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TonyRanger

FFN MOD

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I reckon this is a great idea william1. Raise a ticket on ACE project. I would certainly vote for it !

[TAO] Kremator

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I have a problem understanding the compatibility issues; Is ECS or GL3 creating conflicts with FFN?

I have noticed that AI sometimes won't get into building and engage. Signals won't appear.

Do we have to disabled some features in other mods to have full compatibility.

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I have a problem understanding the compatibility issues; Is ECS or GL3 creating conflicts with FFN?

I have noticed that AI sometimes won't get into building and engage. Signals won't appear.

Do we have to disabled some features in other mods to have full compatibility.

I'd say yes. Both GL3 and ECS have building entering functions. Your best bet is to turn off all Core ECS AI functions and same with GL3. Both ECS and GL3 ReadMes explain what AI features they have and how to turn them off.

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Tony

I'm getting this error in multiplayer playing on my lonesome on crCTI free fixed edition using FFN 0.83.

temp=tr_body_list |#| select _index

wink_o.gif

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are you delete or remove the bodies?that may casue this error.tr_body_list is the list of all bodies avilable for AI pick up weapon.if it is,maybe the only way is disable AI pick weapon in multiplayer games

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Hi Tony, yeah i did think that, crCTI has it's own body delete implemented. But i also have VFAI_Equipment running but get no errors with that. Is there a way to disable just that function of your mod then?

The error doesn't annoy me as the mod is so bl**dy good i use it all the time now. The game sucks without it. Thanks for replying and keep up your hard work mate, much appreciated.

wink_o.gif   notworthy.gif

Update

I removed VFAI_Equipment and the error seems to have gone away. Possible conflict!

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any test report for my 5 inside missions?really need some words so I can ajust my further work

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I've been playing your missions Tony and they're great fun. Sneaky buggers, sneaking up behind me. Got to keep your wits about you at all times.

Hope you don't mind but i opened up your Hunt mission and corrected some spelling mistakes and fixed the briefing. When you select >here< it doesn't move to the map marker. I've not touched the mission itself only the spelling.

I completed the hunt mission but i couldn't capture an officer so i had to shoot him instead. I stood next to him but nothing happened so a bullet in the head to end the mission.

Keep 'em coming Tony, great work mate.

notworthy.gif

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to capture that officer is by chance,sometimes you kill his guard and give him some suppress he'll surender.however this quest is very simple,no waypoint and even no trigger.

the Defend is also a show,have you try it yet?

that time bomb and under fire are the really quest,worth have a try too.

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Yeah i've got my ass kicked a few times. Will play the Hunt through again. Just playing time bomb at the moment. The hunt i enjoyed a lot. Had to be sneaky and make sure they were head shots. Wasn't easy and took a few attempts to complete.

Defend yeah played it briefly and got killed by a tank. biggrin_o.gif

Will keep you posted, i'm playing them all at the moment. biggrin_o.gif

Hope you'll be making more mate! wink_o.gif

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Quote[/b] ]I get an error whenever I try and play any FFN missions.

The error says something like cfgworld 83 missing or something like that.

Are you running the mod? You have to be running the mod when playing them.

wink_o.gif

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Hi Tony thanks for FFN! This mission where you can choose a character is a good idea for tutorial eg "First steps with FFN"!  

Somehow FFN AI is better in urban combat than in open areas. I've seen some strange animation:

- AI raising their weapons high in the air (aiming bug?)

- AI when prone turns around in circles - looks a bit like breakdancing

- AI (opponents) sometimes are running very close to each other instead of shooting

Weapons dispersion and stamina need some fine tuning or make it as an optional replacement. The more player can choose = better.

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- AI raising their weapons high in the air (aiming bug?)

because they are plan to throw smoke grenade.so you have to wait for them throw it.this action is fast in TR - class soldiers because I use "TR_throw" to reduce the reload time.but since some one said there is switch grenade problem in ACE MOD,I switch "TR_throw" back to "throw" in FFN MOD 0.83.in this case you should not have switch grenade problem but more offen see AI raising their weapons high in the air.

