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Everything posted by AirShark

  1. _veh setVariable > 16:49:27 Error Type Number,Not a Number, expected Number 16:49:27 File AIO_AIMENU\functions\driver\fn_analyzeHeli.sqf [AIO_fnc_analyzeH..., line 103 16:49:27 Error in expression <orDiff [0,0,0.25]; _hasContact = count (lineIntersectsSurfaces [_skid, _skidbott> 16:49:27 Error position: <lineIntersectsSurfaces [_skid, _skidbott> 16:49:27 Error 0 elements provided, 3 expected 16:49:27 File AIO_AIMENU\functions\driver\fn_analyzeHeli.sqf [AIO_fnc_analyzeH..., line 114 16:49:27 Error in expression <orDiff [0,0,0.25]; _hasContact = count (lineIntersectsSurfaces [_skid, _skidbott> 16:49:27 Error position: <lineIntersectsSurfaces [_skid, _skidbott> 16:49:27 Error 0 elements provided, 3 expected 16:49:27 File AIO_AIMENU\functions\driver\fn_analyzeHeli.sqf [AIO_fnc_analyzeH..., line 114 16:49:27 Error in expression < {_skids pushBack _SkidR1}; if (_SkidR1 distance2D _SkidR2 > 1) then {_skids pus> 16:49:27 Error position: <distance2D _SkidR2 > 1) then {_skids pus> 16:49:27 Error Type Number,Not a Number, expected Number 16:49:27 File AIO_AIMENU\functions\driver\fn_analyzeHeli.sqf [AIO_fnc_analyzeH..., line 87 16:49:34 Unknown attribute itemsCmd 16:49:34 Unknown attribute itemsCmd 16:49:52 Error in expression <le _tempVeh; _skids = _skids apply {_x vectorAdd [0,0,0.1]}; _veh setVariable > 16:49:52 Error position: <vectorAdd [0,0,0.1]}; that must be it, glad you found the issue too i was mistaken on this one it happens when there is objects nearby the area that should be detonate, when the explosives specialist reaches the location he couldnt plant the charges..
  2. congratulations for the new release, very impressive and powerful expansion to the arma interaction menu indeed ! however i faced some issues with it i got error no entry "bin\config.bin/cfgPatches.Warfxpe" each time i load up a mission. activating super pilot mode from Vehicle commands/Vehicle controls will pop up infinite errors but when using create driver and select the option from pilot settings it will work just fine. sometimes when activating super pilot mode and add loiter waypoint, the pilot wont fly when commanding unit to place explosives from a distance, sometimes it wont work thankful that option is included in the waypoint options maybe expanding waypoint settings with loiter/cycle/garrison buildings will help when commanding large group of units otherwise its well done and outstanding im really looking forward on this mod it contains unique additions and very needed options to go full tactical especially for loner wolves that are still playing SP = )
  3. your right, this is not one Man's job to do, i totally agree with you and i know how you feel about it, i left modding many years ago just like you and now im doing very small changes for my own taste, but you are leading long successful project and you are already away head i saw the changelog, going backwards and revert or stopping now will not help either you can continue with this step by step it will slow the process but you will guarantee the safety of this mod it doesnt matter if it will take years or decades as long as it will be good and stable, do you know that some people are still playing with group link 3, the one you port from toadlif and keycat and im one of them, just take your time give yourself a rest go and lay down in the beaches and take a paper and pen just in case you get inspired by new ideas ๐Ÿ˜ you dont need to push yourself harder you need to push smarter... However im not against the idea of starting a new project but dropping this will be a huge waste...
