fideco
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Posts posted by fideco
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Hi sickboy
i have switched side from 1 to 3 in "cfg_Zones.SQF", to fight against resistance
In Arma, i'm getting an error like "Type string, expected code.."
Is it fixable?
Or am i doing something wrong?
Ciao
p.s.
Any news about next release date ?
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Hi Mr_Centipede
maybe i'm wrong,
but your last release (1.11) does not contain "cent_tracer_effect.sqf", called by initial routine.
I get an error "........not found...."
Cheers
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i'm currently playing Arma (beta patch) and i don't see any improvement perfomance in US demo...
Moreover i notice a great mouse lag in aiming (too much mouse floating)
Not impressed.
Cheers
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Hi sickboy,
at the beginning of "(BIS)_6th-AI-Man_W(ADV)-DEMO.intro.pbo" i got two errors (code lines) as reported in attached images .
Ciao
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Hi sickboy
you are faster than light speed....
Downloading..

Thanks
Ciao
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InfoShare has only an initialization message, if you like I could build in some more

Hi sickboy
i think this is a good idea, very useful for understanding AI behavior during the mission.
An extended  debug process for key routines would be very helpful
Ciao

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Hi sickboy,
is there a easy way to monitor all debug process ?
I would like to track "infoShare.sqf" and "grouplink2.sqf" routines and observe all the info generated by mission events.
Thanks as always.
Ciao
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Hi sickboy,
is it possible to set a specific AI skill for a single enemy group?
Ciao
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Hi sickboy.
I have tried (BIS)_6th-AI-Man_(BEG)-DEMO.intro mission.
Despite the status message, no enemy unit was created in the areas.
Also verified with Troopmon.
The BIS)_6th-AI-Man_(ADV)-DEMO.intro (ADV) mission, instead, is working fine.
A question.
Could you explain how to properly use "param2" in cfg_Zones?
Cheers
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Hi sickboy
first of all many thanks for your outstanding effort.
It is not easy to set up a mission: i think a better and extended help is required...
It is difficult for me to use advanced option for AI (UPS and GL2).
Why do not you make a demo mission using single groups and the advanced AI?
A question.
I have tried your 6th-AIM v0.1beta2 and i am not able to force enemy to patrol their area (they hold position and do not move..)
Is there a way to force them patrolling?
Cheers
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Maybe a tutorial is needed (How to...)
Thanks
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Why not?
1)It is a general issue, not only mine...
2) I am, we are customers...(i am VBS1 Registered User, too).
Do you really think they have no time to making an official statement about this matter, maybe with reference to next patch or next incoming version?
Cheers
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4861 vews,
no word from BIS team, till now...
What can i think?
It is a core question...
Because i love Arma...
Cheers
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In this post i have read really constructive observations in order to improve the AI in the game.
What really hurts me is that no Bis programmer takes part in the discussion.
Their lack is criticabile:they would have to pay more attention to the comunity and share opinions.
But this skill is rare and it seems not to belong to the mission of this software house.
I hope to be wrong....
A good example of positive behaviour is every day given by Sport Interactive programmers (www.sigames.com) in their forums and as you know FM series has become the best management football simulation around (with a beautifoul AI)..
I hope BIS say something about this post.
Cheers
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Hi Kronzky,
i'm an Italian gamer and i would like to thank you for your oustanding work. Now i'm using only your AI model in my custom missions and the fun is always great!
A new dimension has been added to Arma and i have really appreciated your easy way to tweak AI behaviour, not too much invasive, (i hate a heavy script driven AI).
Please reconsider the intention to leave the forum and please keep up the good work.
If not, i hope you will share your efforts somewhere.
Cheers
Giorgio
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Thanks for suggestions
but i'm not able to get AI firing a flare..
I have tried everything as suggested in linked post
Maybe i'm doing something wrong..
Cheers
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How do you get a unit fire flares and reloading them?
Cheers
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Broken link for me..
Cheers
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Hi KeyCat
if confirmed, without a doubt this is one of the major flaws of AI behaviour...
I hope it will be fixed.
There is already a statement (AI related) by Placebo here
http://www.flashpoint1985.com/cgi-bin....t=55821
Cheers
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Maybe i am wrong, but i think it is a possible bug...
I don't see any difference between
two Units in front of me with different settings in their init field like these:
1) unitname setskill ["SpotDistance",0.1]
2) unitname setskill ["SpotDistance", 1]
Their reaction seem to be exactly the same
Moreover it is really annoyning to be spotted by AI Units in the deep of the night as by day
Cheers
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Hi all
does anyone know if the modified values in PlayerName.ArmAProfile override the settings in mission editor (AI skill slide..)
Cheers
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Great news!
Keep up the good work..
Cheers
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Thanks KeyCat for yout prompt reply
By the way..what about a Group Link II for ARMA?
Cheers
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Hi all
in config.ccp there is a section related to AISkill:
aimingAccuracy[] = {0, 0, 1, 1};
aimingShake[] = {0, 0, 1, 1};
aimingSpeed[] = {0, 0.5, 1, 1};
endurance[] = {0, 0, 1, 1};
spotDistance[] = {0, 0.2, 1, 0.4};
spotTime[] = {0, 0, 1, 0.7};
courage[] = {0, 0, 1, 1};
reloadSpeed[] = {0, 0, 1, 1};
commanding[] = {0, 0, 1, 1};
general[] = {0, 0, 1, 1};
I would like to lower "spotdistance" value for opfor Forces, but in array there are four items (0,0.2,1,0.4)
Does anybody know the meaning of each item?
Cheers
6thSense.eu AI-Manager (Spawn, Wayp Gen, AI Enh)
in ARMA - MISSION EDITING & SCRIPTING
Posted
It seems it does not work , i get same error..
but don't worry, i will wait for the next release..
Cheers