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Everything posted by DEV614

  1. I have a 3 man AI group with a mortar bag and tripod that I'm controlling via the Advanced AI Command (sorta like high command). I was wondering if there was any possible way to make that group deploy it's weapons via addAction or something. High Command Converter has something for unpacking static weapons, but sadly Advanced AI Command and HCC don't get along too well, and I prefer AiC.
  2. @Psychobastard Would it be possible to add a paramater to the settings file that could change the level of medical knowledge needed to heal based on side? I'd like to simulate every US soldier being able to administer simple first aid to downed units, whereas the insurgents I'm facing, I'd like only the medics on their side to be able to pick people up. Any assistance would be appreciated!
  3. DEV614

    ASR AI 3

    Hey @Robalo , is there a way to remove the burst behavior with the MGs that ASR has added? I prefer the longer bursts of vanilla AI, but love everything else about ASR. I'd be very appreciative for any assistance :)
  4. Hey @icebreakr , is there any plans on trying to find a fix for the AI pathfinding along concrete bridges? They make it all the way across until the very end, literally like a foot from the road before they start ramming into the side of the bridge.
  5. DEV614

    RHS Escalation (AFRF and USAF)

    my hopes... my dreams...
  6. Yes sir. Mad Cheese is aware of the issue and is currently working on revamping the poly method. Hopefully a fix will arise soon!
  7. Hey @mad_cheese, every time I try to use the HC suppression system with AIC, they reach the waypoint and an error message pops up in sidechat reading "Oops something went wrong. No poly detected"
  8. DEV614

    Advanced AI Command

    Hey duda, could you share the code you used to add actions to the waypoint menu? I'd love to try my hand at adding a speed and combat setting to the waypoint menus, instead of the group menu. EDIT: I found the code in the github but can't seem to find out how to get the code to fire off upon waypoint completion instead of immediately :(
  9. Yes sir, that's exactly what I mean. I typically set up missions commanding a platoon with various elements, so being able to command them through your interface would be awesome compared to BIS clunky high command system, though Igitur's High Command Converter mod remedies most of the annoyances/left out features.
  10. Hey Leopard, great mod here! Is high command support something you may be interested in implementing in the future or is that out of the scope of the mod? I love the interface, and it would be awesome to implement something at a platoon level.
  11. I would definitely be interested in the terrain analysis/AI information sharing! I'm glad to see you active again, your mods have always complimented any mission utilizing AI so well!
  12. The ALiVE autogenerated tasks are known to have a bug here and there. All you have to do is manually complete or delete the task through the C2ISTAR tasking menu, and if you want a new one either wait for one to autogenerate or make one generate yourself through the same menu.
  13. DEV614

