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DEV614

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Everything posted by DEV614

  1. DEV614

    [R3F] Logistics

    Unfortunately, I believe the "autoload" feature is broken. Whenever I try to take advantage of the feature, it breaks R3F and I'm unable to use it on any object. It works fine otherwise, until I run the code: [medical1,["C_IDAP_CargoNet_01_supplies_F"]] execVM "R3F_LOG\USER_FUNCT\auto_load_in_vehicle.sqf"; Then logistics break.
  2. DEV614

    [R3F] Logistics

    Does anybody know how to edit the amount of space an object takes up in a vehicle?
  3. DEV614

    Advanced AI Command

    Hey @duda123, would it be possible to add a "Wait" and "Execute" feature to the mod? I know when combined with C2 it adds the possibility for Go Codes, but it'd be nice to be able to plan an approach without wasting a GoCode to make them stand still! :)
  4. I completely get that, and that really wasn't the approach I was going for - I just meant the Company Commander being able to control everything (being in control of the whole company) and the Platoons would be able to control their squads, the squads their fireteams, etc, etc. So basically like the current CoC system, except the higher echelon groups would control every subgroup under them. But that's currently not possible because of the HC limitations of only one commander per group, so the Company Commander wouldn't be able to command the entire company, just the playable Platoon leader groups. Yes, but when different groups are controlled by different units, team switch is required. I'm not even using the subgroups right now, it's just plain-old groups under another units high command - no CoC, just CO group commanding PLs groups, PLs groups commanding their squads groups, (may break down into fireteams). So when I'm playing as Platoon 1 Leader and I'm out in Feruz Abad in a firefight, and I need to call in Platoon 4 to Helo in, I would have to switch to Platoon 4s leader so I would have Platoon 4s squads on my HC bar and I could get them to load up in the chopper, and send them on their way, then I'd switch back to Platoon 1 Leader but the firefight would have ceased and the enemy units would have to reinitialize and load back in. The alternative I'm using right now is playing as the company commander only, and the company commander controls all of the groups in his company (each platoon sorted by color, sometimes subgroups/CoC when we're moving to another location, but I tend to order each group individually so the subgroups are typically used when out of combat), that way I can make the HC bar show whichever color (platoon) I need assistance from/to command, but the only drawback is that the company commander is the only unit I can play as. I think the WP allowing the group to break formation is a good idea, that is honestly the only reason I don't use the Platoon subgroups more. Very excited to see what you have in store! If you ever are in need of someone to test any of the beta builds you have and report back on bugs/functionality, I would be happy to help! Just let me know. :) Late edit: If you could implement Go Codes instead of the waypoint syncing system, I think it would be much more practical and convenient. The current syncing system works fine, but it can get messy when you have to wait for multiple units to get in place, and then try to get everybody to move in as a whole.
  5. DEV614

    Vcom AI V2.0 - AI Overhaul

    @genesis92x Hey, is there a way to tweak accuracy for units manning a static weapon? My Machinegunners have been getting sniped by SPGs xD
  6. DEV614

    ASR AI 3

    Found out the behavior was caused by the "search buildings" feature. They were being sent out to clear enemy buildings by themselves, but when I set the "search buildings chance" to 0, the behavior stopped.
  7. DEV614

