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Freddo3000

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Everything posted by Freddo3000

  1. Freddo3000

    Vcom AI V2.0 - AI Overhaul

    To you guys who are asking about player suppression, I'd like to suggest that you check out Laxemann's Suppress. @JD Wang @SnakeDocc
  2. Freddo3000

    Vcom AI V2.0 - AI Overhaul

    Could the Github be updated so we have better place to post issues? Anyhow, here's an error with the garrison: Also, is VCOM overwriting waypoints such as Search and Destroy intended behaviour?
  3. Freddo3000

    Vcom AI V2.0 - AI Overhaul

    It appears the DefaultSettings has been wrongly named a .hpp, when it should be a .sqf causing this:
  4. Freddo3000

    Ruha terrain

    I'm not sure if it is possible, but if it is I'd like to suggest that you perhaps add some invisible roads crossing the river to prompt the AI to cross it instead of going to the nearest bridge seeing how the river is relatively shallow. Testing with the RHS T-72s they can easily cross if you drive them manually, however they will go to the nearest bridge if you try to order the AI. I know that @icebreakr has done it on Isla Duala, so if you perhaps need help with it you could probably ask him.
  5. Freddo3000

    HETMAN - Artificial Leader

    Hello, I were wondering what happens if you have multiple leaders on the same side and I couldn't find anything inside of the documentation so I figured I'd ask here. So yeah, what happens if you have multiple leaders? Would they collide with one another without a BB in charge? Would they divide up the troops equally? Would the second leader wait until the first one is KIA before acting? I'm asking because as from what I understood, whenever the leader is killed all units continue with their order indefinitely, with no other orders being given whereas I'd like if someone else took command.
  6. Freddo3000

    GSTAVO's Weapons

    Hello, after poking around with your mod in the arsenal, I have a few points of feedback I would need to give. First off, the guns are too "shiny" and too light on the colours, which highlights some faults in the textures of the weapon. See spoiler: In my opinion, the RHS gun is too dark and somewhere around the light levels of the CUP gun would be best. Secondly, the "back ring" of the sight is too low polygon, if that is a proper way to put it. Infact, currently the CUP M16A2 is better in this regard. See spoiler: The textures around this area aren't anything to write home about either, but I think that that yet again links back to the lighting issue. And lastly: The guns make the sound of deploying a bipod when you rest them. Fixing these issues would make this a very good mod to fill the need of high quality M16A2s, a space not currently served by anyone. I hope you take these adjustments into consideration
  7. Freddo3000

    Vcom AI V2.0 - AI Overhaul

    Assuming that DUWS don't mess with AI itself, there should be no conflict. As for the campaign, it will most definitely break it in at least a few places, where the AI has been already scripted.
  8. Freddo3000

    Vcom AI V2.0 - AI Overhaul

    Uploaded a pull request to the Github Page, figured since you want to work on other projects, perhaps it could be easier for you to periodically check the Github page and check out pull requests/issues instead of browsing the forum page? I'm not the only person who would possibly be interested in this, has just a few comments above @IrLED and @shukari are asking about this. If there happens to be a more up to date, but private/hidden github page, would it perhaps be possible to post the link of it on the main forum page? As mentioned, surely it must be easier to check and track bugreports via github than the forums.
  9. Freddo3000

    Vcom AI V2.0 - AI Overhaul

    Would it be possible to make the AI not attempt to move towards or "flank" enemy aircraft? It's making "dynamic" heli insertions quite difficult to make as the AI that do not have a hold waypoint run off into the distance instead of trying to move and attack the player infantry or alternatively try and reinforce other AI groups. This issue also makes having any fixed wing aircraft around an impossibility, as the AI will a lot of the time attempt to move towards it, and place waypoints a hundred meters in the air. Now I don't have much scripting experience, but would it be possible to make the script check if the waypoints are being placed midair? This would allow the AI to attempt to push upon a landed helicopter, but not run against a flying gunship.
  10. Freddo3000

    Vcom AI V2.0 - AI Overhaul

    When it comes to the AI calling for help, could there perhaps be an option for them to only do so if they have anything in their radio slot?
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