halveridian
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Everything posted by halveridian
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Suicide Bomber and Carbomb Addon
halveridian replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
any chance we can put this on steam?- 55 replies
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- suicide bomber
- carbomb
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United States Air Force( 2015)
halveridian replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Let me know if im crossing any kind of line. My community has itemized many different aircraft types to throw into our mod list. Many are excited for when your update will drop and will likely replace it. My question is more geared toward what is getting updated. I understand revamped systems will be implemented but curious as to whether visual updates will occur on existing models, if new assets will be added damage models so on. I have tried to run through the thread but its pretty long and didnt know if there is that information readily available in one spot. -
Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Genesis. I have been having issues trying to get Hold waypoint to force Garrison in VCOM using script side. I don't know what is wrong. I was hoping its something fixable. I always hoped you could make some form of module in editor and Zeus. that can control that. Please let me know if you have this problem too. I was placing the waypoint on some bunkers on Malden in bunkers and houses. and nothing. -
Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there only certain mine types that can be placed that will be used by vcom. For instance the rhs mines or the newer mines made by Idap dlc -
[OPEN BETA] [SP] bCombat infantry AI Mod
halveridian replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My guess is this abandoned -
[OPEN BETA] [SP] bCombat infantry AI Mod
halveridian replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My guess is this abandoned -
Another thing I thiink would be useful is for those communities that use ace medical. If ace medical is loaded it uses that rather than the one in dissension currently. I don't know if it is already designed like that but if not it would be helpful to put in that check on the init.sqf
- 222 replies
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- dissension
- cti
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Something that wasn't touched on that I would think is interesting. Are their civilians on this. If not can we have a civilian presence and some option down the line for an insurgent commander. Not to sound to much like alive cause that's definitely not what I want. But I do like the thought of area relations with civilians. You kill too many civilians as collateral your relation goes down in the area. And get less resources as a result or chances of hostile civilians down the line. With that you would probably have to implement or create a script of run and hide for civilians so you don't have random civs running through a gun fight. Things that could make this interesting, an artillery commander may have poor relations well cause of the collateral damage caused by artillery if they assault a town. You can't have a town, city, or other assets on the terrain without anyone inhabiting it.
- 222 replies
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- dissension
- cti
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
halveridian replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This may have been answered already, but is project opfor not supported. Also forgive me for not trying to just test it out again, but last time I created a mission some of the randomly generated missions were very buggy. For example I would get a team of guys to come with me to go secure some outpost and the outpost would literally contain 1 enemy infantry. Consistently wasting the time of my team. This happened pretty often. I also noticed when running ace if ace medical was on for the enemy and we kill that enemy, the objective wouldn't complete till he fully died even though he was deemed neutralized. -
Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cancel my the first suggestion. I was able to use hold waypoint in zeus while using ares-achilles expansion. I did notice they respond better on the vanilla maps of Stratis, Altis, and Malden, but Tanoa has issues due to the design of some of the buildings and CUP maps seem to act a little funny as well when units garrison the buildings. seldomly could I get the units to go to the second story of a building. I also noticed when the Hold waypoint command was given as soon as a squad got to the waypoint they broke up into individual squads for each unit. -
Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know that has been requested for a long time. I have hoped for a medic system that functions in AI mods. To be honest if we are in a situation where we are fighting AI and then we disengage but remain within eye sight of the AI to try and medically assist it's wounded then the AI will probably stay in combat mode and not try and pick their guys up. They would have to know to throw smoke have someone, medic or other infantry, drag them to safety to work on them. If that could be achieved that would be awesome. probably have to implement ai types for base game and some of the more popular mods such as medics for each faction in rhs, project opfor, and Syrian conflict, and CUP. I have an idea that may be equally as difficult but I know it has been done before. An AI mod that has long since been abandoned and was way subpar in terms of AI combat behavior had a couple awesome features, that I believe would enhance gameplay for mission creators. 1st- A zeus, and eden module for command that is vcom specific, for garrison and patrol. -The Mod I referenced had a command to garrison separate from ace or ares garrison, which would have its own ai garrison and switch garrison positions every 15/20 seconds (you chose setting) within a building, essentially causing them to patrol within the building. The problem I see is the garrison command can tend to ignore the AI mod that is being used in terms of combat effectiveness. you already have an awesome search building feature with AI it would just need to be adjusted I imagine so they don't leave their designated Garrison location and have some realistic dynamic movement throughout the building/buildings, and make a very zeus/mission creator friendly module placeable/syncable. I don't think there is a need to replace the search then garrison that ares provides. -The patrol command I listed was also a feature that I saw, that if you set a unit to patrol an area it normally stuck to roads and followed them automatically, randomizing there routes accordingly in some way shape or form. so clicking on a building surrounded by main roads and sidestreets and setting the patrol radius would cause the AI to go on a patrol. If it was a building that was the center of the patrol it would patrol around the inner surround streets and occasionally side roads and if the radius was far enough the outer roads of the patrol area. -
my community is running Asr ai we don't run rhs saf but we do run the rest of the rhs mods. the rhs config seemingly requires saf. I was wondering what exactly the config files do for each of these factions.
