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JD Wang

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Everything posted by JD Wang

  1. JD Wang

    Vcom AI V2.0 - AI Overhaul

    Maybe just something as "simple" as removing the cooldown timer when the mortar unit is under fire? Although that probably would apply to all mortar units across the map wouldn't it. The other option would be to make the unit eject from the mortar when under fire. Just to avoid them sitting in there, not engaging (maybe the enemy is under the mortars min range), and slowly getting picked off.
  2. JD Wang

    Vcom AI V2.0 - AI Overhaul

    Can I second the keeping of the suppression effect? Unless it was pretty bad for performance it was actually one of the better suppression implementations about. Thank you for removing the direct aircraft control, I'm off to give this a wee test now. Ok after a quick test in Zeus I noticed a few things, I saw what I think was a CSAT sapper blow up a building housing NATO forces, rocket launchers being used against static weapons, really good engagement ranges, however I did notice a few groups getting stuck because their waypoint was 100's of meters up in the air, so they'd move to a spot under the waypoint and just mill around, which might be an interesting way of stopping units from moving around, but while in combat they just sat there and got picked off. Also saw static weapons being deployed but not much fire from them. I had one CSAT mortar guy just sitting there while NATO forces sprayed rounds at him, yet he still refused to fire. It would be cool if the sporadic mortar fire was normal, but when a unit is under direct fire they load those tubes and fire everything they have. Oh I also noticed a squad leader getting way out ahead of the rest of his squad, like 100's of meters, although that was only a one off One more thing I just noticed while looking through the default settings, it looks like you've taken out the ability to set skills based off of unit/side. I used to really enjoy bumping up the skill of snipers, or having the enemy AI better than the friendly AI in ALiVE missions.
  3. JD Wang

    Vcom AI V2.0 - AI Overhaul

    3.0 out of nowhere!! Please tell me the issues with VCOM taking over helicopters is fixed again. Can't wait to get my hands on this and give it a good test. Thanks for all the work you've put into this and Dissension.
  4. JD Wang

    Iraqi-Syrian Conflict

    Thank you for this, but could you also add some groups that have those static weapons in them? At the moment ALiVE won't spawn any as there's no group with them defined. I know you're probably busy with CFP, but I still enjoy this mod pack due to the RHS weapons and extra technicals etc. Hopefully we can see an RHS config for CFP and all the extra bits and pieces as well, that would be awesome. Oh and also they're lacking any guys with AA launchers, the odd guy with an IGLA would be great Thanks again for all the work you put into these mods for us.
  5. JD Wang

    [MP] =BTC= Hearts and Minds

    Just change the ace attributes in the editor for the playable units you want to be doctors
  6. JD Wang

    ARMA 3 Addon Request Thread

    Please for the love of all that's holy could someone please remake the EOD mod (or more likely start from scratch). We're really lacking a mod that gives us a bunch of different ACE interactable IED's, car bombs jammer backpacks and triggermen. The talon robot and bombsuit from the original EOD mod were cool but more flavor than anything.
  7. I could be wrong but I think it comes down to whether you want the driver to get out or not.
  8. JD Wang

    Vcom AI V2.0 - AI Overhaul

    Hopefully it won't be too far away. The combination of the new Community Factions Project + VCOM+ ALiVE is what ARMA dreams are made of Unfortunately VCOM + ALiVE doesn't seem to play well at the moment, to the point we had to switch to ASR AI which doesn't have all the great features VCOM does
  9. So other than the chat commands listed in the wiki is there a way to add/remove budget for the fortify tool? Also am I right in assuming that budget is "side wide" and that you can't give individual players a specific budget?
  10. JD Wang

    (SMA) Specialist Military Arms

    Does anyone have a config patch that makes the 40mm grenade launcher more compatible with other gear? We're currently using the RHS compatability patch, but that only works for magazines. Ideally I'd like to be able to use the 3CB smoke and flare rounds because they're so much better than anything else that I've seen.
  11. JD Wang

    Live feed control (LFC)

    I'm going to hazard a guess that someone missed step 2 of the instructions on the first page
  12. JD Wang

    Inspect leaflet as task

    I asked a similar question on discord a couple of weeks ago. I'd placed a map on the wall and use the inspect function so that when the players looked at the map inspecting it would show intel on the mission they had to carry out, but then I wanted it to assign a task once they had done that. From what I gather there's no EH or anything that you can tap into to find out if a player has actually inspected the leaflets Hopefully that's not the case as that would make a much better way of dealing with intel.
  13. JD Wang

    RHS Escalation (AFRF and USAF)

