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Bad_Karma

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Everything posted by Bad_Karma

  1. A3 noob here. I recently started playing DUWS-Rebirth interactive campaign mod. https://github.com/DUWS-R-Team/DUWS-R I used the Vitual Arsenal to equip my squad to actually look like and to be kitted out like real Operators. (Mod makers please lose all the bandana's and masks). Basically I load a saved loadout, drop it on the ground and have my AI squad equip the gear. It works better when I have a ammo crate using the /inventory command. I load the kit on my character, place it in the crate, then I use the inventory function for each squad mate, send them to the crate and have them equip the gear. I then equip their gear then load another saved loadout so the AI's equipment isn't littering the landscape or taking up space in the crates. Anyway, after getting my squad all decked out with Modded uniforms, equipment, and weapons, several squad members are spamming the "out of ammo" line. I check their kit and they have ammo for all weapons. They have a mag or belt inserted into their weapons. They fire their weapons. I tried the "reload" command but the "out of ammo" response is relentless and ruins gameplay. I switched some back to their MX weapons, but they still keep spamming those "out of ammo" messages. Is it because they don't recognize the LBE, Backpacks, weapons and uniforms that they have equipped.. ie the ammo in that modded gear doesn't register? Some mods use special ammo tied to the weapon equipped. Perhaps the AI isn't programmed to recognize or utilize this ammo? I didn't get these messages in Hunter Six, but it's relentless in DUWs-Rebirth. Another problem I've found in both DUWs and Hunter Six mods is that my AI squad mates NEVER use grenade launchers or throw grenades. I've yet to see enemy AI use GL or nades since I've starting using mods. The vanilla campaign is the only time I've seen AI use these assets so I'm wondering what I'm doing to break my scenarios. My mods: ASCZ heads ASDG JR ASRAI3 Blastcore: Phoenix Blood Mist CBAv1.123 JSRS3: DragonFyre L Immerse Laxemann's Climb LAxemann's Mount NATO SF & SPETSNAZ Weapons and Uniforms(Massi) NATO DEVGRU, NAVSOF Weaps/Uniforms(Massi) NATO Russian SF Vehicles v 1.0(Massi) PG Services PMC v01JUN15 Simple Single Player Cheat Menu Switch Weapons while moving Tactical Beards Tao Folding Map TPW MODS TRYK's Multi-Play Uniforms pack WWAICOVER Unused Animations Spec 4 Gear TFA-Naval Special Warfare Gear
  2. So I removed all mods except for Dragonfyre, Blastcore Phoenix, and Massi's two uniform and weapons packs. I'm playing DUWs - Rebirth, and much to my delight t my Grenadier AI not only fired his 40mm, but scored several kills. I'm pretty sure my Medic also using his 40mm. I'm not sure if the problem was with TPW, ASR, WWAI Cover. Who knows with mods it could be anything that's why I cut down from 21 mods to 4.
  3. True. Enemy AI seem to have no trouble targeting and employing 40mm versus me and my squad. I have 2 Grenadiers minimum in every squad(I always run my Medics with 40mm) and I've yet to see them ever use the 40mm. Not only are they not using 40mm, none of my AI squad mates ever use smoke or frags. If allied AI can't use it on their own because..??.. at least allow the player to command the AI squad mates to throw smokes, or frags, along with a "load 40mm frag/smoke/flare" for our Grenadiers. What I don't get is how can the independent enemy AI make use of grenade launchers, but not the AI in my squad?