  4. Hey snk ! i found small issue with the rearm feature... one of the Ai run out of ammo, he picks up RPG from dead body he couldnt do anything with it during CQB fight, just chilling around no rifle, no pistol, just RPG around whole platoon of enemy infantry ...also the command Ai order the units to disembark before reaching the waypoint to do so, somehow waypoints became useless and ineffective my last mission was a huge mess, and i didnt even started scripting and stuff just placed units on the map with few waypoints i played with the Vanilla Ai and i didnt encounter this issue im really confused... also sometimes i found that the Ai is trying to do many things at the same time which ends up doing nothing or repeating the movements i know Vanilla things also counts as you told me but only in TCL though i tried many other Ai mods and non of these happens. and one more thing, the shooting accuracy is still an issue...
  5. Hi again ^ ^ after spending hours and hours disactivating hundred of mods one by one i found that its conflicting with ANZINS terrain, i dont know if your new project/update will have the same issue but just to informing you about i will wait to your new release and see about it if it appears again ๐Ÿ˜Š
  6. good luck with the new update im so excited to see it ๐Ÿ˜› for that error it seems it appears when using it with another mods, i never thought it may have conflicts with another mods though i tested it with only CBA and the error didnt pop up i will look in to it and see what i can find.
  7. very nice mod reminds me of stalker games , is it possible to adjust the clouds height and speed ? i just want to make the clouds below the apex level of the mountains in takistani map ๐Ÿ˜›
  8. the real sniper spend hours and hours tracking/spoting/calculating to shoot a single bullet... and when he do the result will be fatal because every bullet will end a life, sniper's life or the target's life however in arma there is no real Ai snipers just regular Ai soldier with sniper gear that keep wasting ammo for nothing and they expose themselves very quickly. by doing so.
  9. Hi Snk ๐Ÿ˜› i did more testing today and i got a lot of PTSDs... not from CQB combats but from your Ai tracking system. Sabotage and stealth missions are currently impossible ^ ^ your tracking system went a little bit far from my hands and reality more like an horror movie however, this is what I've noticed during the tests -Ai have unlimited amount of flares. -Ai pop up flares on the exact location of the player even if they doesn't have LOS or knowsabout player (pretty much poping flares on the exact sound shot location) -Ai track the players very fast and with huge tracking precession never lost their targets -if Ai hears single fire shot they already knows where to start tracking directly which means no chance for the players to escape or react during Stealth missions and they dont split to track just moving to the exact fire shot location -running away from Ai is impossible he will keep tracking till he got the player down... he was following me for 2Km and hardly escaped by climbing a huge Rock (Ai have issues with Hights though ๐Ÿ˜›) -taking cover from Ai when they track is impossible except in hights or above huge objects -Ai sometimes can see through smoke at night time ?! -Ai have the same ability in day time as at night time from Tracking, accuracy, hearing...etc which makes them overpowered than players i will do more testing but not on the tracking system anymore I got enough PTSDs these days ๐Ÿ˜จ
  10. AirShark