- AI when prone turns around in circles - looks a bit like breakdancing

just because the "dowatch" command is not very effective in ArmA,hope ArmA2 fix this problem

- AI (opponents) sometimes are running very close to each other instead of shooting

this also the ArmA engine problem,but at last you'll see this less in mutilplayer games or veteran mode.

Weapons dispersion and stamina is normal in FFN MOD,but you'll get temperay high dispersion and lose stamina quick,if you under suppressing fire.try fight with a squad with rifleman only,you'll find out what I mean.

I'll keep ajust some of them anyway

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Weapons dispersion and stamina need some fine tuning or make it as an optional replacement. The more player can choose = better.

Please make it optional. I'd really like only the AI and none of the other stuff.

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Quote[/b] ]I get an error whenever I try and play any FFN missions.

The error says something like cfgworld 83 missing or something like that.

Are you running the mod? You have to be running the mod when playing them.

wink_o.gif

Yes I am pretty sure I am running the mod.

wink_o.gif

All I changed was the XEH.

I am using ACE XEH instead.

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every feature is optional,because I've left a switch to them.

for example:if you don't want suppress fire affect player,just put a (this addweapon"TR_SGM_Logic1") in your init.

as I said,FFN MOD is for my further missions,everything inside have it own use.the suppress fire is also a part of AI,which keep a balance between player and AI soldiers.

there is no cfgworld 83 thing in FFN MOD,it's a island problem,must be caused by another MOD

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Quote[/b] ]I get an error whenever I try and play any FFN missions.

The error says something like cfgworld 83 missing or something like that.

Are you running the mod? You have to be running the mod when playing them.

wink_o.gif

Yes I am pretty sure I am running the mod.

wink_o.gif

All I changed was the XEH.

I am using ACE XEH instead.

The mission is working now.

Thanks.

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Hi mate,

Gotta say, I love this addon...Everything about it so far has me watching the battle unfold as opposed to actually playing it  crazy_o.gif ... Although I do have a small request if possible. Could you impliment the use of the L16A2 mortar addon made by Sanders?

http://www.armaholic.com/page.php?id=3113

I love your artillery support system but I find the larger mortars far too devasting in small to medium battles, if you could use this mortar and give it to all sides it would make infantry battles last longer...also, these smaller mortars are used alot by terrorists...a popular mission theme these days

whistle.gif .

Anyhow, I guess this would be more headaches for you, but I think overall a worthy addition to your fire support system.

Thanks again for FNN, it breaths life into a dying game....

Best Regards

Mark XIII

hihibanner14a.png

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there is already A L16 mortar in FFN MOD,it's under RACS side,and it can be used bby USMC or SLA too.just place the mortar with gunner inside and set RACS firendly to USMC/SLA then the USMC or SLA can call it with designater,RACS can alway call it with their own officers.

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OMG...I love you...hehehe just kidding, but I like you alot.. biggrin_o.gif

Thanks for the speedy reply!

Edit:

Going to try these mortars now, I will report back on how they work out...

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Everything works like a charm for me. haha ! I am having funny with AI nailing me down ! tounge2.gif

Just some questions:

1. How can I restrict the shouting only for OPFOR or size dependant ?

2. Oh is it possible to make the civilians play 'scared' aniamtion when an different soldier (not opfor) is around ?

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Really enjoying using your mod, TonyRanger.  It's a totally new experience.

Not sure if you can help with this little problem.  I'm using my Razani map (not yet released) and it has a lot of mountains.   Many helicopters when called spawn and then crash into the mountains.  The ones which survive, complete their mission and return in the same direction.  But instead of crashing they hover and eventually disappear - which I suppose is what is intended.

Would it be possible to manually set the altitude of appearance, or perhaps the direction in which they appear to work around this problem?

Got to say it was pretty impressive having an AI controlled squad lose a man and then call for it's own medivac.  I'm just standing around with my jaw hanging in amazement.  Until I got hit, started bleeding, and eventually the lights went out!

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To other players,

I'm playing you mod in conjunction with ACE mod and finding that the server really struggles.

Has anyone been able to modify all the ACE functions so that FFN mod can take over engagement (without leading to any other dependency problems!wink_o.gif ?

[TAO] Kremator

PS Tony I'm loving the missions you put together.

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