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TonyRanger

FFN MOD

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Here's a list of the default game files in the main AddOns folder.

http://community.bistudio.com/wiki/ArmA:_Default_Files

If you use ACE + FNN you should put FFN after ACE in the target line.

-mod=beta;DBE1;@ACE;@FFN

At least that's how I have it.

You are using at least ArmA v1.14 with FFN, right?

1) i am using 1.14 so mine should be -mod=@ACE;@FFN

but i dont use ACE at the moment. until i feel i got FFN to work as i think it should.

what does the order of appearance in the shortcut has to do with the mods functionality? does it matter, or are u just telling me this to be on the safe side?

2) and from looking at the default files it seems like my got a few extras -

saralite.pbo.bi.bisign. saralite.pbo , hotfix.pbo.bi.bisign, hotfix.pbo, cti_buildings.pbo.bi.bisign , cti_buildings.pbo, usmcd.pbo.bi.bisign, usmcd.pbo, warfare.pbo.bi.bisign, warfare.pbo.

should i do something with these files or maybe they are just files added at a later patch than the one used to write wiki?

3) what is the key folder? what are the files i should have in it?

Edited by topeira

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Manzilla,

Do you know if there is a conflict using FFN with SLX Full Mod and No ACE?

Didn't see one but don't want to affect the AI advantages of FFN.

Thanks

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1) i am using 1.14 so mine should be -mod=@ACE;@FFN

but i dont use ACE at the moment. until i feel i got FFN to work as i think it should.

what does the order of appearance in the shortcut has to do with the mods functionality? does it matter, or are u just telling me this to be on the safe side?

2) and from looking at the default files it seems like my got a few extras -

saralite.pbo.bi.bisign. saralite.pbo , hotfix.pbo.bi.bisign, hotfix.pbo, cti_buildings.pbo.bi.bisign , cti_buildings.pbo, usmcd.pbo.bi.bisign, usmcd.pbo, warfare.pbo.bi.bisign, warfare.pbo.

should i do something with these files or maybe they are just files added at a later patch than the one used to write wiki?

3) what is the key folder? what are the files i should have in it?

1.) The order has to do with the priority that the Mod is loaded when the game starts up. It does make a difference in some instances but I was never clear about the whole priority thing. Others can chime in on that.

2.) Those files should be in there. The Biki just hasn't been updated I guess.

3.) The keys? I'm not sure. They are for MP play I believe. I don't play MP though so I never have those files in any AddOns folder.

Did you try the FFN SP replacement? If not try it to see if FFN AI works better. If you aren't using ACE the FFN SP replacement will work fine. See if that makes a difference.

Also, try to make the enemy AI a higher rank then private and tweak their skill higher. Maybe that's why the AI are so active when I play. I always make missions with the enemy ai setting pretty high.

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hello everyone,I've just got my password back...and just noticed the old forums are disabled.

first thx for your explainations Manzilla.

some one asked about Set Defense and Set Roadblock.

you can only put they up,but can't put they down.this just for balance and realism.squad memeber will leave defense position once squad leader far away from the defense only because the ArmA don't have a key command to detecting player's descions. in this Defense mode soldier will stay in cover,for example,if a soldier is out of ammo,he'll reammo and return to his position automaticly.he will do the same after heal at a medic.so "return to formation" command won't work here and I don't have a AI status to set the "leave defense"'s condition.just hope we can find a new way out in ArmA2.

AI do act slowly in close combat of ArmA,this is odd but ArmA's core engine problem.

but play in "veteran mode" can make AI act faster whatever mod you using.

AI act faster in MP gameplay,because of the server itself is running without of graphis.

try play FFN MOD in 1.16 beta,AI sinces act faster and better in this version.

I'm working on a campagin for FFN MOD recently,just don't know if I can finish it before ArmA2.

it's intresting to run FFN MOD with SLX MOD(without ACE),you can try it.in some kind of condition the AI are even better there (use TR - Units to enable FFN AI in SLX MOD because SLX MOD replace the default AI) if you isscue the error massages.

Edited by TonyRanger

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tonyranger, this mod makes it much more playable in SP

i like a.i. take cover and are much more tactical

i hope we can use in Arma2 :p nice work

see video exemple

Edited by niQ®

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can't see the video,youtube have been banned by our govenment again......

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I've noticed that if you give the AI a little time to "think" the new AI kicks in much more effectively.

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If I us the MP Replacement will it replace default Soldiers in Warfare?

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i'd be really interested in a lean and mean version of FFN focused purely on squad AI taking cover moving and fighting together etc would be amazing.

:)

of course, your other all bells and whistels version would be good too for other to choose from but getting max performance and AI enhacnemnet balanced would be the most useful for me.

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tony

1 how do I turn off the voices of soldiers ?

2 when an update?

i created the mission (FFN+Revive A.I. enable) it's a good game now Arma:p

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write a TR_Voice_Enable=false in a trigger in mission editor then the voice should be disabled.

I'm trying to make a update recently,not sure if i can finish it tho

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write a TR_Voice_Enable=false in a trigger in mission editor then the voice should be disabled.