    White Phosphor NODs (NVGs)

    my bad.. it seems that it is conflicted with another mod and not the only one though, some mods activate when i restart the mission for some reason and my scripts have nothing to do with NVGs so i will see more about that... anyways Nice job with this keep it up
  11. AirShark

    White Phosphor NODs (NVGs)

    outstanding! really nice touch however Im using it with ace and sometimes when i get hit it will switch to the green tint for some reason... also sometimes dosnt load at all i wonder if its compatible with costume NVGs or only vanilla ones
  12. Nice! well done, so the crows will fly around dead civilians right ? can they eat civilians too?? they will be a huge help to me though nice feature indeed I like the wild things keep focusing on that way you did a great job I will try that right away
  13. AirShark

    RPGTard - Liberal use of RPGs

    in real life infantry use RPGs against units that are garrisoned in buildings or taking in solid covers... using it in the open is a bad idea, in my opinion, it will be a huge waste if it misses, but if you use it on urban areas even when you miss your target it will explode on building or wall or any near object that will heart anyone around the impact zone however your mod is great but i hope you can take it further with improvements
  14. so any skill changes for units in the editor will be reset to TCL ones ??
  15. is there any configurations for this mod ?? also, can you enable the zoom feature for the night vision binoculars? and how to put stuff inside the backpacks?
  16. i see... ^ ^ how about line of sight (LOS) command instead, like in the static turrets... Logically if the Ai don't have visuals on the enemy means they don't know about it... and if they do they may knows depends on the distance (i guess) also the behaviour... if they are in combat they probably knows and vice versa ๐Ÿ˜› Edit: Damn it... Found what caused the 2. script errors... Thanks for the report! Guess i found all of them... That's what i call a successful properly working release... Will fix them and re-upload... so I'm, not the only one, after all, >_> ... thankfully i didn't reinstall the game yet
  17. I was actually thinking about knowsAbout and knowledge commands to be used with this... A script that checks knowsAbout and knowledge for the Ai group(s) leader that will request the reinforcements, in order to make him calling armed or recon vehicle first ...that would make more sense I guess ๐Ÿ˜› ex: if Ai knowsAbout about target >0.4 will call Recon Vehicle if Ai knowsAbout about target 1 will call an armed Vehicle i will try it with specific units to test how it works ^ ^
  18. very nice mod indeed ^ ^ however, i found that the driver view of the Ka-97 is a little bit higher than the Hud as it should be... pictures: current position: https://imgur.com/cLJC4vi this how it should be: https://imgur.com/4xSqG4n
  19. Yes it would indeed be more logical this way and the reason why i was thinking of excluding none armed helicopter(s) without cargo unit(s) from being requested. Guess i have to re-think about it. ๏ปฟ but also will remove the nice feature that I discovered today.. Air relation between Recon and Armed helicopters, which is impressively realistic and good for milsim gameplay, if you can't find a script to prioritize it I think we shall forget about it and keep planing for the size check ๐Ÿ˜› i mean if the Ai is not capable of the enemy after calling the Recon Heli they will call the gunship for it .. EDIT: actually it makes a lot of sense the Ai group need to locate the enemy with the Recon helicopter first before calling the gunship to check and confirm the hostiles and their destination as well as collecting the necessary informations I think it's great as it is... I feel soo idiot to think the opposite while I already explained it above yesterday Moreover that's how they do it in real life anyway i think i will reinstall the whole game... none mission loaded just placing units in the editor
  20. no im talking about Ai in general ^ ^ don't you think that prioritizing the armed vehicles first to be requested in combat... im mean its Logic why calling empty Taru while you can call Gunship ? thanks for the tips ^ ^ can you add an option to deactivate it... this has disadvantages more than advantages because it will prioritize hearing than watching i found it a little bit off.. i mean why they travel all the way to see a wreck while there is combats going around... i prefaire pushing them to combats in order to support the other groups ๐Ÿ˜› maybe good but only when they don't have visuals on the location of the explosion I will do more tests about it... later ^ ^ could be an issue with my other mods maybe... however, they don't have any relation with Ai ๐Ÿ˜› one thing i tested today which actually surprised me... is the capabilities of the Ai during night time in Arma 2 the Ai skills like the spotting time/distance are reduced during night time the same for accuracy... unlike Arma 3 where you can get sniped from miles away by Ai even if they are not using night visions... its really weird where an Ai without night vision can spot you very fast while you cant do the same to them and sometimes even when using NVGs/Thermals Ai is overpowered during night time with incredible super vision EDIT: I have some Errors that pop up for some reason... though I don't know why I'm the only one getting those... they appear even when none other mods loaded >_> pictures: https://imgur.com/fmHVzfp https://imgur.com/yy9xtoZ https://imgur.com/EnUbyHZ https://imgur.com/kqGpq2r
