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The Spirit of Morpheus

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Everything posted by The Spirit of Morpheus

  1. Are You sure? Maybe You have overseen it: (I highlighted it with an arrow and a comment) #include "initBriefing.hpp" #include "initMission.hpp" [] spawn { while {true} do { { _x setSkill ["aimingspeed", 1.0]; _x setSkill ["spotdistance", 1.0]; _x setSkill ["aimingaccuracy", 1.0]; _x setSkill ["aimingshake", 1.0]; _x setSkill ["spottime", 1.0]; _x setSkill ["spotdistance", 1.0]; _x setSkill ["commanding", 1.0]; _x setSkill ["general", 1.0]; _x setskill ["reloadSpeed", 1.0]; _x setskill ["endurance", 1.0]; _x setskill ["courage", 1.0]; } forEach allUnits; sleep 30; <- here is it already! } }; About the .rpt files: where do I find them? (in which directory are they located?) Thx 4 support, TSOM
  2. Hey Robert_FMIS, Thank You for your reply - and sorry for the 2-month delay of my response. I did exactly like You wrote above and tested it multiple times. Unfortunately, it didn't seem to work - or if it did, then I didn't notice it. I added this script into the init.sqf file located in the folder of a certain mission (missions\[mission name]\init.sqf), like Gunter Severloh told me to: [] spawn { while {true} do { { _x setSkill ["aimingspeed", 1.0]; _x setSkill ["spotdistance", 1.0]; _x setSkill ["aimingaccuracy", 1.0]; _x setSkill ["aimingshake", 1.0]; _x setSkill ["spottime", 1.0]; _x setSkill ["spotdistance", 1.0]; _x setSkill ["commanding", 1.0]; _x setSkill ["general", 1.0]; _x setskill ["reloadSpeed", 1.0]; _x setskill ["endurance", 1.0]; _x setskill ["courage", 1.0]; } forEach allUnits; sleep 30; } }; First, I tried "0.1" (all subskills set to "0.1" - the lowest value) in order to find out, whether the enemy AI becomes "dumber"/less skilled. Then I set all subskills to "1.0" (highest value) for the same mission (same init.sqf file) to detect any difference (if the enemy AI in deed becomes smarter/more skilled, then there is a difference - which then means, the script is working). Well, there was no difference in AI behavior/skill! Then I tried the same procedure on a different mission (first lowest value, then highest value) and again, the enemy AI didn't become smarter - I cannot even tell, whether it became "dumber" than normal (for that I tried the lowest value first)! So, I assume it did not work! And I have questions about, why: 1.) does this script work in combination with any active AI mod? I was running bCombat, Advanced AI Command and C2 - Command & Control enabled, while I was performing the above described procedure - maybe the AI mod overrides any Vanilla AI scripts or renders them otherwise useless? 2.) the missions I tested this script with, had their own init.sqf file - therefore I couldn't simply replace them with my own init.sqf file, since they are certainly necessary for the mission to run. Instead, I c&p'ed the above code below the existing lines of code, like this: (note the first two lines of code) #include "initBriefing.hpp" #include "initMission.hpp" [] spawn { while {true} do { { _x setSkill ["aimingspeed", 1.0]; _x setSkill ["spotdistance", 1.0]; _x setSkill ["aimingaccuracy", 1.0]; _x setSkill ["aimingshake", 1.0]; _x setSkill ["spottime", 1.0]; _x setSkill ["spotdistance", 1.0]; _x setSkill ["commanding", 1.0]; _x setSkill ["general", 1.0]; _x setskill ["reloadSpeed", 1.0]; _x setskill ["endurance", 1.0]; _x setskill ["courage", 1.0]; } forEach allUnits; sleep 30; } }; So, maybe there is a syntax error? For example, maybe I have to place a semicolon in line 3 in order to separate the scripts/functions from each other? (sorry, I'm very inexperienced in scripting...) 3.) Does it matter in which user folder I place the extracted mission folders? I have 2 user folders: "Arma 3" and "Arma 3 - Other Profiles". My currently active profile uses the latter one - it's also this profile, with which I performed the tests... Thx for further support T.S.O.M.
  3. The Spirit of Morpheus