  4. System specs. Core Components Processor: Intel Core i7 5930K 3.5GHz (Six-Core) (Unlocked CPU) Motherboard: ASUS X99 RAMPAGE V (Intel X99 Chipset) System Memory: 16GB DDR4 2800MHz Corsair Vengeance LPX (High-Performance) Power Supply: 1200W Corsair AX1200i (Digitally Controlled Power) Storage / Connectivity Optical Drive: DVD-R/RW/CD-R/RW (DVD Writer 24x / CD-Writer 48x) Storage Set 1: 1x SSD (256GB Samsung 850 PRO) Storage Set 2: 1x Storage (1TB Western Digital - Black Edition) Internet Access: High Speed Network Port (Supports High-Speed Cable / DSL / Network Connections) Graphics / Multimedia Graphics Card(s): 2x SLI Dual (NVIDIA GeForce GTX 980 4GB (ASUS Strix Edition) Sound Card: Creative Sound Blaster Zx I played through half of the default campaign with no mods or add ons with no issues. I decided to get my feet wet and took the plunge and I'm running a few mods. About 20 or so mods. I'm away from the house and don't have the full list. TPW, Dragonfyre, Laxemanns mods, Blood Mist, Move While Reloading, SSPM, Massi's Vehicles and Troops, TF Apache(TFA), TYRK's skins, Beards... Just to name a few. I'm currently trying to play Hunter Six campaign. About an hour into gameplay I start getting horrible frame rates. We're talking slide show, sounds cutting out. From my experience in other games it seems like a memory leak. I don't have enough playtime with A3 to know what's normal and the most common issues. In addition I have a new PC and perhaps the issue is with my system. Any thoughts? Any suggestions on where to start troubleshooting? I've tried some basics, turning down some settings from Ultra to Very High. I wouldn't think my system would have any problems running A3. ..
  5. "I'm out of Ammo"... every 30 to 40 seconds from 2 to 3 different AI squad members during a 4 hour mission a few days ago. Yesterday my own guy starts with the "out of ammo" once a minute, every minute of game play. STOP THE INSANITY! lol Turning off the voice overs isn't really an acceptable answer if you want to hear your AI squad mates affirming movement orders, calling out the enemies that only they can see, calling out when they're wounded, etc. That's absolutely critical information you really need to hear. I have each of my squad with only one spare pistol mag for weight considerations. I've never seen my AI down to the pistol so I figured one spare mag is plenty. That might be the problem. One spare mag for any weapon automatically triggering the spamming of that message. Even if that is the case.... My God is it annoying hearing "out of ammo" from multiple squad members every 20 to 30 seconds during a 4 hour mission. The logic engine should trigger the message twice per man then STOP SPAMMiNG the message. And they're not "Black" on ammo, ie "out of ammo" when they have a full mag in the weapon and one in reserve. That's 2 mags FFS. Not 'out of ammo'. When they're truly down to the last magazine a one time message "last mag" should play ONE time. As far as AI squad mates NOT using their 40mm Grenade Launchers, last night I left my Grenadiers(recruited as Grenadiers) with the weapon they spawned in with and they still didn't fire ONE single 40 mm round or throw one Frag or smoke grenade during an hour long firefight I had last night playing DUWS-Rebirth. I don't think the AI quirkiness with grenades is unique to DUWs. I've played about 4 hours of "Hunter Six" with at least 2 AI Grenadiers in my squad every time I go outside the wire and I've never seen them fire the nade launcher or throw one Grenade. What's odd is that I'm running ASR mod, and in a YOuTube video I watched, with AI fighting vs AI, testing 3 different AI mods, ASR was the only AI behavior mod where the AI actually used the grenade launchers. Does any aspect of TPW have any history of fouling AI behavior as far as using their grenade launchers or throwing hand grenades? I never paid much attention in the Vanilla campaign, do friendly AI ever use their nade launchers or toss names in the vanilla game? I know enemy AI use launchers but now that I think of it I never recall seeing(or hearing) friendly AI use the launcher. UPDATE: Only having 1 pistol mag in reserve(plus the one equipped in a weapon) seems to have been the problem. So that's a total of two pistol mags. Having a total of 3 mags for the pistol, that's including the one in the weapon, the "out of ammo" spamming goes away. Any launcher AI troops with only ONE extra launcher round in their backpack will also trigger the "out of ammo" status. I think it goes without saying a fix is in order. "low on ammo" is fine, ONE time from any given AI squad mate, when they're down to around 2 mags in their gear, plus the one in their weapon. Once they're down to the last mag a "Last Mag" prompt would be nice. Once they're done with that mag THEN the "out of ammo" prompt, only ONE time. For those of us who enjoy the SP scenarios and campaigns, having AI squad mates constantly spamming "out of ammo" is immersion breaking and flat out annoying.