    [Release] Incon Airpower

    Hey @Incontinentia , could this script be used to target static objects such as buildings or editor-placed objects?
  14. I've added the following to my description.ext: respawn = 3; respawnTemplates[] = {"MenuPosition"}; respawnOnStart = -1; All of my markers are named appropriately, (respawn_westFOB) yet whenever I die, I just get teleported to one of my respawn position - the menu itself never pops up. I've also tried setting the respawn settings up in the editor under the Multiplayer Attributes to no avail... I really don't see what I'm doing wrong. I've had this exact same set up work for me before in a different mission. What's changed?
  15. That makes my heart happy :') Hey, do you have any suggestions on how to make two groups make to a waypoint, then move in at the same time? The current synchronization system works fantastic, but when it comes to wanting two groups to wait for eachother to get into position, then move in, it can get a bit wonky. One unit will wait until the other is in position, but there are plenty of variables that could disrupt group A's approach, allowing group B to hit their waypoint first and continue while group A is lagging behind. I've tried synching both waypoints to eachother (as in syncing group A's to group B's, then group B's to group A's) but that tends to either cancel out the synchronization all together, work somewhat successfully, or behave as usual i.e. one group hits the waypoint and either waits (if it was the group that's waypoint is synchronized to the other group that hasn't reached their waypoint) or vice versa, or one group gets stuck in place while the other groups move in (tends to happen when trying to plan a larger scale attack with a lot of synchronizing).
  16. The pack/unpack feature works like a charm when used how you just described, what I meant was having one group with multiple statics. For example, a mortar squadron with three mortar teams - 6 static bags in all (gun/bipod combo). They can set them all down, they just can't pick them all back up. It really isn't something that should concern you, as commanding each mortar team individually isn't a problem - plus I believe that only one mortar fires when you have all three unpacked anyway, so having a mortar squadron might be less beneficial than individual teams anyway! Here's how to repro if you care to try: Create one group with a squad leader, three gunners, and three bipods/supports. Have the squad place down all of their statics, then have them pick them back up. You should notice the "original" support bag/bipod carrier will be the one to pick up all three of the support bags, effectively deleting the other two bags. The gunners, however, all pick up their bags. Quick question, when pre-defining arrays on mission initialization, do the units in that array start out "in formation" following the highest ranked group, or are they just defined and have to be set to follow the leading group whenever you have them where you want them in relation to said group? EDIT: Okay, so I finally got to test out the update and I see that the units are following the highest in command by default. Would it be possible to make the subgroups follow the unit directly ahead of them in the CoC by default? For example, if you defined the example array you gave, G2 and G3 would follow G1, G5 and G6 would follow G4, G8 and G9 would follow G7, and G4, and G7 would follow G1. Also, would you be able to elaborate on the difference between positional and directional? And finally, a suggestion ;) If you could incorporate some type of convoy script to allow HC groups to move together better as a convoy, that would be amazing - I can already make them somewhat resemble a convoy with the speed settings and whatnot, but there are a lot of inconsistencies and no "convoy" typically ends up well without some type of scripting. I was thinking about trying to incorporate Devas' Convoy script in one of my missions but to allow "dynamic" convoy markers to be placed on top of HC waypoints (via script) and a trigger placed at the waypoint as well to delete the marker after the unit has reached it (as to not clutter the map with random markers), though I'm a VERY inexperienced coder (I use the term coder lightly) so I doubt I'd be able to achieve the result I wanted, so hopefully you can come up with a better idea xD and obviously any time of improvements you can make to the suppression system is much needed! Will open up a whole new avenue for AI approaches :)
  17. DEV614

    Vcom AI V2.0 - AI Overhaul

    Sounds like a problem on your end, the mod definitely works as advertised - test with nothing but VCOM loaded and if you still have problems, verify the integrity of your game cache to make sure you have all vanilla game files, etc, etc. If problems still persist, I don't know man
  18. I can get the menu to open when calling the BIS_fnc_showRespawnMenu function, but it doesn't do anything and you have to call the function again to close it, plus it won't automatically do it upon death. I'm very confused now. :/ Here's a picture of the test mission folder next to the description.ext opened: and here's a YouTube video of the test mission, though I've discovered why it wasn't working. You must have a respawn delay. Once I added a delay, it worked no problem.
  19. I just added that line and still nothing. :L I'm literally playing Arma with 0 mods loaded, on a new mission I created on Stratis with nothing but a playable unit, the respawn markers, and a description.ext in the mission file. I have no idea why this isn't working. I'm a moderately-experienced mission maker so I've explored any avenue I can think of. I just updated my game + server yesterday as well so I know an update isn't the issue. I've already added a ticket, but I'm gonna keep attempting to get this thing to work. Thank you for trying to help!
  20. Have tested on a blank mission with nothing but markers named "respawn_west_1" and then so on, and the menu does not pop up. I've tried using the description.ext to activate the template, and I tried using the in-game Eden Attributes menu under the Multiplayer section to adjust the respawn settings, which did nothing. It just respawns me on the markers, so it's recognizing them as respawn markers, it just won't open the menu to where I can select where I want to spawn.
  21. DEV614

    Vcom AI V2.0 - AI Overhaul

    they should already do that