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United States Air Force( 2015)
halveridian replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This may have already been asked but will this mod ever be officially put on steam? My community tries to contain use of mods to steam for ease of access and I would like them to take this mod into consideration. -
I was wondering if there was a way to get some or at least part of this mission completely mod dependent free. such as the requirement for CBA removed for players logging into the host/server. I want to put this on my public server for completely new and vanilla users to be able to load in. also I like every feature in this for what I want to use it for but I noticed that when I host I am pretty much immortal as I can get shot repeatedly while only flinching. As a public server I would like the FOB feature to be taken off so when no one from my group is on public players can't join in and start Spawning craziness Forward operating bases. I can easily see this overtaking the popularity of Invade and Annex if it had full vanilla support.
- 230 replies
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- dcg
- cooperative
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the modules populate in zeus but don't seem to work any ideas as to why?
- 89 replies
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Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Genisis can you please put this on steam along with vcom driving. ASR ai just got added and my community may be torn between urs and asr. I prefer yours but that is a big sway for ease of use and accessibility. -
Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
first paste the vcom ai folder in the mission folder and then paste the init.sqf file in the mission folder. u will need a pbo extracter to use on an existing file. -
Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess that was more of a general question. Another question I have for Genesis... Will you be able to place zeus utility modules on the next version so when I Zeus and set a waypoint I can give them some orders that usually require a premade mission mode or scripting. such as defend this area, or patrol, garrison, and so on. I use Ares but I don't like the Patrols in Ares. Feat Of Arms and Bcombat both have placeable modules for zeus, that are similar, although I don't think they are as good and although I like ASR AI 3 I don't think it is dynamic enough as vcom. another question I have on top of the zeus module addition thing is, will there be a change to snipers at all and is there a way to prevent over movement. I like... no no I love the features of units placing mines. and trip wires and so on. Snipers placing claymores so good but I placed a sniper with zeus and when he saw an enemy I almost couldn't keep him still he kept wanting to flank. it was an RHS sniper but same happened with vanilla sniper. this could be resolved if modules are able to be placed that sync with soldiers to defend a position so they don't move out of it except to find close cover which would solve the issue otherwise if you can make rules for classes such as those sit and wait sniper types that would be good. Again it may have just been a fluke and if you already did I trust you and will do more testing. -
Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So i my community runs ace and zeus and so on. I asked earlier about filepatching but you are correct it ran fine when I zeused on a server that didn't have it installed and vcom ai still worked. Now I wanted to know I noticed medics don't seem to treat wounded at least not in ACE is that configurable for the finalized update or is it just a deal with it scenario. Lastly does your test version u just put up still require vcom ai driving or is it implemented. -
Vcom AI V2.0 - AI Overhaul
halveridian replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Genesis will the next version remove the requirement to have filepatching enabled most servers don't allow it and I am trying to get the guys that run my server to try it.