  6. Cheers on the replies, and the link to the "out of ammo" discussion. I have each of my squad with only one spare pistol mag for weight considerations. I've never seen my AI down to the pistol so I figured one spare mag is plenty. That might be the problem. One spare mag for any weapon automatically triggering the spamming of that message. Even if that is the case.... My God is it annoying hearing "out of ammo" from multiple squad members every 20 to 30 seconds during a 4 hour mission. The logic engine should trigger the message twice per man then STOP SPAMMiNG the message. And they're not "Black on ammo, ie "out of ammo" when they have a full mag in the weapon and one in reserve. When they're truly down to the last magazine a one time message "last mag" should play ONE time. Turning off the voice overs isn't really an acceptable answer if you want to hear your AI squad mates affirming movement orders, calling out the enemies that only they can see, calling out when they're wounded, etc. That's absolutely critical information you really need to hear. As far as AI squad mates using their name launchers, last night I left my Grenadiers(recruited as Grenadiers) with the weapon they spawned with and they still didn't fire ONE single 40 mm round or throw one Frag or smoke grenade during an hour long firefight I had last night playing DUWS-Rebirth. I don't think it's unique to that Mission. I've played about 4 hours of "Hunter Six" with at least 2 AI Grenadiers in my squad every time I go outside the wire and I've never seen them fire the nade launcher or throw one Grenade. What's odd is that I'm running ASR mod, and in a YOuTube video I watched, with AI fighting AI, testing 3 different AI mods, ASR was the only AI behavior mod where the AI actually used the grenade launchers. Does any aspect of TPW have any history of fouling AI behavior as far as using their grenade launchers or throwing hand grenades? I never paid much attention in the Vanilla campaign, do friendly AI ever use their nade launchers or toss names in the vanilla game? I know enemy AI use launchers but now that I think of it I never recall seeing(or hearing) friendly AI use the launcher.
  7. Bad_Karma

    User Mission Request Thread

    I'd like to see a flexible "create your own" Campaign centered around Naval Special Warfare(NSW) assets with extensive use of amphibious insert/extract along with the use of their SWCC SOCR(Special Operations Craft Riverine) and the Mk V assets. Heavy emphasis on OTB(Over the Beach) insertions, Riverine operations(insert/extract), Riverine search and seizure, Riverine ambushes, Oil rig takedowns, VBSS(Vertical Boarding Search and Seizure) of larger vessels in the outer coastal waterways around the islands. I did 16 years active duty, 4 years as an 0311/0321 USMC, 12 years USN, 8492 SEAL HM, 5326 SO(Special Warfare Operator/SEAL). A flexible "if/then" story line with random missions popping up along with story mode. Maximum replay'ability from the get go. Allow the player the flexibility to set their own Op tempo. If they want to spend 3 days observing a target prior to attacking, give the player that leeway. Timelines are great sometimes but forcing the player to always rush and risk their team's safety gets repetitive and isn't very realistic. Search and Rescue for a downed chopper crew, a timeline is fine. Other than that allow the player to explore the island, gather intel, work their local contacts, learn the terrain. Heloborne overflights, just riding along in a helo to learn the land. Allow the player to use their support assets however they choose. Support assets should be limited, and once an asset is destroyed, it's gone. Ideally the entire detachment and all assets would be stationed just off the coast of the island aboard an Amphib. All insertions would be via Seahawk(Navy Blackhawk), Mk V, Ch 46 Chinook, SOCR or SDV. -12 to 18 man SEAL platoon with OIC, 2OIC, CPO, LPO, Breacher x 2, Sniper x 2, 18D SEAL HM(medic) x 2, Assaulters. -6 to 8 man SDV detachment -1 EOD attached(gets replaced if he dies on mission) -possibility of USAF PJ being attached to unit to act as Forward Observer or JTAC. Can also augment operations by acting as another platoon medic. -2 SOCR's -1 MKV -USMC QRF stationed aboard the amphib. -USMC forces(Platoon to company sized forces) at strategic locations around the island. -US Ambassador x 1 and Embassy complex built into the storyline. -CIA assets stationed on the island. 