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Erendil

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Everything posted by Erendil

  1. After some tests, I find out that TCL doesn't work with groups entirely made of playable units. If I disable playable for the leader, the group garison the next building but not if he is playable. It's a problem if I want to use TCL with hetman war stories. No problems with GLX.
  2. Erendil

    [SP] HETMAN: War Stories

    There is a custom AC3 + main map pack is not needed OPPOSITION ACE3 ------------------------------— Steam -> http://shrinkearn.com/SWOPACE3Steam Google Drive -> http://shrinkearn.com/SWOPACE3 STARWARS OPPOSITION ----------------------------------------— Main Pack : Google Drive -> http://shrinkearn.com/SWOPMAINGoogle Mega -> http://shrinkearn.com/SWOPMAINMega Yandex Disk -> http://shrinkearn.com/SWOPMAINYandex Maps Pack: Google Drive -> http://shrinkearn.com/SWOPMAPSGoogle Mega -> http://shrinkearn.com/SWOPMAPSMega Yandex Disk -> http://shrinkearn.com/SWOPMAPSYandex Alive orbat creator help create a faction with vanilla class names for mods that use custom names. But it only works on group of units, not individual like Helicopters.
  3. Erendil

    [SP] HETMAN: War Stories

    I try to make HWS work with Star Wars opposition but HWS stop loading after the choice of factions. Tested with vanilla factions with the mod loaded and it's the same. The sub window with the loading bar isn't there and I didn't find any errors in the rpt. https://vk.com/swopposition Also, could you find a way to create custom factions like Alive does but with more compatibility with HWS. Factions created with Alive works but can't find a way to make HWS spawn helicopters or air transports. Tested with mods like There is only war (Warhammer 40K mod)
  4. Erendil

    [CTI,TvT,CooP] Dissension

    Hi, I got an error : Script scripts\ServerCompleteInit.sqf not found And I end in the sea.
  5. Erendil

    [CTI-COOP] Dissension

    Just check his YouTube chanel for news, he said he will release a new version in a few weeks. There some sneek peek videos there with the new features (like custom player base).
  6. I have also tested the AI with Hetman war stories and it's troublesome that vcom call for backup artillery units or empty unarmed transports. Also got those errors : 13:57:35 Error in expression < %1, expected %2, on index %3, in %4", [_par] call _fnc_getTypeName, [_x] call _> 13:57:35 Error position: <_par] call _fnc_getTypeName, [_x] call _> 13:57:35 Error Undefined variable in expression: _par 13:57:35 File A3\functions_f\Debug\fn_errorParamsType.sqf [BIS_fnc_errorParamsType], line 84 13:57:35 Error in expression <EqualTypeArray [objNull,0]) exitWith {[[_building,_max], "isEqualTypeArray", [ob> 13:57:35 Error position: <_building,_max], "isEqualTypeArray", [ob> 13:57:35 Error Undefined variable in expression: _building 13:57:35 File A3\functions_f_EPA\Misc\fn_buildingPositions.sqf [BIS_fnc_buildingPositions], line 23 13:57:35 Error in expression <["_building", ["_max", -1]]; if !([_building,_max] isEqualTypeArray [objNul> 13:57:35 Error position: <_building,_max] isEqualTypeArray [objNul> 13:57:35 Error Undefined variable in expression: _building 13:57:35 File A3\functions_f_EPA\Misc\fn_buildingPositions.sqf [BIS_fnc_buildingPositions], line 23 13:57:35 Error in expression <te _GroupUnits = units _this; if (count _TempA > 0) then { { private _Foot = isN> 13:57:35 Error position: <_TempA > 0) then { { private _Foot = isN> 13:57:35 Error Undefined variable in expression: _tempa 13:57:35 File \Vcom\Vcom\Functions\fn_GarrisonLight.sqf [VCM_fnc_GarrisonLight], line 15
  7. I'm testing the new mod version in Dissension (after disabling the script version in the init) and a group is stuck in a loop of embark disembark with their APC. They have received a call for reinforcement and known the enemy position but are to far away (500m). Maybe it's better to disable the embark order if they are in combat mode or test the distance with enemy before disembarking.
  8. Erendil