    ASR AI 3

    @Robalo Hey, thanks a lot for making ASR modular! I've been using the "danger" pbo, and I noticed a behaviour with the AI, I don't know if it's intentional. The AI seem to send off one or two "suicide soldiers" to go and run off into the fray, while the rest of them stay put at a waypoint. I have the enableAttack set to false, so it's not the AI sending units to engage I don't believe - is this expected behavior, and if so, could there be an option to disable it in the config?
  8. Right, but I don't believe a unit is able to command the same HC group as another unit, no? Like, I don't think the Company Leader would be able to have Platoon Leader 1's Squads in his HC bar if Platoon Leader 1 has those squads on their HC bar as well. That's more what I was going for. I can make it to where all of the Platoon Leader groups will be on the Company Leader's HC bar, and all of the Platoon squads belong to their respective Platoon Leader's HC bar, but I can't get it to where all of the groups show up for the Company Leader instead of just the PL's groups, and all of the PL's are commanding their respective squads as well. I believe this may be a limitation within HC itself, though I may be wrong - mods like duda's Advanced AI Command allow multiple leaders of the same HC group but I don't think his mod really utilizes "HC" per se. As for the team switch, I didn't even know this mod had that feature - I'll look into it! The singleplayer team switch was working fine for me if I had the HC groups set up to where the Company Leader had only the PL groups in his bar, and the PL leaders had their respective squads (the method you used above, outlaw1 hcSetGroup [outlaw11]). I would be fine with the command-chain style HC thing I got going on right now, but it can get tedious when you have to switch between units for simple ass tasks like calling in reinforcements from another platoon, etc, and it basically deems the Company Commander useless, since his only subordinates are playable units that can be switched to anyway. Plus when using ALiVE and switching out of the battlefield, just to switch back moments later, it can break immersion because the enemy have to load back in and may be in slightly different position/not as damaged and you'll have to completely reengage. Another cool feature would be an option to toggle the "Autocombat" setting on a waypoint, so if you want a unit to move through fire for a waypoint you could set the autocombat off for that waypoint, then when they reach their final waypoint you can set autocombat back on. I know you already have the autocombat toggle feature, but this would make it much more convenient and usable in combat situations or when planning ahead of time. Oh! If this is possible, it would make the counter-insurgency a helluva lot easier lol - could you implement high command building clearing? That would be a dream! I hope you know I don't expect 99% of this stuff to get implemented, I'm just throwing ideas out there in case anything IS easy enough to implement. Anything you do will be very appreciated :)
  9. Hey guys, I'm a pretty inexperienced coder (I use the term coder lightly) and I'm having trouble setting up a trigger condition that'll fire off every time a "Box_East_Support_F" is found in a certain radius. I have no problem getting it to fire once, but I need it to fire off every single time a box is added to the array in that radius. For example, I am bring a truck load of support boxes to a town called Hazar Bagh. When I get to the town and begin to unload, for each of those boxes that come out of that truck, I need the trigger to fire off that many times. So if there's five support boxes that were unloaded from the truck, I'd want the trigger to fire off five times. Pretty simple stuff, I just can't seem to figure it out. Halp, pls!!!111!!!!
  10. Very excited for whatever you have in store, thank you for hearing me out! And it's really nothing special, just a counter-insurgency ALiVE campaign based in Takistan, starring the US Army. I plan to add a couple humanitarian tasks to help bring hostility down, but all in all, it's pretty simple. I'll definitely still release it whenever I'm done though, some single-player junkies like myself might get some pleasure out of it. :) Not sure if this is an engine limitation, but would it be possible to make HC groups commandable by multiple units? For example, I have a company of US soldiers, and I'd like to add a team switch feature where you can switch to a unit, and it's HC group will correspond to that units subgroups (aka a Platoon leader would have all the squads in his platoon, a company leader would have everybody, a squad leader would have his fire teams, etc). I can think of only one way to do this with what you have right now and that would be using the CoC feature and assigning only the platoon leaders to the company commander and only the squad leaders to their respective platoon sergeant, which would produce some somewhat wonky results, since commanding the unit while in CoC mode is very limited (units will move whenever their CoC commander moves, regardless).
  11. @Rydygier Is there a way to block a certain artillery class from firing? I only want to use this for my M252 mortars, and have my artillery batteries at base hold fire until commanded by me. The .pdf says something about blocking an artillery group, but it was somewhat unclear. Do I put the group name i.e. "group o1a" in the brackets? Or would I put the classname of the artillery unit?
  12. Copy that! One thing I think desperately missing from all AI mods (at least those used for SP purposes) is inter-squad/platoon communication. Obviously I don't expect a detailed five-step report from the friendly AI, but a small side-chat message stating that they're in contact - or that they've spotted an enemy technical 500 meters away with their bearing/direction, or if they're below a certain combat effectiveness (say once they reach 50%), they can announce it. I have a feeling there's a reason nobody's really implemented this, so the task may be damn near impossible, but I thought I'd throw the idea out. Another thing that would be useful, that also plays along with squad communication, is inherently adding the ability for High Command groups to communicate targets between eachother, like some of the other AI mods do (ASR, VCOM, etc.) Since other mods do this, I don't really expect it to peak your interest but when using AI without any of those mods (which I do for some of my missions, since VCOM tends to send your units every which way) it is painful to watch a squad 20 meters away engaging an enemy while the prior squad watches butterflies fly around. Thanks for all the hard work, man!
  13. @Igitur Worked like a charm! One thing I noticed with fire support units with backpacks, if you have more than one fire support team (a unit with a gun bag + a unit with a tripod bag), they will place their static weapons down as expected, but after they are down and you tell them to pack back up, it will pack them up but one of the teams will now be lacking a tripod/support bag. I believe the unit that already picked up the first support bag is the same unit that goes and picks up the second support bag. I feel like a way to supplement this is to automatically re-add the bag to the support unit after they place it on the ground, therefore always ensuring a way to re-set up the fire support. I noticed VCOM AI using this method, so I thought you could do the same. Or alternatively, you could do some check for units carrying a support bag, and if they are carrying one, use the next unit in the group to pick up the support bag on the ground. :)
  14. My apologies, I thought the mouse action button WAS left click xD I'll give it a go here shortly, thanks bud!
  15. Awesome! Appreciate it, boss. Not sure if it's just me, but the synchronization system still doesn't seem to work for me (whenever I left click on the waypoint, it just selects it briefly, then unselects it. No red line.) The synch system has never really worked for me so I'm not too pressed about it, but something that may need looking into? I don't know, may just be experiencing this on my end.
  16. DEV614