2 to 3 agents working out of the embassy along with few safe houses located around the island. -Pre established local contacts -Good mix of Urban and "Jungle" missions with different uniforms and kit required for each type of landscape. -Realistic missions. Four man Reconnaissance missions, that lead into Direct Action missions. Full SSI mechanic for searching secured targets and gathering intel. Intel collected leads to further follow on missions. Infiltration from Mothership via Mk V, transition from Mk V to insertion via Zodiac, then swimming from the Zodiacs over the beach. -Insertions via SOCR(cold or hot), SOCRs set in local area as QRF. SOCR's can be pre placed to support heliborne assault and capture/kill missions. Insert via Helo, if you get shot off target SOCRs are are near the target area for emergency extract. Or insert via SOCR, with helo's used as evac. -Capture/kill missions. Captured unknowns must be positively ID'd and transported back to the ship. Collateral damage to civilians has consequences. -PSD(Personal Security Detachment) missions. "Protect the US Ambassador". PG Services Mod type gear is perfect for these type missions. -Use of indigenous contacts. The team must insert covertly, wear local attire with minimal weapons to establish local contacts. Team can establish safe houses, but must QRF if the safe houses are compromised. -Sniper assets used realistically. R & S assets Inserted 24 to 48 hours prior to direct action or capture and kill missions to have "eyes on" collecting intel and sending back imagery. Sniper team stays on station and provides overwatch during these missons. -The team can QRF for USMC squads deployed on the island. -Team and player rest required similar to Hunter Six's model. -No silly ass Vietnam era equipped AI squads mates. Please use realistic current real world loadouts. No masks, no bandanas, no jeans, no ballcaps(on missions). Please use NSW weapons. HK416, M4, Mk48, Mk43, ect. The new jungle map coming out seems perfect for a mod of this type. I hope there's an extensive river system. If anyone is interested in creating a campaign as I described above I'll be happy to offer suggestions on equipment, loadouts, manning, missions, etc. Cheers. https://www.youtube.com/watch?v=euUJi-Ir2_Y
  8. DUWS - Rebirth....??? I see it on Steam, but can't find an actual download link. I'm having saved game issues via the "Subscribe" function. I'd like to install it manually.
  9. I finally found a combination of mods that allow me to play Single Player missions and campaigns. Unfortunately ACE3 isn't included. The action menu keeps bugging out and stops responding. I use the CTRL/Windows or Windows hotkey, and I get a mouse pointer or nothing at all. Or the CTRL windows menu stops working, but I can still see the interact options when I'm next to AI squad mates. I'm an ARMA/A3 noob and I'd really like to integrate the ACE3 experience into my SP scenarios and campaigns, so I'm familiar with the system when I decide I'm competent enough to move to Co-op/Realism play. A settings GUI with helpful hints like TPW's GUI would be an awesome addition to ACE3. A GUI where players can turn on/off or tweak ACE3 settings. Being an ARMA noob hearing the my voice over commands and AI responses is a tremendous help, so I know my commands are being sent and received. I've read the posts on how to go in and edit scripts, however I'm not up to speed on how exactly to find those files much less edit anything. A GUI would go a long way. A tutorial mission/scenario showcasing all of ACE3's modules would be great for ARMA3 and ACE3 newbies. Especially the Medical module. Actual missions wouldn't be necessary, just different stations in a basecamp where different tutorials kick in. This type of scenario could also serve as a test bed for adding additional mods to the ACE3 experience. A player can play the ACE3 tutorial scenario with only ACE3 running, then add other mods one at a time to test for conflicts. Ideally I'd really like to be able to integrate ACE3's medical system into my SP experience, being able to revive AI and have my Medics and other AI squad members being able to revive other AI and me. Even if it's a dumbed down version that the AI can handle, just a simple downed state where my AI team mates don't die outright.
  10. It appears it was mostly my settings. I used the tweaks suggested in the sticky at the top of this forum section. I only did the system tweaks, I'm a bit leery about messing with cfg settings. I'm not sure how to open those cfg files. I had a bad experience opening another game file last week with notepad. All my game files of the same type were set to open with notepad there after and I couldn't revert those files back to their default setting without a full system restore.
  11. I don't understand why this isn't a core mechanic for ARMA3. I tried to download the "Mod" version but I have to log in. I don't know how to enter scripts. Is there another version/link for the Mod version? Will this mod still work in SP scenarios and campaigns? It would be awesome if someone could pick up this mod and continue development, for those of us who don't want to run ACE3 in SP scenarios and campaigns. ACE3's action menu stops working for me in SP games so I can't use it. EDIT: I tried this mod without AGM. The "Mod version" download. The test scenario does not come up. I performed a test on a sand box scenario. I shot an AI in the foot. No options to drag or carry came up via the mouse wheel/action menu. When I used the "treat" option I indeed revived the downed man but I was stuck in the treatment animation and couldn't move. I was using TPW's bleedout. Using the mod WITH AGM, and TPW bleedout turned off, the downed AI revived themselves or died outright.
