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DEV614

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Everything posted by DEV614

  1. Would love to test out any new features you got going on in the beta! PMs always open, chief.
  2. I have a company of Special Forces groups, as following: ODB 3210 - HQ Element ODA 3211 - Mortar Element ODA 3212 - Assault Element ODA 3213 - HMG Element ODA 3214 - SFOD-A Team (Recon Group) ODA 3215 - SFOD-A Team (Recon Group) ODA 3216 - SFOD-A Team (Recon Group) each group's callsign corresponds to the list above and each team leader has a variable name corresponding to the group name (odb3210, oda3211, oda3212, etc). The faction name for the special operations group is "USASF". The second faction, which I do not want to show on the map, is the National Army of Colombia (faction name: "NAC"). The special operations group has been pre-placed in the editor, whereas the Colombian faction is spawned in dynamically using ALiVE, and both factions are on side WEST.
  3. I'll try to dig through your post and some config files, see if I can figure it out. Or if you're not too busy, could you PM me and point me in the right direction?
  4. Is there a way to configure this to track certain AI groups, and not show the rest? I'm creating an ALiVE mission with an American special operations force (BLUFOR) deployed in Lingor assisting the Colombian Army (also BLUFOR) and I only want to show the special operations units on the map. Is that possible?
  5. DEV614

    ASR AI 3

    I\ll give it a shot, thanks!
  6. DEV614

    ASR AI 3

    Does anybody have a config file that's tweaked to make the AI more accurate? If so, would you be willing to share? I've been looking at this file and I just don't know what to change. I'm about to do a couple trial and error runs, but if somebody could help me out that would be great!
  7. DEV614

    [Release] Incon Airpower

    How do I select the ordinance after requesting the air support? No type of menus pop up for me.
  8. DEV614

    Vcom AI V2.0 - AI Overhaul

    Have you ever considered releasing a standalone addon for the artillery/static weapon aspect of VCOM? I love your mod, and it seems like you've smoothed out the conflict with ALiVE AI pilots, but a lot of my missions are dependent on ASR and I like the cover-to-cover behavior of Pooter's Enhanced AI a little better than VCOM's. I'm sure there are others who would benefit from a standalone static weapon mod as well, I'm honestly surprised there are none out.
  9. I was about to post about the exact same thing. Glad to know I'm not the only one.
  10. DEV614

    ASR AI 3

    I'm having a problem with group leaders going commando and leaving their squad behind when given a move waypoint in combat mode. The group leader keeps advancing at a fast pace, regardless of how far back his squad is.
  11. DEV614

    Vcom AI V2.0 - AI Overhaul

    Where do I put the following code? [{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler;
  12. DEV614

    Vcom AI V2.0 - AI Overhaul

    Does the artillery work with RHS assets? Or just vanilla?
  13. Do I smell an Advanced AI Command collab? :o
  14. DEV614

    RHS Escalation (AFRF and USAF)

    Have you guys considered adding gunner protection kits as a variant to the HMMWVs? It always kind of stumped me why RHS never included the variant.
  15. I've been experimenting with team switching and High Command, and when I team switch from one HC commander to another, the unit that I team switched from no longer follows any orders I give him. He just stands there. Does anybody know of a "onTeamSwitch" or any scripting in general that could remedy this? Would be GREATLY appreciated!
  16. I could suffice with team switching to whatever unit is commanding the asset I want to use, but whenever I do that it changes the group name (every group in my mission has a custom callsign). Does anybody know a workaround to keep group names the same when switching to a different unit?
  17. Okay, so I've placed down a company sized unit in my mission with HC commander modules to each group leaders (besides squad leads, which is the lowest level). Basically, what I'm trying to do is make it so my Company HQ has control over every single group underneath him, then my Platoon HQs will have control of every subordinate squad under them, etc. Whenever I try to set it up as such, it usually ends up with my Company HQ being able to command only my Platoon HQ groups and not their subordinate squads. I would like to further break down my chain of command to include fire teams, but I cannot do that if I can't get my HC commanders to control every subordinate unit under it and not just the HC commander groups of the next level down on the hierarchical tree.
  18. What ever happened to this masterpiece? I love the enemy spotting/casualty reporting from the AI, I'm surprised nobody has done anything with that! I would love an independent mod for AI communication.
  19. I appreciate the consideration on the CSW idea! On the other hand, is there anyway you could implement the actual group name when in HC mode? I typically command a company-battalion level force on my missions, and I would love to use C2 to execute precise platoon movement but I never know which unit is which (I've renamed all the groups in the editor to match their real life counterpart; Battalion HQ, Alpha Actual, Alpha 1 Actual, Alpha 1-1, etc). I could understand how this could be cumbersome in the planning tablet display, but could there possibly be a solution to know which unit is which?
  20. Is there a way to predefine subgroups (Company, platoon, squad) on mission initialization ? I have a battalion sized force in my mission and it's annoying having to always redefine the groups when rejoining the mission.
  21. DEV614

    Vcom AI V2.0 - AI Overhaul

    Will RHS units deploy their CSW/UAV?
  22. You should add a command with the ability to pack/unpack static weapons! Maybe even throw in a little artillery support in the command tablet if you feel like going crazy. ;)
  23. 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.
  24. DEV614

    Advanced AI Command

    You should add the ability to pack/unpack static weapons so I can throw some HMG and artillery elements into the mix!
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