    I really hate April 1st I want to believe...
  14. Hey first thanks for all the work you guys put into this mod, the recent updates have been great! I'm surprised more hasn't been made of the awesome fortify tool and the ease at which you can build fortifications, it's amazing! Just a couple of questions about it. The first is probably the most common one, is it possible to add/subtract from the budget via trigger/script? I'm thinking the players manage to acquire a supply truck with x amount of $ worth of supplies and now they can build more. Secondly it's probably not possible now, but in later releases can we have a way to restrict via roles? Eg we define 3 arrays, the first being what anybody with a tool can build, the second array is what you can build if you're an engineer, and the third is for advanced engineers. That way I can have anyone in my squad build a sandbag wall, but only the engineers can build a bunker for instance. *edit* My brain's just run away with this. It would be amazing if we could assign an array of objects that can be built to another object and then the players have to be within a set distance from that object to build. Eg I have one crate with bunker supplies, another with sandbag supplies and you can only build a bunker if you're within say 25m of the bunker crate. That way you could set it up so that players have to load the crates into trucks, drive them out to the location, unload the crates and then build their FOB or checkpoint. Being able to limit what's in each crate and the $value of each crate would be awesome. Thanks again for all the time and effort you guys put into this. So appreciated <3
  15. JD Wang

    JBAD Release Thread

    Not sure if it's ever been mentioned, but there seems to be something about jbad buildings that doesn't work well with ALiVE. Diyala would never spawn units properly until they switched from jbad to CUP as a dependency. Lythium has the same issue. It's one of the best maps for ARMA, but because it uses jbad the ALiVE spawns just never work correctly. There's a large amount of dead spots where the AI don't spawn, even after the indexing has been redone. As I say this was the exact issue the Diyala map had, but as soon as they switched to CUP it went away. Is there something different or unconventional about the configurations or something (I have no idea about how it works) Hopefully you have time to look into this as jbad building are great, and ALiVE is amazing for mission makers, would be awesome if they could finally work together
  16. JD Wang

    Vcom AI V2.0 - AI Overhaul

    I've been going back to basics and making some vanilla ALiVE missions lately, both an Insurgency and an all out war, and there's one thing I've noticed during testing. Static weapons (mortars specifically) really need a check so they don't deploy their weapons inside. Too often I'll see a mortar team set up inside a house. They should be checking they have clear surroundings. Besides that though it's really amazing to see the AI using drones, deploying statics and really working together to assault an objective. Thanks for all the work you've put into this, I've been keeping up with Descension too and that seems to be coming along nicely.
  17. JD Wang

    Tembelan Island

    Really nice map, the lighting is good, there's a ton of detail, and varied locations for some great missions to be made. It's awesome that you've added small roads through the wooded areas, and the airfields and bases look great. I just have one small request. Could you please smooth out the roads. There's a number of areas where the road suddenly has to take a steep and sharp incline/decline. I know it's probably a real pain in the ass to do, but I think it's the only thing that spoils an otherwise outstanding map. thanks again for all the work you've put into it.
  18. Holy crap, the one thing I really miss at the moment for mission making is a reliable way to call in CAS and Artillery, if you're updating both of your systems there's going to be a lot of very happy people out there. Can't wait to see what you have in store for us!!!
  19. Just started playing with these amazing aircraft you've made, they're awesome, thank you so much for all the work you've put in. Now I noticed to access the rearming interface I have to be parked next to an ammo truck, this works with the vanilla ammo truck but not the RHS one. Is there some code I can add to the init of a vehicle/object that will make it a refuel/rearm point??? Thanks again for all your work.
  20. JD Wang

    [MP] =BTC= Hearts and Minds

    Any luck with the civilian interaction fix?
  21. Have you tried using the ammo containers? I think they're under props/supplies in the editor
  22. JD Wang

    Project OPFOR

    I noticed the Middle Eastern Militia have started spawning with shemaghs. Could you change that please? They really need to be hard to differentiate from the civilians and the red shemagh kind of sticks out and says shoot me.
  23. @HeroesandvillainsOS Don't forget the new module BI added I think it is listed under "environment". If you drop it on a building you can select which doors etc are open/closed (also if the building can take damage or not) it's super useful!
  24. JD Wang

    [MP] =BTC= Hearts and Minds

    That's good news, thank you. Hopefully it's a fairly simple fix.
  25. JD Wang

    [MP] =BTC= Hearts and Minds

    Hey @Vdauphin just ported this across to Lythium and added the Takistan CUP faction using the instructions in the wiki. Problem is as an interpreter (with the correct code in the init) I get no options when talking to the civilians, I just get the same ACE interactions as anyone else. Any idea what I might have done wrong??? Thanks
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