  12. I found the tweaks suggestion sticky. I should have gone through those tweaks prior to posting. I'm worried though because I'm only playing SP right now and having issues. Major lag issues. Hopefully it's mostly my settings. When I get home this evening I'll find out. I'm wondering if there are any unwritten do's and dont's as far as the type of mods and number of mods you can run without destroying game play/frame rates.
  13. Understood. I suppose being an A3 noob has much to do with it. I've yet to finish one campaign or scenario. I'm either bugging out or breaking my campaign with outdated or incompatible mods, or hitting the virtual crack pipe and finding more and more mods that I must have. A vicious cycle no doubt. We never used IR flares. IR strobes of course. Taping an IR chemlite(taped up with just a small strip in the center showing) to each back corner of a vehicle is pretty common for driving on NODs. Can't really do that with a strobe without being too much of a distraction and flares are out. My comment wasn't a criticism, just a suggestion. If ACE has IR and chemlites, why not combine the two. Anyway I'll be looking for a realism squad once I get to the point where I won't be a liability to the team.
  14. I'm getting a bit more familiarized with the basic mechanics and gear. I have to wonder why you gents @ACE3 would want to turn off voiceovers and subtitles by default. It's extremely helpful as far as situational awareness(SA) and in a firefight you wear your voice out trying to calmly pass orders yelling all the time over the noise. That's the guy 2 feet away from you. No need to spam the radio channel all the time for every little thing. So yes voice commands are realistic. I don't really like though how friendly AI voices nearby drown out the noise of the battle. That seems really fake. An M60 can be going to town 2 feet away, I hear the guy 5 feet away "Roger that!" over that '60. Not gonna happen. In addition my voice sounds really hokey no matter which voice I choose, I think it's the directional effect and it just sounds like a studio quality voice over coming from behind my character, again, drowning out all combat sounds nearby. If you've ever heard the saying "cant hear myself think"? That shit does happen. It would be nice to see the weapons sounds taking priority over voice overs, if that's even possible. With perhaps effecting your AI's response times. Turn up your volume as loud as you can stand it and listen to the yelling(if you can hear it) in this video. These are our SWCC("swick") boys, aka "Boat Guys", down in Stennis, MS in SOCR's("sock Rs") running hot insert and extract drills. I'm surprised nobody has modded these craft into game for some riverine missions or a campaign. Anyway, I've ridden along and hit the bearch during live fire doing the exact same thing. Major pucker factor. Notice there's no overbearing "ROGER THAT" coming in over comms or in first person next to you drowning out the sounds. You don't even hear the boat engines really until the end of the clip. If you guys can tinker with the sound files and tone down the voice overs coming through on comms and the verbal commands(off coms), giving priority to weapons sounds, explosions, that would be awesome. Better yet tinker with the Shoulder Tap command and integrate that into the OIC(you) having to run over and get the AI's attention in order for the AI to respond when there's a high volume of fire, like you do in the real world because guys cant hear you on comms or even the guy yelling at them 3 inches away from their ear. A good punch on the back and a hand signal is the only comms at that point. https://www.youtube.com/watch?v=euUJi-Ir2_Y **I've also been forgetting to ask. Why don't you guys have IR chemlites? A useful tool to consider for SP and MP scenarios or operations versus 3rd world AI/Guerillas that don't have NVG capabilities. ...
  15. Okay that's what I thought. The only addon keymapper i'm showing is for ACE3 and Tao_Foldmap. There's nothing for any of Laxeman's mods that I just installed. Must be an issue with Laxeman's mods. I have the latest version of CBA and the latest version of his mods. I used the A3 launcher to install his mods. Any chance there's a file(other than userconfig) that I need to manually place somewhere in the A3 main folder?