    Vcom AI V2.0 - AI Overhaul

    Is it possible to only allow units with a certain item or of a certain classname to call in artillery?
  17. DEV614

    RHS Escalation (AFRF and USAF)

    Understandable. Hopefully BI steps their game up, though I'm doubtful. Thanks for the response!
  18. DEV614

    RHS Escalation (AFRF and USAF)

    I wouldn't complain one bite if RHS adopted ACEs method for a PIP scope! I agree with the unfocusing bit, but an advantage of the ACOG is the awareness you have which is why I was attracted to the PIP with good peripherals, but alas, can't get the best of both worlds! Thank you for everyone who responded and explained things to me.
  19. DEV614

    RHS Escalation (AFRF and USAF)

    Yeah I just went and checked out ACEs after reading your comment, they're pretty neat. It seems like a 2D scope with PIP outskirts, which is cool but I like RHS's approach with the peripherals, just wish they switched images! I've been getting over the PIP ugliness and using it in game, and its a lot harder to use which I love. I wish the base zoom was a little further, depicting an actual 4x zoom but I can't complain, I'm sure the RHS team has a reason for doing everything they do. Keep up the good work.
  20. DEV614

    RHS Escalation (AFRF and USAF)

    I just discovered the PIP version of the ACOGs and I'm in love, I just wish the PIP quality in Arma was better! I've refrained from using it until everything isn't so ugly, but would it be possible to switch the "PIP" image to the outside of the scope, and have the clear image on the inside? That would be super cool.
  21. DEV614

    VCOM AI Driving Mod

    Is there a way to not run this mod on certain units? Like a code I can put in their init or something? I think its messing with my AI helicopters.
  22. Hi all, I'm trying to find out how to add an action to the Support menu (0-8) that will allow me to turn autocombat on for certain units. Could anybody help?
  23. This is what I've came up with so far, and it doesn't work a single bit. class CfgCommunicationMenu { class MyAutocombat { text = "AutoCombat"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "{_x disableAI “AUTOCOMBAT”;} foreach (units group K41A);"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\defend_ca.paa"; // Icon displayed permanently next to the command menu cursor = ""; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; }; _autocombat = [player,MyAutocombat] call BIS_fnc_addCommMenuItem; The "expressions" part is where I think I'm confused at, I literally have no idea what to put there in order to get it to execute the script in the above post. If the code above is no where near what it's supposed to be, please don't laugh. I have no idea what I'm looking at, I just tried to wing it from the wiki page.
  24. Thank you! Sadly, I'm not the brightest bulb in the pack, so I still can't figure this out myself. I'd like to add three separate actions to the command menu, under the support section I'm assuming. I'd like each action to run a different code to allow autocombat to be turned on for the unit. This is the code I have that I want to be ran on the "Alpha" action: K41A1 enableAI "AUTOCOMBAT"; K41A2 enableAI "AUTOCOMBAT"; K41A3 enableAI "AUTOCOMBAT"; K41B1 enableAI "AUTOCOMBAT"; K41B2 enableAI "AUTOCOMBAT"; K41B3 enableAI "AUTOCOMBAT"; K41B4 enableAI "AUTOCOMBAT"; K41C1 enableAI "AUTOCOMBAT"; K41C2 enableAI "AUTOCOMBAT"; K41C3 enableAI "AUTOCOMBAT"; K41A enableAI "AUTOCOMBAT"; K41B enableAI "AUTOCOMBAT"; K41C enableAI "AUTOCOMBAT"; Basically, that's it. I just want something in the command menu to be able to shoot off the code above, and I can't seem to figure it out from the wiki. :(
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