    Vcom AI V2.0 - AI Overhaul

    Get the same error with units sync to CBA attack module
  9. Erendil

    Vcom AI V2.0 - AI Overhaul

    Got this error : 17:25:09 Suspending not allowed in this context 17:25:09 Error in expression <os select 1) + (cos _dir) * _dist, 0];   sleep (random 3);   _x doArtilleryFire [_> 17:25:09 Error position: <sleep (random 3);   _x doArtilleryFire [_> 17:25:09 Error Generic error in expression 17:25:09 File Vcom\Functions\fn_ArtyCall.sqf [VCM_fnc_ArtyCall], line 63 I used vanilla mortar team.
  10. Erendil

    Vcom AI V2.0 - AI Overhaul

    Hello, I got this error with the mortar team : 18:45:52 Error in expression <VCM_fnc_ClstObj; private _Foot = isNull objectParent _Unit; if (_Foot) then { if> 18:45:52 Error position: <objectParent _Unit; if (_Foot) then { if> 18:45:52 Error objectparent: Type Array, expected Object 18:45:52 File Vcom\Functions\fn_ArmStatics.sqf [VCM_fnc_ArmStatics], line 10 Also, I had trouble with the call for backup feature until I change the sleep fonction from 30 + random 30 to 5. Before, even after a minute, there wasn't any reinforcement order. Now It works every time but only call for 2 teams. Also, the mortar team move way to close to the fight before deploying their mortar. The Ai doesn't react to gunfight between other AI in the vicinity.
  11. Erendil

    [SP] HETMAN: War Stories

    I can't use a lots of mod (like RHS) that work before, as I got this error : 19:15:40 Error in expression <then { _ammoC = configfile >> "CfgAmmo" >> _subAmmo };   _actHit = getNumber (_am> 19:15:40 Error position: <>> _subAmmo };   _actHit = getNumber (_am> 19:15:40 Error >>: Type Config entry, expected String No problem with the vanilla factions.  
  12. Erendil

    Vcom AI V2.0 - AI Overhaul

    It fix the call for help but not the hearing. It also fix a bug with the mortar team not firing
  13. Erendil

    Vcom AI V2.0 - AI Overhaul

    I've reported this problem to Genesis a month ago and after some test, we find the cause. He is looking for a fix. In the meantime, you can use this workaround : go to the directory VCOMAI\functions and delete VCOMAI_ClosestAllyWarn.sqf rename VCOMAI_ClosestAllyWarnOLD.sqf in VCOMAI_ClosestAllyWarn.sqf It will work like before the update in September. Hearing is bugged too, the ai react to bullet flying around them or landing next to them but not to gunshots sounds. It least not to sound made by other ai. In that domain, Bcombat is still the best.
  14. Erendil

    Vcom AI V2.0 - AI Overhaul

    Remove disableAI "WeaponAim" The bug has been fixe in Yesterday DEV update
  15. Erendil

    [CTI-COOP] Dissension

    New version on Github.
  16. Erendil

    [CTI-COOP] Dissension

    Go to https://github.com/genesis92x/Dissension.Tanoa Select "clone or download" Select download zip Extract the zip Rename the directory in Dissension.Tanoa (delete the -master) Copy the directory to C:\Users\%yourprofile%\Documents\Arma 3\mpmissions Launch arma 3 and host a server in lan Select Tanoa and dissension 0.1 Select a slot and configure the parameters you want (like the RHS), parameters are in the upper right corner of the Window. Launch the mission. You can play with an other map if you change the .Tanoa in the directory name by the name of an other map. Works with all big maps. Better test with a map without islands because of a bug with the boats.
  17. Erendil

