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TonyRanger

FFN MOD

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i noticed that when the squadleader is unconcious , he still gives orders to the squad although he can't move , and because of that the squad doesn't follow the next waypoints because keep on asking to the leader "where are you"?

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to Blackknight.au:<if there was anything good to come of this idea it would be the opposite; if a player chooses say Sniper as his class upon entering the mission he would be more accurate with a sniper rifle but not less so with any other weapon. Same with say Machine Gunner. Kind of like a specialist. > agree,that what I done in this MOD

to william1:I will fix it,thank you,this maybe because of the too high rank of sqaudleader,if he is just sergeant,the second highest rank soldier of his squad will taking command as default.but as you said I will reset the leader to the the second highest rank soldier of squad ,not care how high the old leader rank is

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@william1

I'm really happy with your replacement config smile_o.gif

Tried sanitizing operation with Tony Ranger's FFN and your config and it works great!

But I too have the missing hearbeat sound bug.

I removed the CEX .pbo (because Tony Ranger said it's conflicting with them) but still got the problem.

Besides this sometimes it lags really, when CQB is activated for all units.

Also I realized that some soldiers are equipped with a Javelin and some with an AT4. What makes the difference?

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glad you like it , to resolve the problem of the heartbeat sound , you will have to open TR_OBJ.pbo and modify the config.cpp, look for the cfgsound and change the entry :

class CfgSounds

{

class heartbeat

{

sound[]={"\TR_OBJ\sounds\heartbeat.ogg", 1.200000, 1.200000};

name = "heartbeat";

titles[]={};

};

rest of the sound class...

and yes , with cqb enabled for all units it lags a bit when there are many units on the screen , i put it in the readme wink_o.gif

the soldier class is equiped with at4 because now it is one use only , and the javelin has only one magazine , that way the squad has more chance against armour units

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so,the USMC assault squad equip 3 AT in 3 different person,but the SLA assault squad is still 1 RPG7 with 3 rounds in 1 person,this is the different setting for realisc

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Too lazy to check the addons to see how this was done, but great work indeed. Quite rough at edges still, but basically i think this is most revolutionary thing for ArmA this far and maybe even in future (shame that i can't stand ArmA itself anymore sad_o.gif )

You have my respect.

If you wan't to keep specializiment with weapons, you might want to consider sniper rifles to be something like that. To make man able to perform "one-shot-one-kill"-skill requires thousands of bullets fired + lots of training in other skills like wind-, range-, temprature-estimations. Grunts can't have that much traning due high pricetag and long training... Even all snipers don't have that much training.

ps. I just can't even imagine how did you pull that CQB together. I think i had bit same kind of systems (for foxholes too), but those what i made weren't nearly as good... to be honest those sucked when comparing to your work.

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This mod is great but is there a way you can get the AI to set up defenses more dynamically like they dynamically call for artillery. Also is the a way you can get the AI to dynamically take cover behind premade TR defenses.

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new version of my replacement , it enables FFN effects to the default BIS soldiers, this version is more complete and replaces the two older versions . it doesn't lag at all. if you use any of the older ones i recommend you to use this instead , it's what i use smile_o.gif let the spectacle begin.

http://rapidshare.com/files/66619745/FFN_replacement_1.1.rar.html

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Hi, thanks for this great mod. It really improves Arma.

Yet, I've 2 suggestions: all the artillery fires at the same time, that would fit better if there was a sleep of 5 secs between each shot.

There is a problem with the javelinmen: they shoot too close and the missile hit the ground behind the tank, they are useless.

keep up the good work mate!

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to william1:good work let me have a try

to doofy3210:mostly the artillery will fire at same time,their reload time is 25 seconds ,so give them more 5 seconds to aim for realism

and to everyone,the MOD version 0.76 is in progress,some small changes and more mission

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there are too many things in school since I still Unitversity sudtent,these really slow me down,but I'll back to ArmA work as soon as possible

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there are too many things in school since I still Unitversity sudtent,these really slow me down,but I'll back to ArmA work as soon as possible

thanks TonyRanger and please, try to make it Solus init event handler compatible , it would be great yay.gif

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Sorry for digging this thread up but can anyone tell me how I go about getting medics to carry wounded to a MASH in my FFN missions? As I can't seem to work it out. There is a readme with script calls for most of the other features but not this one.

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I'll try the new released version today... don't know why this thread is such unactive although the mod is till up-to date....

Regards, Christian

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hi everyone,FFN MOD is back online and the 0.81 version will be released soon.here are some videos show the improved AI.

Show how squad fight in open ground

Show how squad fight in Town

Show how SpecOp fight in close combat

Show how SpecOp take down building

there also some another change.

improved artillery support feature(RACS side add a mortar this time)

call in air support(AI'll automaticly call gunship or just pick up)

some bug fixed and some old features have been improved.

after this 0.81 release,I'll begin mission editing,start the MP mission CTC mode or FFN mode as I said before.

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OMG!

CQB fight it's unbelievably!

it's may be another game???

ETA for next version reliase?

can i add one suggestion? may be you can reliase standalone independent improved AI addon??? regardless of what somebody yours addons parts??

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looks very interesting. especially the one video where the one

guy fights at the wall. very impressive!

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I second that - standalone AI addon, compatible with 3rd party anims would be great!

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I think I can release it in the middle of August.

after that I'll try to make a replacement or standalone addon

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"Insert screaming of omfg.'''' this rocks man finnaly people can make some god damn good arma movies if this is released. the Ai like 200 percent improved. no other mod has this amount of AI Smartness.

also a question will the super ai of fnn be able to pull off complex situations like say a abrams suported by a rifle team comes under ambush... will the AI rifle team take cover behind the tank @ the abrams to lay down cover fire with its machine guns..

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