Carnagel 10 Posted June 19, 2009 Are they tank rushing using the roads? Get in there quickly ahead of them in a fast vehicle like the UAZ/HMMWV, and set up a pre-laid mine field like in this post - The AI love roads. If the mines are anything like the ones in ArmA1 then the wheel/track has to drive over and put pressure on the mine's piston detonator. If the tank would drive directly over the mine (center to center) then it won't go off.My basic mine laying pattern would be like this: X X 0 0 X =>>==========ROAD==========X=================>>===== 0 X 0 X X X - Mine 0 - Satchel The idea is that the "V" shape captures the column of vehicles after the first explosion. Their first idea will be to leave the roadway to either turn around or bypass and the V means that often they will drive evasively directly into more mines that are sooner than if they were a straight line across the road. You don't want more than 2 mines directly on the road since that is enough to make a blockade out of the first vehicle. You also want to keep them apart enough that even a fast moving vehicle won't detonate more than the number necessary to immobilize it. The staggered column of satchels can inflict heavy damage to a column if it halts or dismounts. The satchel forward of the main road mines are to catch a lead vehicle if it somehow doesn't set off the mine (too light, bad placement). These would be replaced with claymores if they are available. They are kept off the road to avoid being spotted. You could then position yourself as a sniper off to one side to execute any surviving tank personnel if their vehicle was only disabled, and giving you a good line of sight for the satchels Share this post Link to post Share on other sites
Alienfreak 0 Posted June 19, 2009 Can anyone tell me how it is possible to use an howitzer in CRCTI? Every single time I build one its completely out of rounds. When I reload it via an support vehicle it takes AGES to reload it and then just quits with a buggy $moneyvaluethingy message and it is still out of rounds :( ---------- Post added at 09:51 AM ---------- Previous post was at 09:43 AM ---------- Also: Please increase the visual range to more than 1.8 kms. Or turn down the AI engagement range. It happens SO OFTEN that you drive in your tank and get shot at something you cant see. You only see the cloud of his cannon being fired (which is drawn further than the actual tank model) and are being hit. Or you place a metis at 13 next to you, put in your AI and see it fire at a target which is out of your sight range. And he hits and kills it. Same often happens when you have an AI in the tank gunner slot. It fires on targets invisible to you. This plain sucks. We need a fix :/ Being fired upon by things you cant see is just unbearable. Share this post Link to post Share on other sites
sobrek 0 Posted June 19, 2009 It fires on targets invisible to you.This plain sucks. We need a fix :/ Being fired upon by things you cant see is just unbearable. You say it yourself...they fire on things they can't see, but these things also fire on you. Only fair ^^ Share this post Link to post Share on other sites
AvengerUK 10 Posted June 19, 2009 Just tried this version, very good fun as per usual (once id gone to low) ;) Only thing ive noticed is, my ArmA 2 runs smooth as silk in SP/MP missions except crCTI - where for some reason or other the FPS drop is extremely large (from smooth playable, to unplayable) - weird :/ Share this post Link to post Share on other sites
brit~XR 0 Posted June 20, 2009 Updated the XR server to 102 Switched on signed files to stop hackers. You will need to remove the non offical english files if you using them or auto kick English server so speak english only Share this post Link to post Share on other sites
l mandrake 9 Posted June 20, 2009 It happens SO OFTEN that you drive in your tank and get shot at something you cant see. You only see the cloud of his cannon being fired (which is drawn further than the actual tank model) and are being hit.... This plain sucks. We need a fix :/ Being fired upon by things you cant see is just unbearable. Totally agree - this is the single biggest bug/immersion killer in ARMA2 right now (havent installed 1.02 yet though) - I mean what's the point of having view distance 3000+m when objects are only drawn at approx 800m? Share this post Link to post Share on other sites
galzohar 31 Posted June 20, 2009 This is especially bad if it causes you to prefer to use AI because they go around that limitation. Turns it into a purely AI vs AI game. Fair? Yes. Fun and/or realistic? No. Share this post Link to post Share on other sites
aus_twisted 0 Posted June 21, 2009 The reason why AI are engaging from distances you cant see them at is there scan range (which is the distance the AI can detect and lock targets at) is set fairly high in the standard BIS vehicle configs which can be changed with moded configs Share this post Link to post Share on other sites