    [CTI-COOP] Dissension

    hello, tested with the last version from github : https://pastebin.com/ZtHtZCRp First, boat transport is broken, the units despawn but no boat. Second, the ai is deaf. They doesn't react to a firefight a block away (Ai vs AI). They only react if they see the enemy. Third, the communication between allies is broken, no reinforcements from the allied groups or reactions from them.
  18. Erendil

    [CTI-COOP] Dissension

    Download the .zip and extract it. rename the directory (delete the -master) Copy the directory in c:\%yourprofile%\Documents\Arma 3\mpmissions (or my documents if you are still in W7) open the game and host a server Select Tanoa to find the mission. If you want to play it on an other map, just rename the directory with the name of the map. If you have a problem with vcomai menu errors at the lunch of the mission, replace de vcomai directory with the last one from the script version.
  19. Erendil

    [CTI-COOP] Dissension

    I have tested the last version from Github, with the last script version of Vcom. Units in the stronghold are like human turrets, they don't move even if they know the enemy position. They are also very hidden as when a blue group move next to a green stronghold, they never see the green units inside and the green units never attack the blue units unless they are in the line of fire. Why not spawn a stronghold made of static MG, turrets and sand walls with a group with a guard waypoint inside ? It's even more problematic with big town as the offensive team will move to the center of the town and stay there. The town is not captured and green continue to spawn out of the line of sight of the offensive team. Could you had a search and destroy waypoint to the stronghold position so the team will make an assault after reaching the center of the town, if the town is not already captured ? A patrol script could also work if it use search and destroy waypoints. Also if too many towns are already under attack, there is no more spawn of green troops in additional towns, making them uncapturable. Is there a maximum number of green teams on the map ? AI team doesn't reinforce nearby team : two teams attack the same objective. One is fired upon by a green team and counter attack. The other one doesn't react, even if they are 50m away from the green team, with just the top of a hill between them. So they doesn't react to sound of the fire fight or radio call. At must, they goes down. They were already at there waypoint. Is there a problem with the gunshoots detection ou the communication between squads ?
  20. Erendil

    Vcom AI V2.0 - AI Overhaul

    Script version still have debug message (like Distance=900) in the dialogue
  21. Erendil

    Vcom AI V2.0 - AI Overhaul

    Got the same error, juste update the userconfig with the new one
  22. Erendil

    Vcom AI V2.0 - AI Overhaul

    Try Porquerolles Island map for the workshop, it's very good for CQB test. Also, the lastest version of General's war for the workshop, modified with VCOMAI script, is also impressive for CQB test and big ai team test (more than 20 members). It's also an heavy scripted mission with spawn and despawn that bugged before with ai mod but now, it's ok with new vcomai.
  23. Erendil

    Vcom AI V2.0 - AI Overhaul

    Hi, is there a problem with mortars ? The mortar team deployed the mortar but they never fired it. It worked before and there is a lot of targets in a town. tested new script version.
  24. Erendil

    [CTI-COOP] Dissension

    Could you also make a github, so we could test in live if bugs are corrected
  25. Erendil

    [CTI-COOP] Dissension

    Some points : A team of 12 soldiers is worst than 2 teams of 6 as they are less responsive and stay too close to each other. They are killed faster by car's gun and small group. It would be better to create sub group that can flank or act independently. Could you check VCOMAI, the AI doesn't use the grenades like before. They only use them against vehicles, even after changing the parameters. Same with reinforcement when a group is attacked. Even if an other group is close, the group doesn't react and continue to follow his waypoint. Maybe a dialogue between the commander and the groups could be a solution : The enemy attack a group, the group report to the commander who change his plan and send reinforcement to assist the group. An idea : Commander xp, level and skills : a support commander could unlock new troops, upgrades and skills, like offmap artillery strike. A more difficult one : sub commander : The commander do the macro management like building and the main strategy then give missions to the sub commanders like capture a town. The sub commander then ask for ressources to the commander and use them the buy troops (following his personality) and execute the mission using some strategies (full assault, flanking, bait ...) The sub commander gain reputation which give him access to more ressources or soldiers for the next missions or priority to support (cas ...) Could be like Hetman war stories.
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