    DynaSound - A sound mod by LAxemann (Release)

    Likewise for me - I cannot get DS2.0 to work on NIArms weapons! They keep using their own sounds... :( TSOM
  4. The Spirit of Morpheus

    NIArms Release Thread

    Is it possible to disable the custom weapon sounds which are included in this mod? I am already using a soundmod (DynaSound 2.0 + Enhanced Soundscape) and both the unsuppressed and suppressed shot sounds of NIArms (specifically in my case: the AR-15 pack and the MP5 pack - those I have installed right now) sound worse than DS2.0, but I cannot disable them :( But apart from that, Your mod is a solid weapons mod - well done! :) TSOM
  5. There is no "mission.sqm" file anywhere - neither in my profile folder (Documents and Settings\Arma 3 - Other Profiles) nor in the Arma 3 game folder (Program Files (x86)\Steam\steamapps\common\Arma 3)! As far as I understand, a "mission.sqm" file is generated for custom missions *or* if a mission was edited in the Eden Editor: Mission_Editor:_External - BI Wiki Besides that, I have to say again, that I need to get the script to work for the official campaign and missions ("The East Wind", Showcase missions). The only relevant file I have found so far is "campaign.sqc" (located in "Arma 3 - Other Profiles\[Profile Name]\Saved\A3\Missions_F_EPA\Campaign" and "Arma 3 - Other Profiles\[Profile Name]\Saved\A3\Missions_F_Bootcamp\Campaign") I only asked for help because I couldn't find what I was looking for in the starting post on Page 1... T.S.O.M.
  6. The Spirit of Morpheus

    Bohemia Interactive Store

    I noticed, that there is a -10% discount (= 26.99€) on the Apex DLC on BIS Store - I'd like to plead to increase the discount to -25% (= 22.50€) and I I'll immediately purchase it! Of course, I could wait for another Steam Sale (-50% or more) but I also consider supporting BIS by paying a few bucks more than 14.99€ - but 29.99€ (or 26.99€) is still bit too much for my pocket ATM. If this wish is not granted, can I at least know whether or not another Steam Sale is very soon (next days or weeks)? Thx, T.S.O.M.
  7. Hi, Is there an addon/a mod/a script, in which you can adjust AI Subskills ingame on the fly for official missions & campaign ("The East Wind", Showcase missions) and not only for custom missions - I've tried this here, but it doesn't seem to work: (couldn't find the setting sliders anywhere ingame) SL's AI Skill Setter I also would like to know, if it is possible to create an AI script (again, for both custom and official missions) on my own - by creating a global init.sqf file, which gets applied once I start Arma 3 (before even starting a mission!) Currently, I'm running 3 AI mods along with other mods: - Advanced AI Command - C2: Command & Control - bCombat (Steam Workshop version) The 4th mod would be the AI Skill Setter (or an equivalent mod/addon with the same function). Are these mods compatible with each other? Thanks, T.S.O.M.
  8. The Spirit of Morpheus

    AiSS - Feat of Arms V2.0.0

    At least I would like to try out myself how good (or bad) Your mod is - but I can't do that, if I can't get it to work properly ;) (see error description in my post You've quoted) Don't be so hard on yourself - I'm new to Arma 3, but I have heard only good things about your AISS mod and when it comes to AI mods, Your mod was frequently and highly recommended :) T.S.O.M.
  9. The Spirit of Morpheus