thegunnysgt 1 Posted June 21, 2009 How do you use the MLRS/Artillery in this? I bought one tonight, but couldn't do anything with it. Share this post Link to post Share on other sites
Alienfreak 0 Posted June 23, 2009 It doesnt work because there is no artillery module linked to it when its spawned. So you can fire on sight with it. Share this post Link to post Share on other sites
galzohar 31 Posted June 23, 2009 The reason why AI are engaging from distances you cant see them at is there scan range (which is the distance the AI can detect and lock targets at) is set fairly high in the standard BIS vehicle configs which can be changed with moded configs It's the humans having an unrealistically short vision range, rather than the AI having an unrealistically long vision range ;) Share this post Link to post Share on other sites
S!fkaIaC 10 Posted June 23, 2009 You say it yourself...they fire on things they can't see, but these things also fire on you. Only fair ^^ Well, the mission and utilized addons are not tuned. Usually guys like DVD fixed it in a way that shooting/scanning ranges were aligned with the selected maximum view distance. But in ArmA 1, "instantViewdistance"-addon could in some cases override server setting which was a kind of cheat. So consider this issue rather as a problem of an half finished mission then a BIS problem.....despite the fact that AI target aquisition- and tracking capabilities are alien-like. And this "vehicle-scanner"-Radar is a nasty crap as well, far from real. Share this post Link to post Share on other sites
aus_twisted 0 Posted June 24, 2009 It's the humans having an unrealistically short vision range, rather than the AI having an unrealistically long vision range ;) It's a limitation with the engine for online unless your playing a mission with very few units on the map unlike CTI which has many, if you set view distance to high the server and client PC's have to work harder which then causes more dsync/lag and becomes unplayable. So the best option is to run a bit lower view distance and have the AI vehicle configs scan range set lower so they cannot fire at players well out of range and also waste a lot of ammo while doing it as they did in OFP CTI before configs were modified (I worked on CTI missions and moded configs for OGN until ArmA was released as that was a big let down for CTI) Squeeze put in a lot of work to get crCTI to how it is now for ArmA and ArmA2, so hopefully we can have those awesome battles again like we did with OFP Share this post Link to post Share on other sites
weapon3000 10 Posted June 24, 2009 I am new to this mod and wanna ask how can I rearm only the ammo but not renew all equipments in the BUY EQUIPMENT/REARM interface. I was trying to get some JAVLIN missiles for only 275 each; but when I rearmed at support truck, I had to spend 1800 to get a new set of JAVLIN. That drives me crazy! Tnks..... Share this post Link to post Share on other sites
whisper 0 Posted June 24, 2009 I am new to this mod and wanna ask how can I rearm only the ammo but not renew all equipments in the BUY EQUIPMENT/REARM interface.I was trying to get some JAVLIN missiles for only 275 each; but when I rearmed at support truck, I had to spend 1800 to get a new set of JAVLIN. That drives me crazy! Tnks..... It's not very intuitive, yes :) You have different boxes on the right and left panels of the weapon selection screen the top ones are the weapon selection just above the weapon selection boxes are the ammo selection boxes. Nearby the box, you'll see little "+" and "-" buttons. Select the ammo you want to change, then click on the "+" to add one in inventory, and "-" to remove one. for selective ammo buying, try the lower part of the equipment dialog, if I'm not mistaken. (take this with a pinch of salt, in fact I don't think I ever used it) Just a lil advice though, in crCTI, your equipment is less important than your squad composition :) I stopped buying AT, good weapons, sniper and such for myself and began instead to get a squad member for each function I needed, and keeping myself with the basic equipement. It works the same if not better, it costs less I think. You'll play more as a squad leader and less as a soldier. I usually end up on my own only when everything else has failed (though recently I'm pretty much always in vehicle, as, a bit sadly, it's vastly superior in terms of efficiency), or in very odd moment when I go in Spec Ops mode, trying to sneak inside ennemy base and satchel factories. 2 players with AI squad working together will be more efficient than 4 players working together on their own Share this post Link to post Share on other sites