  21. Hi Snk! Great job with the update it really did the change ...however, during my scans, I noticed a lot of cool and strange things 1- the accuracy... the Ai has 0 accuracy when I get too much close to him... he wasted 2 magazines to finally scratch my face (i tested it by putting mounted static ai and when I get close to him he disembarks and starts shooting... he missed a lot and repeatedly) 2- the Ai sometimes take forever to react with engagements... all of them try to quickly find cover while none of them covers the other 3- when they attack they do it all.. when they walk they walk together... when they engage they engage together sharing the same task which gave me the opportunity to snipe them one after the other and vice versa 4-Ai groups move to the crash site even when the vehicle is destroyed and the crew burned on fire (i saw that when Ah little bird falls from the sky and explode in the ground while a whole platoon running to it trying to check if the pilots are dead... they wasted a lot of time by doing that) ๐Ÿ˜… 5-you did a fantastic job with the static turrets ai was engaging when spotting the enemy and take cover when getting tight as well as disembarking when i get too close to them the best feature so far ๐Ÿ‘ 6- i found the Taru flying above me... she exposed me... the whole platoon was running towards me and the Mi-48 finished me I was impressed by how that Taru was cooperating with the Kajman each time the Taru discover something the Kajman will follow it.. but i thought you excluded the big birds 7-losing the control over Ai... this what was afraid about it sometimes they don't apply to my orders (when they shoot and order them to move they keep shooting they became all leaders) ๐Ÿคญ 8-some of them take cover behind other Ai and aiming at the bottom thing... this one is old but in the latest updates actually increased 9-they take cover a lot, but sometimes in the wrong situations... when trying to chasing me for example or tracking other Ai which makes them very slow by doing that.. this actually confused me to see their behaviour they were attacking but at the same time defending 10-reinforcements: the Taru somehow is prioritized than the Kajman during my tests... each time the ai call support the Taru comes first 11-sometimes when the reinforced transport helicopter try to unload the units... she touches the ground and fly again before the units got unloaded which makes them disembark in the air ...i forgot the other things i think I'm getting to old, i will try to remember them later >_> however, i tested that in CQC... i will check CQB now ๐Ÿ˜› im using the dead bodies as cover... i know you do this for optimizations but i would like to see the Ai using dead bodies as cover like GL4 if you remember = ) ...i really miss the GL4 features... are you planning to port them... i know they require a lot of rewriting in the codes though but they worth it ๐Ÿบ EDIT: sorry I misunderstood can you tell what this feature is made for... is it for Debug ??
  22. yes but actually that's not the issue... the issue is when they try to do it when the enemy is 1 foot step close; looks completely unrealistic its like using sniper rifle in CQB Lol ***and They always keep track on your direction... throw a grenade on them and they will keep doing that lol you can also try to plant C4 behind them... iirc they don't use Hearing feature when they are on static turrets ๐Ÿ˜‚ ^ ^ ^ i will do more tests on this one... i tested it on Arma2 only ๐Ÿ˜› b t w i never said they are slow... they just mustn't try to be superman and get themselves killed when the situation gets tight don't forget that im using version 1.0.21... if you tested that on your latest version remember that you 've changed a lot of things including Skill calculation and stuff... that's maybe one of the reasons that makes them soo fast for you >_> Not anymore, I don't like FSM conflicts inside my mods folder Lol, i used to do that with GL4 editing the pbos of every Ai mod to make them compatible... but I'm very tired to do that... i think I'm getting too old Lol same for AA, snipers, marksman, engineers, Repair and explosives specialist, medics... none of these have Roles in the Air... all of them should be in the ground Tbh I don't see the point of this feature EDIT: except for special forces... like in the MH little bird I know... not hard but may take a lot of time and days of work within hundred lines of scripting to be compatible with the other features๐Ÿ™„
  23. @snkman when I was playing I noticed that the Ai is calling MEDEVAC vehicles (non-armed Medical vehicles) as reinforcements during combat while they should call it after combat when there is no enemy nearby... putting them in the field just increased the casualties unfortunately, I can't find a solution for it so I will be glad if you give me a script to exclude specific units from being called as reinforcements... ...for excluding the helicopters as reinforcements I recommended boundingBoxReal instead of boundingBox many forums said its much better and precise , however, I didn't test them yet but if you will use axis variants it will be cool if you can check the maxWidth only (Xs) instead of X, Y, Z because (the bigger the helicopter is the bigger the main rotor will be) like the Taru in the CSAT forces have huge main Rotor blades due to its size... and also because some Recon helicopters are very high like the OH-58 Kiowa have huge sensor above the main rotor... technically higher then the chinook ...other Recon helicopters have a very Long tail for some reason... i mean its Logic even Fat humans have extra width than the others ๐Ÿ˜‚ I also noticed the Ai sticking too much to the static turret... it will be soo cool if hey dismount when the enemy is soo close (>5 meters away) for realistic results because that's what would happen in real life or any other video game to avoid being flanked or thrown by grenades... rotating the Static turrets would take some time especially when the enemy is very close ... it will be very slow to aim at target that close enough especially moving targets during CQB.. the results would be Fatal to the guy in the static turret I think I already reported this before... I was actually turning and trolling around an Ai that mounts AT Static turret and he tried to aim at me instead of disembarking and shooting me ๐Ÿคฃ ...it will be awesome to add a script for Ai mounted Static turrets to actually disembark when the enemy is extremely close and take cover if possible ...you mean the Door gunners... I guess they are part of the helicopter crew according to wiki they must stay on the helicopter, however, I don't understand the word "may" in the changelog Edit: you mean the units that can shoot from the passengers seatsโ€ฆ I wonder how this work this will divide the squads if the units needs an AT guy in the ground... and suddenly finding him chilling in the sky... they would be all dead and crushed by tanks... there is a reason for all of them being needed in the ground because the squad leader needs all of them in combat... I think if someone needs units in the helicopter to support ground units... just assign new group for it ?!