  16. Is this mod still working? Does it work with any weapon and any attachment? As in weaps and attachments made by player mods? I just hopped in game real quick to test this mod and it didn't work. I am running the latest version of CBA. EDIT: After a bit of testing with the default tutorial mission "Mount" works, at least for default weapons. I think I was using some of Massi's weapons and a Bohemia attachment when the animation wasn't working.
  17. How do I access the CBA Keybinder? I've installed Laxmann's Climb and Drag mods. The notes say to use the CBA keybinder. I don't see a "CBA" option anywhere in my Configure/Controls. (EDIT/UPDATE): So apparently the CBA Keybinder is the "Configure Addons" section of the keybinder. Duh... do I feel dumb. After making zero changes to my mods line up or messing with files, the iClimb keybind menu appeared in my Controls/Mods last night. The Drag menu is still missing. I'm stumped, I installed both at the same time, using the same method. I also installed Laxmann's Immerse and one other and they both work fine.
  18. I had to disable ACE3 in the two SP campaigns I'm trying to play, Hunter Six and DUWS - Rebirth. Without fail the Action menu stops working. I'm positive that there's something going on with saved games. I played DUWs for about an hour, just familiarizing myself with mechanics mostly. Action menu worked fine. I save/exit for dinner and when I came back no action menu. In Hunter Six the menu stops working at what seems to be random times. Whoever was asking about back blast working, I'm pretty sure it is. My AT guy on my far left end of my "Line formation" was engaging an enemy APC to my formations left. .. i'm pretty my AT guy killed the 2 friendly guys between my location and his location, and it knocked me down as well. I could be mistaken, it might have been enemy ordnance, but I heard him firing, then "boom" i'm down(from TPW's fall) and the 2 guys to my left are dead. I treated another down man shortly after and had him all patched up. I suppose DUWs - Rebirth doesn't support ACE3. My downed man was swinging around on his center axis prone, but was still in the downed state. Until more campaign and SP mods start integrating with ACE3, it would be nice if we could enjoy all the other great aspects of ACE3 and just disable the medical system. There's really no point if I cant revive my injured AI, if my AI can't revive each other, and my AI aren't able to revive me. I've never played any campaign other than the default campaign, and haven't finished it yet. I think I need to cut back on the mods a bit so I can get down the vanilla mechanics. It's hard to know if something isn't working as intended, if you don't experience the vanilla game mechanics. I learned one thing for sure when not running ACE3, when I'm commanding a squad my character actually uses voice(voice over) commands, and I can see my commands in text at the bottom left of the screen. For new players to A3, I really feel this feature is a must. I'm sure after a few hundred hours of playing the voice over commands will get old, but until a newbie gets down the basics it's reassuring to hear and see the correspondence between you and your squad. if you hear the voice overs and see your commands in the chat box you KNOW your commands are being sent. It would be nice if ACE3 offered an option to turn on/off the voice over commands and the associated TEXT messages.
  19. Bad_Karma

    [COOP-34] Operation Bloody Sands

    Looking forward to getting into this Mod. Former US Military here, I'm new to A3 and new to ARMA. I spent about an hour checking out the base and my squads today. I'm wondering if there's a way to take control of more than one six man squad. Or a way to break up two of the 6 man squads and make 2 more 10 man squads with a couple left over for reserves. Is the only way to take control of each individual squad having your Captain around and find each Team Leader? What should I do with the Squads I'm not taking out on missions? If I can only take out 6 at a time, I have what, 4 other 6 man squads sitting idle. Should I keep them in bunkers? I don't want any spoilers but I don't want to be missing something that's very obvious to ARMA veterans. Is there a read me or brief tutorial anywhere? Can I ran TPW Mod's Skirmishes with your mod without any conflicts? The mod has random battles break out, I'm thinking I'd like to make BlueFor Nato and OPFOR ISIS. Does your Mod run well with ACE3? Thanks! EDIT: I just realized this is made for Multiplayer. Is it a MP campaign, or just a set number of missions?
  20. Thanks Spike for your reply. Forgive my A3 noobness, but can I revive my AI squad mates in SP mode without the aid of a script? Or is the Medical module only for co op play? Is there anyway to enable the AI so they will attempt to revive me or other AI?