I'm trying to make a update recently,not sure if i can finish it tho

ok m8 tnx :)

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hi tony, is there a mod that makes the AI start firing faster?

as it is now, the AI seem too take much longer than me , the human player' to open fire. once they do they are pretty accurate. accurate enough, but they take so long to start firing.

if it was possible i guess the AI should have a spectrum of speed in which it opens fire -

on one end of the spectrum it takes it's time to aim so it will fire after a lil longer, but once it does it's pretty accurate. on the other end of the spectrum it fires quicker but it doesnt take time to aim to it shooter with poor accuracy.

u think this can be implemented?

also -

is there a way i can see how u made your missions in the editor?

im completely new to the editor and i would love to see how u made the first mission (where u r in a village surrounded by 20 men at night) in the editor...

Edited by topeira

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hi tony, is there a mod that makes the AI start firing faster?

as it is now, the AI seem too take much longer than me , the human player' to open fire. once they do they are pretty accurate. accurate enough, but they take so long to start firing.

if it was possible i guess the AI should have a spectrum of speed in which it opens fire -

on one end of the spectrum it takes it's time to aim so it will fire after a lil longer, but once it does it's pretty accurate. on the other end of the spectrum it fires quicker but it doesnt take time to aim to it shooter with poor accuracy.

u think this can be implemented?

also -

is there a way i can see how u made your missions in the editor?

im completely new to the editor and i would love to see how u made the first mission (where u r in a village surrounded by 20 men at night) in the editor...

You need a program like http://www.armaholic.com/page.php?id=416 to 'un-pbo' the mission and then you can simply place the new folder in you documents/Arma missions to see them in the editor. There are a few different un-pbo tools so just pick the one that works best for you.

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try play ArmA in veteran mode or in a server of veteran mode.that make AI act faster.but AI open fire slowy in close range is an old OFP/ArmA engine problem.hard to fix it in ArmA,hope ArmA2 can fix it itself

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Anyone Know?

Couple of Errors I can't get rid of:

1. I have FFN in client Addons but don't have FFN in the Dedi Server Addons and join then I get "deleted content TR_obj.pbo" If I do add it to the Dedi Server Addons then I get same error on the Server Rpt continually.

2. Also if I have FFN in client and not Dedi Server then Server Rprt gets continuos errors like this for all features,

Warning Message: No entry 'bin\config.bin/CfgWeapons.TR_FirstBlood'.

Warning Message: No entry '.scope'.

Warning Message: '/' is not a value

Warning Message: Error: creating weapon TR_FirstBlood with scope=private

Warning Message: No entry '.displayName'.

Warning Message: '/' is not a value

Warning Message: No entry '.nameSound'.

Warning Message: '/' is not a value

Warning Message: No entry '.type'.

Warning Message: '/' is not a value

Warning Message: No entry '.picture'.

Warning Message: '/' is not a value

Warning Message: No entry '.Library'.

Warning Message: No entry '.libTextDesc'.

Warning Message: '/' is not a value

Warning Message: No entry '.model'.

Warning Message: '/' is not a value

Warning Message: No entry '.fireLightDuration'.

Warning Message: '/' is not a value

Warning Message: No entry '.fireLightIntensity'.

Warning Message: '/' is not a value

Warning Message: No entry '.muzzles'.

Warning Message: Size: '/' not an array

TR_DMG,TR_CQB,TR_FirstBlood etc.

Eventually Server will CRASH, Help much appreciated,

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Tonyranger, are you still working anything for PLA Mod?

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It's worked with all other ACE versions I've used FFN with so I'm assuming it still works with v1.09.

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Manzilla, are you refering to SP mode or MP Dedi Server Mode? I ask because my Server (example posted earlier) will eventually crash the Server, love the mod but had to remove it on Server and Client. Maybe it is just my Server, I am running Warfare on it.

PS. Still looking for a response on my Server.rpt example if anyone knows.

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Manzilla, are you refering to SP mode or MP Dedi Server Mode? I ask because my Server (example posted earlier) will eventually crash the Server, love the mod but had to remove it on Server and Client. Maybe it is just my Server, I am running Warfare on it.

PS. Still looking for a response on my Server.rpt example if anyone knows.

Oops I suppose I should have made that clear. SP, that's all I play at the moment.

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Anyone Know?

Couple of Errors I can't get rid of:

1. I have FFN in client Addons but don't have FFN in the Dedi Server Addons and join then I get "deleted content TR_obj.pbo" If I do add it to the Dedi Server Addons then I get same error on the Server Rpt continually.

2. Also if I have FFN in client and not Dedi Server then Server Rprt gets continuos errors like this for all features,

Warning Message: No entry 'bin\config.bin/CfgWeapons.TR_FirstBlood'.

Warning Message: No entry '.scope'.

Eventually Server will CRASH, Help much appreciated,

maybe these are config problems,you know,ArmA don't have a self-in-game checking system or I don't have one.not sure what cause those problem,however,I'll try to fix it asap.

but,I have tried play FFN MOD with my firends,haven't heared crush problem

yet,what MOD you loading with FFN MOD or with replacement you using.config error reporting should not cause the crush i think.

but the we,I do still working on PLA MOD but for ArmA2

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Tony thanks for responding, really like using the FFN Mod just want to make it work on the Server. I was running it alone with Warfare, no other Mods and No ACE.

I have my own Dedi Server so if you would like me to try other configurations just PM me and let me know.

Thanks

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