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Everything posted by AirShark

  1. AirShark

    LAMBS Improved Danger.fsm

    can you add infantry reactions like flee/hide/garrison when enemy armoured vehicles are nearby like tanks and such... maybe artillery attack as well ?? the reaction of the Ai towards vehicles are the worst ever maybe making them popping smoke when tanks behave like bulls knocking down everyone while they stand down looking and chilling around , it would be a clever idea to make them sprint away when enemy tanks pass over ๐Ÿ˜‰
  2. probably because some common features are in both mods like house searching/CQB/garession/artillery request and many more thankfully GLX have some customisation on the userconfig some tweaking may be a necessity besides even Ai mods now are conflicting with the vanilla Ai it self because of hard coded stuff, Ai makers they do share some codes/intel and stuff with each other but each one of them have his own project and purpose you mean working with the value 0, not sure i will test them later... btw it wasnt Lambs Danger.fsm mod as i thought, after many tests i disabled that mod the Ai still throwing smokes when suppressed it is definitely GLX
  3. i set it to 0 and the Ai are still using smoke even in day time, i think thats part of lambs Danger.fsm mod i have to tweak them i guess...
  4. AirShark

    LAMBS Improved Danger.fsm

    is it possible to add an option to disable danger.fsm for players group via CBA or something, im also using that script... frequently
  5. hello Snk, long time no see hope you are working on something = ) anyway, is it possible to stop the Ai from using smoke grenades during night time, somehow the ai looks very weird never using the advantages of night time like stealth behaviors and such... they are always exposing themselves with smoke grenades or running in the field :3 and where can i find the GLX change log to keep my eyes around : p
  6. in real life treating someone in the field may take hours depending on the injury and the equipments, those medicines in their backpacks are just to increase the chance of surviving and gain time until the medevec extract them or an ambulance arrive, the full treatment never being done on the field only in hospitals... so 2 minutes in arma may be better if you are aiming at realism
  7. the missing symphony is right here the true ai mod !, congratulations very surpriseful indeed keep the work up ๐Ÿ‘
  8. AirShark

    LAMBS Improved Danger.fsm

    this mod gives the ai some player feelings during combat, especially during CQBs well done carry on ^ ^ however i have a feature request if you allow that of course, the Ai hearing skill in arma 3 is very high despite the ai is blind most of the time his hearing capabilities from accuracy to distance is very phenomenal and odd, if you can add some tweaking to it, it may be a huge change to the game, like reducing it when there is fire exchange, suppression fire , explosions nearby or wind effects and rain (rough weather)....etc most of time i play as sniper and therefore i wait for the right moment to shoot my lucky bullet, the right moment is when other sounds will play in the back like thunder sounds, animal sounds, fire shots and explosions sounds...etc to avoid being spotted so my fire shot sounds will be covered by other sounds, but in arma it is useless despite everything the ai can hear from long distances and with huge hearing accuracy always gets me even without LOS like behind walls and buildings, because hearing feature is huge issue, when the ai hear bullet coming he will know the exact position/direction/source/enemy location like he can actually seeing it : p
  9. im afraid that moving TCL features to GLX will convert GLX to TCL and than we will have 2 TCLs at the end ๐Ÿ˜› i think that most these issues came from the TCLs new features and updates that increased the complexity around which arma engine couldnt handle any further... using to much functions will bring more issues thankfully you are using arrays and not call function like in the old armed assault days lol the vanilla Ai itself is way too clunky all the bugs that ive report before are vanilla bugs unfortunately however the good news now is that TCL and GLX are compatible with pretty much all the other Ai mods because they dont use FSM in the process just sqf scripting, when first time i saw the FSM file inside TCL i thought it may cause issues but its only for the initializing im using TCL with another Ai mod that do have FSM and im having better results and much more active ai because stuff like combat modes, skills and such will be overwritten and not conflicting as long as there would be no 2 or more FSMs in the process... however the best thing you can do now ( in my opinion ) is to not port all TCL features ๐Ÿ˜ or disactivate most of them by default, so users can activate them to serve their needs because not every mission will suit for every feature and not every feature will suit with all the other features activated anyway good luck with your work !! EDIT: can you check this for me please it is not working for me at all i never seeing ai tanks using smoke screens so far as its included in vanilla and its working but not when using TCL // ============================================================== // T.C.L. A.I. Smoke: ( Vehicles ) // ============================================================== // True / False, default is True // TCL_Feature set [5, True]; // ------------------------------------------------------------ // T.C.L. A.I. Smoke: ( Chance ) // ------------------------------------------------------------ // 0 - 100, default is 75% // TCL_Feature set [6, 75];
  10. i can't believe that TCL was the one who gaved me all that Lag and micro stutter all the time, good job on this one the only difference i've noticed is the performance so far carry on ๐Ÿ‘
  11. thanks for clearing this out, it happens when you select more than 1 unit and activate super pilot mode from the commands/Vehicle controls in my case i mistakenly selected all my units and activate the super pilot mode i didnt know that i should select the pilot only : p
  12. _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..
  13. 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 = )
  14. 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...
  15. 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...
  16. 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
  17. 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.
  18. 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˜›
  19. 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.
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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