  21. After spending time on Jester's Altis Range today for about 3 hours, doing nothing more than moving around with my AI squad doing basic patrolling and getting familiar with the Commands, ACE3's Action interface stopped functioning. I did have saves during that time. After each save when I loaded back in I immediately checked the Action interface and it was working just fine. What's odd is, after the second load in, the Actions interface worked fine. I was simply ordering my squad around in an open field for about an hour, no shooting, no nades, no autosaves or mission progression, the interface just stopped working. I noticed after the Action menu stops working, when I hit CTRL/Windows, I get a slight screen blur or darkening on the very outer edges of my screen. Like the "show goggles effects" for 3rd person view is trying to kick in. I have it turned OFF. I wonder if that has anything to do with my problems. In addition, AFTER I notice the ACE3 Action menu has stopped working, if I go into ACE's options menu via the pause screen, when I pull the Options up, the options page is blank. If I hit "Colors" then go back to "Options" the letters come back. When ACE3 Action menu is working as intended, when I pull up the options the page looks normal(versus blank when the action menu bugs out). I'm going to disable every single mod except ACE3 this afternoon and go mess around on the range for a bit. I'll report back with my findings.
  22. Quote Originally Posted by Soulis6 View Post Is there a way to revive unconscious units via a script? There was a way in agm, but I don't see that in this, probably just not looking in the right place Can someone please help explain how to enter this command? Can I do it via the in game... debugger/editor? I'm not familiar with the GUI or how it works. But I do have it by default in the current Campaign I'm playing. Can I enter the above command into the main window(execute)?? Is there a video link anywhere on the forums that shows how to use the debugger/editor from in game(in the actual scenario, not at in Editor mode). If I can enter the command via that method, will the command above allow me to treat my AI squad mates and revive them? Is there another command that will force my Medics to actually treat downed men, including me. Thanks guys.
  23. Bad_Karma

    ASDG Attachments

    Thx brother.
  24. I've never seen Advanced Medical work, but I'm not sure whether or not you have to be playing a Medic class to see the advanced options. Though I do have to wonder why I have IV bags, tourniquets, ect in my loadouts when I play campaign or scenarios as whatever non medic classes I play in those game modes. FYI a "temporary tourniquet" is the "go to" choice as far as Care Under Fire to immediately control bleeding in the extremities. A tqt can be self aid or buddy aid. Once you get the downed man out of the beaten zone and in a more secure location, your Medic/Corpsman takes over, you assess your patient, pack and dress the wounds, then release the tourniquets, reassess patient status then go from there. If any wounds to the extremities continue to bleed after releasing the Tqts, it's usually standard protocol to use pressure points along with addressing the wound a total of 3 times, reassessing your patient head to toe about every 3 minutes between each dressing or treatment. After dressing the wound 3 times, along with using pressure points, elevation of the extremity, if bleeding continues then you reapply a Tqt. Of course these are just SOP's. If an extremity wound is GUSHING and your pt. is obviously going down hill fast, you may skip protocols and go immediately back to the Tqt. As far as how this could work out in game. It would be cool to see an option for a Tourniquet in the initial treatment for arms and legs. You could put Tqts on all 4 extremities, treat other wounds, move the patient, then see another option to "Bandage", then another option to "Remove Tourniquet" after bandaging. Here's where an "if... then" random variable could come into play. Once the Tqt is removed, there could be a /roll to see whether or not bleeding is stopped. If it is stopped you're good to go, if not, apply 2nd bandage. Another /roll. Reassess, if bleeding continues, apply 3rd bandage. Another /roll. If bleeding continues a Tourniquet is applied. Bleeding is stopped but the patient is still in poor shape. A Tourniquet option should ALWAYS be an option at any stage of Pt. Treatment in case you have to move to the Pt due to enemy disposition or incoming fire. You can temporarily stop all bleeding via Tqt, move the patient to a safer location, then continue with the "3 dressings then Tqt" SOP. And FYI a Tourniquet is NOT advanced Medical Care. As a platoon Medic/HM, I instructed all my guys to immediately apply a tourniquet to any bleeding extremities(Venous or Arterial bleeds). That was SOP for SF and NSW back when I was active duty and I'm pretty sure that has not changed. Every guy in the platoon carried at least 1 Tourniquet. It would be nice to see the option to use a Tourniquet the first time you assess a downed man, for non medic classes. Then the protocols I suggested above.
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