TonyRanger 0 Posted February 19, 2009 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
rheydrich 0 Posted February 19, 2009 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
manzilla 1 Posted February 19, 2009 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
kremator 1065 Posted February 19, 2009 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
Raphier 0 Posted February 20, 2009 I don't get it. How are you supposed to use arty support? 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
an_enlarged_stomach 1 Posted February 20, 2009 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
manzilla 1 Posted February 20, 2009 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
an_enlarged_stomach 1 Posted February 20, 2009 Hi Tony,Would it be possible to release an ACE MP replacement? Â 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
TonyRanger 0 Posted February 20, 2009 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
manzilla 1 Posted February 20, 2009 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
TonyRanger 0 Posted February 20, 2009 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 Share this post Link to post Share on other sites
kremator 1065 Posted February 20, 2009 Cool addition there Tony. Still testing ..... [TAO] Kremator Share this post Link to post Share on other sites
Deathstruck 375 Posted February 20, 2009 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 Â But the mod itself --> Â EDIT: nevermind, got it, 'TR_Voice_Enable=false' , me stupid xD Share this post Link to post Share on other sites
law-giver 190 Posted February 20, 2009 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. Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2009 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 Â But the mod itself --> Â 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
Deathstruck 375 Posted February 20, 2009 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 Â But the mod itself --> Â 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 Share this post Link to post Share on other sites
twisted 128 Posted February 20, 2009 Hi Tony,Would it be possible to release an ACE MP replacement? Â 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
manzilla 1 Posted February 20, 2009 Hi Tony,Would it be possible to release an ACE MP replacement? Â 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
kremator 1065 Posted February 20, 2009 I'll have to pull apart the pbo to check. Although the proper spelling is DAMAGE it seems that DAMMAGE is used in arma Will try your fix Manzilla. [TAO] Kremator Share this post Link to post Share on other sites
TonyRanger 0 Posted February 20, 2009 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
kremator 1065 Posted February 20, 2009 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
manzilla 1 Posted February 20, 2009 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
teilx 4 Posted February 20, 2009 Quote[/b] ]maybe ACE's own wound system and FFN dodge animations have messed upYes, 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
TonyRanger 0 Posted February 20, 2009 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
william1 0 Posted February 20, 2009 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. Â 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