S!fkaIaC 10 Posted June 26, 2009 2 players with AI squad working together will be more efficient than 4 players working together on their own +1 I use AI especially for base defense, if the server is not laggy, they spot enemies much earlier if positioned around the base. Human players are good to selectively take out specific targets. If commander I usually try to get all teams filled to the max with AT/AA infantry to have a "carpet" on the ground making suicide rides onto my own base a bit more difficult. Later I replace infantry by APCs and MBTs. It is still hard to defeat 2-6 human players that made it somehow to your base, but having lots of AT/AA on the ground makes it harder to reach my base with MBTs and air. Share this post Link to post Share on other sites
nobodytwo 10 Posted June 26, 2009 Hi, First of all: nice work! I wanted to know how I can change the Money-Value??? Which file do I have to edit and what do I have to edit? It is because we're going to have a little lanparty with ArmA 2 and I wanted to give the Teamleaders more Start money, lets say about 120000. How to do that? Please reply Nobodytwo Share this post Link to post Share on other sites
squeeze 22 Posted June 26, 2009 (edited) @nobodytwo: server\initserver.sqf ...about 35 lines down, you should be able to work it out from there. if you want it to display the change in the lobby then change the prices in description.ext about 35 lines down also. PS, think it will error if you have over 1 million (little finger to mouth) Edited June 26, 2009 by Squ33z3 Share this post Link to post Share on other sites
Bunkers 0 Posted June 27, 2009 I'd really appreciate it if Squeeze or some1 else made a manual for this. Alot of us are not OFP veterans who already knows the drill. Having played it alot lately I'm gettin more and more of it but still. This is a great mission/mode, I enjoy it the most and play it alot. Big thx to Squeeze and every1 behind this! Share this post Link to post Share on other sites
squeeze 22 Posted June 28, 2009 version .05 out, just click my sig for download and change log. not much changed in gameplay mostly been chasing "undefined variable" errors. Share this post Link to post Share on other sites
Petko 10 Posted June 28, 2009 version .05 out, just click my sig for download and change log.not much changed in gameplay mostly been chasing "undefined variable" errors. Great Job Squ33z3! Im kinda new to ARMA, and tried all the mods which go on the public servers but only CRCTI Warefare seems to be fun and playable for me. Share this post Link to post Share on other sites
squeeze 22 Posted June 28, 2009 had to many problems with ver 05 on the ogn servers so its been removed. Share this post Link to post Share on other sites
Väinämöinen 0 Posted June 28, 2009 - Needs bigger AI squads maybe 64 ais per squad. Its fun to be a couch commander - Its not fun to get fragged by teenagers. I like to command my ais to kill them, so I need more AIs: - "GOT ONE!" - "L44t ADHD was killed" - You have to buy your weapon loadout everytime you get killed -Now when we got those 64 units per squad i want possibility to buy trucks allready fully loaded with ais: you buy manned truck and it got 14 ais - Now im old and I don't have the stamina to run 50km when got killed. There is fast travel, why not implement that? It nice to fast travel to some secure town and then run to some building to hide and open your map screen and start commanding those ais while hiding in shadows Share this post Link to post Share on other sites
Petko 10 Posted June 28, 2009 - Needs bigger AI squads maybe 64 ais per squad. Its fun to be a couch commander - Its not fun to get fragged by teenagers. I like to command my ais to kill them, so I need more AIs: - "GOT ONE!" - "L44t ADHD was killed" - You have to buy your weapon loadout everytime you get killed -Now when we got those 64 units per squad i want possibility to buy trucks allready fully loaded with ais: you buy manned truck and it got 14 ais - Now im old and I don't have the stamina to run 50km when got killed. There is fast travel, why not implement that? It nice to fast travel to some secure town and then run to some building to hide and open your map screen and start commanding those ais while hiding in shadows Yes, it would be fun to see hundreds of ai-s roaming around, but that wont happen. Its already giving a hard time for servers and player pcs to handle this many ai, it would be a lagfest if there would be 640 ai per side or more. Im much more intrested in new features, like the commander to be able to give orders to players with wayponts etc., also im waiting for the artillery system to be implemented, and able to do indirect firing missions by ai controlled or player controlled batteries. Share this post Link to post Share on other sites
kremator 1065 Posted June 28, 2009 There is a YouTube video with over 1500 AI without slowdown ... I don't think number of AI are a problem with multicore processors :) I myself have tried 3000 AI and have found that only initially do I get 6-7 FPS but that soon subsides (after about 20 seconds) Share this post Link to post Share on other sites