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commanding All-in-One Single-Player Project
RainTwister replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Apologies if this is already posted, but when I mention them not turning the engine off properly, I can have them land-disembark, then hop in the pilot seat and shut off the engine. However 5 seconds after I get out of the helo, the engine turns back on. I dubbed it haunted helo syndrome but not sure if that's part of the issue of AI not turning off the engine when the option is selected -
commanding All-in-One Single-Player Project
RainTwister replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
When landing both in super pilot 'driver' mode (from the gunner seat) or from a bystander point (standing on the ground), an AI helicopter in super pilot mode does not properly stay landed or turn the engine off after landing. 'Land and turn engine off' will cause them to land for 4~ seconds with the engine shutting down, turn engine back on, then takeoff again. I believe this is due to the AI defaulting to the 'regroup' command when you exit the helo causing them to takeoff. However this also happens when not in the helo in the first place. 'Land and keep engine on' will cause them to land, idle for a few seconds, then take off again. 'Combat landing' has seen the same as the above but takes off as soon as someone exits/wheels hit the ground. Is there a way to get AI to turn their radar on or off? They never seem to pick one and stick with it. Changing it up almost every time they enter the helo. When I have AI infantry, I seem unable to get them to forcefully pull out their launcher. The option is never highlighted, only primary and handgun. Does this only work with certain launchers or certain conditions? -
commanding All-in-One Single-Player Project
RainTwister replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've played around with this some more. Findings: 1. Ai are sometimes wonky in a full ai helo (ai pilot and Gunner) when trying to disengage a known target and do things like land or resupply. This is with super pilot, as without it they just try strafing the target. Sometimes it does wide circles around it's desired landing spot and sometimes will "fake land" where it taps the ground and gives up, only to try again in the same spot 10 seconds later. This went on for 5 mins. Vanilla nato attack helo trying to rearm. 2. In super pilot mode, in a regroup order at 10m altitude using column formation, the ai helicopter will continually face the direction the player is if the helo is directly above the player. I could turn left or right and the helo turned to face with me. Turning around caused it to do a 180 and coast off to my side. This was very interesting as a way to get the helo to "track the player" when it was not facing the right way. 3. Under most situations, super pilot ai will properly hold still if given the 'stop' order in the desired direction. I do not have a way to make them turn on the spot without giving them a waypoint/move order, canceling it, and quickly telling the pilot to 'stop'. This is all done with a juicy target in front of the helo to make sure it dosent revert to vanilla and play strafing simulator. However for the most part I answered my original question, placing pilot in super pilot and stopping it will cause them to properly hover. This mod is incredibly intriguing and I may continue investigating ai performance and behavior. -
RainTwister started following All-in-One Single-Player Project
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commanding All-in-One Single-Player Project
RainTwister replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Found this mod after posted on the workshop, absolutely adore it and look forward to your super ai. When I have two ai in an ah64-d from rhs, telling them to resupply from an ammo truck throws a script error when they should 'reload'. Something about magazines or something. It is able to refuel and repair itself fine (something I am excited about). Is there a way to have the ai hover in position and not move? Normally vanilla ai will strafe enemies if they see them, while giving waypoints in your waypoint editor has them do a small circle at the destination. This is for a full ai helo, not one I am gunning or flying in. -
I have figured out that the reset savegame, reset settings, and reset arsenal loadouts are just a side effect of modding the classnames. The classname extension sqf does add the units I put in it however I figured the server wasn't supposed to forget all the arsenal loadouts and the settings. I will put the pastebins here anyway incase something is wrong with them that caused the server to 'reset' everything. Thank you for your responses Classname.sqf: http://pastebin.com/XJt8YA1H Classname extensions.sqf: http://pastebin.com/n2Pa9FP5
- 2432 replies
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Love the mission, however I am having an issue. I have been trying to add RHS units, primarily the Abrams to classname and classname extension.sqf but whenever I add them the game no longer has any arsenal loadouts or spawns possible besides the Altas carrier. Reverting to the vanilla class extensions loads the current save back and allows loadouts and spawns. I have made sure the commas are correct as was posted a page ago. I have tried using the RHS class.sqf someone gave and merged/replaced the regular classname.sqf and when that resulted in a invisible build menu and a broken savegame I tried using classname extension again. But it continues to not work, I don't understand how anyone has managed to modify either the classname.sqf or the classname extension.sqf without breaking the server entirely in more than just the current save. Any help would be very much appreciated as I am probably missing something incredibly obvious.
- 2432 replies