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Semper_OFP

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About Semper_OFP

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  1. Seems logical for him to punish the userbase for whatever beef he has with BI.
  2. Another issue I can't shake is the AI still throwing smoke grenades when wounded. I've changed the values to 0 and false, removed the "//" from the comment in the script. Still getting AI throwing smokes when wounded. Any ideas?
  3. I think I resolved the issue. I had placed three AI units with animations in the town to the west. When I removed the animations, suddenly the BLUFOR began to act regularly again. I'm not sure why that would cause the AI to be aware of OPFOR across the map, but it did. I was only running RHS and TCL.
  4. I've tried disabling many of the features. It seems like the BLUFOR all know where the OPFOR are at the beggining of the mission. All mounted units get out of their vehicles and pursue on foot even if they're far away across the map. The marker around the town is pulsing when I view it in the map. I did not set this market on my own althought the ones on the right are my doing. I've tried doing everything you've said above. I've tried turning everything off in the userconfig. I've never had a problem until now with this mod and I can't figure out what the hell is wrong. It seems like AI only like to be given preset waypoints and lose their minds if they're given a dynamic patrol order or no waypoint at all.
  5. I'm not sure what's causing it exactly. When I remove the mod, it goes back to how it should be. I've also noticed using UAV's becomes erratic and they don't follow loiter waypoints when given orders in the terminal. I've tried using LAMBS because I like their specialized waypoints and CQB system for AI, however I do think it clashes with TCL by having two conflicting "take cover" systems. The AI behavior in TCL is much better once the firefight beings, but the erratic behavior is killing me lol
  6. I'm having problems with TCL and I might have to just give up on this. I've tried the out of the box 1.31 version and tried editing the userconfig myself. Neither seem to net any results. The userconfig files are properly located in the directory. If I Garrison AI units in the editor, they start the mission out in combat mode and clear the compound, then rush into the field like they're attacking an objective that isn't there. They also immediately throw smoke grenades while in the buildings at the very start of the mission. I also have units placed on the map as dynamic patrols. Instead of following their presets to be "SAFE" and moving at "LIMITED" speeds, they rush around and try to clear the town they're supposed to be patroling through. I love this mod for the firefights you can have in an open field. But this seems to break any editing I do. Can anyone advise what might be going wrong? Otherwise I just have to fall back to using LAMBS.
  7. Semper_OFP

    ASR AI 3

    Oh duh, oops! Also a another thing I've noticed is that even if I select the "don't seek cover" option, the AI still generally fail to follow waypoints once in contact. So if they're supposed to flank or something, they'll just stop.
  8. I agree, it's a complete boner killer using RHS weapons that don't have working distance sounds.
  9. Semper_OFP

    ASR AI 3

    Robalo love the mod, question regarding AI skill. I see you do everything now in the game instead of with the userconfig. Just wondering if I want to lower AI accuracy, do I have to uncheck "AI Skills Reconfigured" and sacrifice the other changes you've made? I like to lower it a bit to extend the length of firefights, especially at distance. Wondering if changing AI aiming and aiming shake in the difficulty settings will work?
  10. Unfortunately I've set the spawn coefficients higher and I've used SPCM to enable Zeus. I see black pen objects spawn, once I got a single RHS Russian squad to spawn. But even moving around and waiting I have issues seeing anything spawn. I just think you're sort of over-explaining how everything works. I have a rough idea of how it's supposed to work (squads are the patrolling units, combatants are the rogue units, areas of operation are garrisoned type units, and reinforcements is easy enough to figure out.) I think most Arma players are used to configuring addons in a more methodical fashion. i.e: this function does this: true or false? How much of this would you like? You kinda posit a bunch of hypotheticals for how you could set up a mission with your modules, but that doesn't really help me for setting up the modules in a base configuration where I can then mess with it and build a mission around it. I think a couple of sample missions and debugging could help us out tremendously.
  11. Yeah I can't get anything to spawn on Beketov at the moment. All modules set up for RHS Russians except squads which is BLUFOR NATO.
  12. Dude, can you help me figure this thing out? I can't figure it out with how you're describing it. So, load this as any mod folder, go to the editor: 1. Squads module: This module spawns AI squads within a 3km radius of the player on a given loop. You may select the sides for infantry, wheeled vehicles, armor, and helicopters. That makes sense, but what's the system start? It doesn't explain if it's either, or, or both? Do I need to travel a given distance and wait a given time for it to start up? 2. Combatants Module: You haven't really explained what a rogue unit is other than that they're spooky. Is it a unit that deviates and acts independently from it's own faction? Is it a unit that patrols away from it's designated AO? Does rogue just mean hostile units? If I don't want non-state actors in my mission do I have to place this module? If I want force on force BLUFOR vs. OPFOR do I place two squad modules? One for BLUFOR placement and one for OPFOR placement? The combatant module only gives me an option for Rogue units. Am I crazy?
  13. Semper_OFP

    RHS Escalation (AFRF and USAF)

    Bumping for an answer
  14. Semper_OFP

    RHS Escalation (AFRF and USAF)

    Hey guys, the Salvo function on the BM-21's is amazing. Is there any way to command all BM-21's in a section or platoon to fire that way? As it stands the fire artillery command only can fire up to 4 rockets.
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