    AiSS - Feat of Arms V2.0.0

    I need help getting your mod to work properly: I installed the latest version of AISS 3.0 (v2.0.1) by inserting the unzipped "@A.I.S.S. 3 - Feat of Arms V2" folder into Arma 3 root directory. Then I started the Arma 3 Launcher, loaded the AISS mod from there, and then launched Arma 3. Well, I can't tell whether the mod works or not, because I cannot test it - Arma 3 becomes very sluggish (very strong delay in everything - AI, Gameflow, Ingame-Notifications, etc.) and even the framerate drops massively (I got 19fps on some spots!!). Is this a bug or did I something wrong while installing/configuring this mod?? PS: I've got other mods/addons installed, too - among them are also AI mods ("Advanced AI Command" and "C2") I have set "AI Skill" to 0.75 and "AI Accuracy" to 0.25 ("Game Options" -> "Difficulty") BTW, about Apex/Arma 3 Vanilla AI: no, not really - the AI is incredibly dumb, and what's much, much worse, they (enemy AI) are dumb AND skilled alike - more brainless than zombies but 100% accurate when shooting at me, with almost superhuman reaction times (they literally shoot immediately once I get into their Field of View) and sometimes spotting me from hundreds of meters away; and to top that, it appears that they often detect me *before* actually seeing me - especially enemy tanks/vehicles are notorious for this, starting to fire at me before I even see them (or they see me)... To put it in metaphors: the enemy AI is like a super-dumb robot with Laser-eyes, supercomputer reflexes and thermal vision... So much about the Vanilla AI... T.S.O.M.
  10. The Spirit of Morpheus

    RH Acc pack

    Okay, turning off DOF fixed that bug - thx! @Trijicon Reflex: so the model in your pack is the RX34? As far as I checked, that model truly comes only with an amber dot - no red or green dots available for this model. And just to remind You, if You are planning to include a Trijicon Reflex with a green dot, I quote my previous post: Although already requested, it would also be awesome, if You could get your Mod compatible with the MRT Accessories Mod - for example, the ability to use the Aimpoint M4S with a Magnifier on and off via key bindings ;) T.S.O.M. PS: yeah, I see - his name is Alwarren, sorry for the mixup ;)
  11. The Spirit of Morpheus

    RH Acc pack

    I'd like to mention (and request) that the reticle for the TA31RCO is not correct - in the file description you wrote, the reticle is provided by the user "Alvarez". This "bug" (or is it intentional?) is also present in the FHQ Accessoires Mod: When the scope is pointed on a bright spot (e.g. against the sunlight, the sky or flares), the correct reticle shows up: (the red chevron is exactly in the middle of the reticle, like it should) However, once the scope is pointed on a spot with normal brightness/darkness conditions (e.g. a tree), the chevron in the middle disappears and is replaced by *four* chevrons of the same shape with each one shifted slightly left, right, below left and below right, respectively, of the point where the original chevron (see Picture 1) was: (Click on the 2nd Picture to see it in full size in order to see what I mean (the forum engine automatically resizes image sizes...) ) My First Question is: (directed to User "Alvarez") is that a mistake or is it intentional? (the latter case in order to avoid licence conflicts with the owners of these weapon optics...) The Second Question/The Request is: can You fix this "bug" or request "Alvarez" to fix it or may I fix it myself? The 2nd Request: The "Trijicon Reflex" also comes in variants with a green dot reticle: Trijicon RX30-C : ("RX30" is the Standard variant with amber dot) https://www.amazon.com/Trijicon-RX30-C-800113-Reflex-Reticle-Flattop/dp/B00T31NGVM/ref=sr_1_1?ie=UTF8&qid=1487115339&sr=8-1&keywords=trijicon+reflex+rx30 I'd be very happy, if You could include the variant with bright green dot in your next release - the amber dot... well, it both looks like ass (not your fault...) and probably also performs like ass in very bright or very dark environments (again, not your fault...) Likewise for TA31RCO and TA31F-RMR, there are versions with green chevron (TA31RCO-M150CP-G and TA31F-G-RMR, respectively) available - it would be awesome, if You could add those in the next release:) So much for now... T.S.O.M.