then shoot me spot on just after a fast roll! and this is despite me hitting them with a couple rounds.

It's like they go into a sequence in which they cannot die or be hurt further.

FFN is brilliant overall! however I am more interested in its promise to make the AI work as a squad that FFN brings than the roll around reaction of individual squad members(which i do not think is realistic and reminds me of playing MP games like BF2).

any chance of toning this rolling around down and rather make the AI seek cover than roll around on the ground side to side?

I found by removing the damaged eventhandler from the MP replacement it makes it much better. I'm not sure if it really makes a difference or if I'm just imagining things.

Also, it's spelled dammage in the replacement. I'm not sure if that makes a difference but I figured I should mention this.

Share this post


Link to post
Share on other sites

I'll have to pull apart the pbo to check.

Although the proper spelling is DAMAGE it seems that DAMMAGE is used in arma wink_o.gif

Will try your fix Manzilla.

[TAO] Kremator

Share this post


Link to post
Share on other sites

there is no dammaged eventhandler in FFN MOD,you'll find one in config,but it's just a back door,no used for now yet.

only the SP replacement added the wounded system give AI 3 second of invulrable time to finish there wound animations.

maybe ACE's own wound system and FFN dodge animations have messed up.......

Share this post


Link to post
Share on other sites

That is possible Tony.

I have just tried Manzilla's 'fix' but it doesn't.

I have just tried FFN on its own and there is still a delay - so I'm not using ACE. Is it possible that a delay has crept into the MP?

Ai/humans should stop any action as soon as they are hit (unless it is to put them unconscious.

[TAO] Kremator

Share this post


Link to post
Share on other sites
there is no dammaged eventhandler in FFN MOD,you'll find one in config,but it's just a back door,no used for now yet.

only the SP replacement added the wounded system give AI 3 second of invulrable time to finish there wound animations.

maybe ACE's own wound system and FFN dodge animations have messed up.......

Huh? So why would you have this in the MP replacement if it doesn't work?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_dammaged_Eventhandlers

{

class CAManBase

{

class TR_ex_camanbase_dammaged

{

exclude[]={"civilian"};

scope = 1;

dammaged="_this exec ""\TR_OBJ\TAG\DMG\bleed_MP.sqs""";

};

};

};

What does it do by the way? I removed it from the replacement and things seem work better with ACE. And what does some of the other init line stuff do?

Like:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_this exec ""\TR_OBJ\TAG\int.sqs"";_this exec""\TR_OBJ\TAG\DMG\Heal_MP.sqs"";_this exec""\TR_OBJ\TAG\SF\MP_Unit.sqs"";_this exec""\TR_OBJ\MISC\MP_Crew.sqs""";

Share this post


Link to post
Share on other sites
Quote[/b] ]maybe ACE's own wound system and FFN dodge animations have messed up
Yes, both mods have animation and ai enhancement and there is no way to play without having (big or small)issues.I think FFN AI only(without animations etc) and ACE with Arma default Ai would the only way to play without issues.

it would be nice to play both together without issues.

Share this post


Link to post
Share on other sites

you'll find the bleed_MP.sqs is really exist,but with a big "exit" in the frist line.that script contains "drop weapon when hit at arm" and "stun with hit" and some another features which I bring from PLA MOD of OperationFlashpoint.but there is no animation for then yet,so just hope one day I can make some good animation for they then active it.

"\TR_OBJ\TAG\int.sqs"

this one is init script for whole MOD

"\TR_OBJ\TAG\DMG\Heal_MP.sqs"

this one is init script for a soldier,give them some basic defines

"\TR_OBJ\TAG\SF\MP_Unit.sqs"

this one give different soldiers different kind of AI

"\TR_OBJ\MISC\MP_Crew.sqs"

this one if used for crew AI,repair vehicle and something else.

Share this post


Link to post
Share on other sites

ey Tony , you've made an impressive work with FFN AI , even BIS should take note of how soldiers should move in a battlefield, to implement it in ARMA 2.  If ACE want to be the best and most complete Arma mod available, they should make their mod compatible with your AI and not the opposite, although of course the best way should be a colaboration between you and ACE mod to get the best compatibility possible between boths mods, now that Arma 2 is around the corner , it would be a good farewell gift and it would make Arma 1 the way it should have been from the start

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×