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meade95

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Posts posted by meade95


  1. The assigning of (red, white, etc) teams is an option, but like you said, it is rather cumbersome / troublesome and even more so once in contact with the enemy. There are plenty of easier ways to do this, than the route BIS has choosen. Hopefully they switch it with OA/patch......

    I haven't tried the "high command" module.... Does that work for small combined unit actions?


  2. Hey lads,

    actually i'm experimenting with missile values to increase engagement distance of pilots. At the moment i'm stuck. Although i have increased the relevant config parts, they don't engage farther than ~6000m.

    cfgVehicles

    	irScanRangeMin = 35000;
    	irScanRangeMax = 35000;
    	irScanToEyeFactor = 1;
    	ejectDamageLimit = 0.85;
    	accuracy = 0.01;
    	camouflage = 20;
    

    cfgWeapons

    	minRange = 500;
    	minRangeProbab = 0.2;
    	midRange = 10000;
    	midRangeProbab = 0.4;
    	maxRange = 30000;
    	maxRangeProbab = 0.9;
    	aiRateOfFire = 5.0;
    	aiRateOfFireDistance = 30000;
    

    The missile itself (R-73) can easily reach and hit targets in 20km range, tested it myself. Also lock is possible.

    Probably i'm missing one config entry but i can't see which. Any help is much appreciated.

    Again, it is about how AI handles it, not player.

    What program do I need to look at these values?

    Where are they located / the files for each of these units, that is....

    Thanks for any help....


  3. Are you sure they can see you?? Or your weapon flash (if firing on them). I do agree, if they don't have NVG, they should not be able to see you (if pitch black conditions).

    In some of my play testing....I would say enemy AI (without NVGS) is definitely reduced...however, once the shooting starts....they seem to be able to "see" (to a degree). Though, I wondering if the AI just allows them to shoot at from where they were shot at.....

    Because if I move from my firing location......It takes them awhile to locate me again (if at all).


  4. The more I think on this (the idea of a QRF). The best option is to have the QRF board a sitting Helicopter .... Have the helicopter move order "synced" with a tirgger event - (Make the trigger event based on a Radio Alpha call).

    Have the helicopter move order brought somewhere ...somewhat near where you can forsee hostilities and the need for help (but far enough away so the LZ won't be too hot).

    Make the Fire Team leader of the QRF (playable) so you can somewhat manage the QRF to where you need them once they show up....

    It would greatly help things if BIS would make the controls of multiple fire teams less cumbersome than it is now.... As is now it is overly complicated and terrible when lots of action is going on...... If we could simply have a one-key toggle for EACH fire team this would be a tremendous help. .... The whole hitting the space bar bringing up each/ALL teams is very hard and easily mistake prone.


    1. In your unit's initialisation line, put the following:
      this addEventHandler ["killed", {
      [this] execVM "respawn.sqf";
      };


      Now, the file 'respawn.sqf' will contain the following code:

      _unit = (_this select 0) select 0;
      _weapons = (_this select 1) select 0;
      _magazines = (_this select 1) select 1;
      
      waituntil {alive player};
      
      _unit = player;
      removeallweapons _unit;
      {_unit addmagazine _x} foreach _magazines;
      {_unit addweapon _x} foreach _weapons;


    2. I think you'll have to re-synchronise the unit to the module upon respawning. You could place this inside our previously-created 'respawn.sqf', but I'm not totally sure on how to do it. Look up synchronising with code.
    3. I'm not too experienced with briefings or objectives, so I can't really help you with that.
    4. To stop JIP you could Lock the server. That should be available in the 'Server Control' dialogue, accessed from the Map.
    5. In each unit's 'Insert Unit' dialogue are the two settings below. These can add a nice amount of randomness in missions without going too much into complicated coding. It can change the amount of troops which spawn and where they do.
      • Probability of Presence
      • Placement Radius

    Hopefully that helped.

    Huh!! "Placement Radius".....I've completley overlooked this option, wasn't aware of it. Very cool. Thanks.


  5. 5. Check Domination for randomness. For simpler stuff, try connecting stuff in the editor to empty markers, or change the probability factors.

    Interested in learning more about this point (#5)......Where / how do the probability factors work...... Is it as easy as creating units and just hitting their probablity to show up on the map (the slider bar)...moving that down toward say the mid way point?? I never thought of that simple idea?


  6. I seem to find ARMA2 (when talking Infantry) best used with 6 man or less Fire teams. Playing SP.

    Is there any tips for controling larger groups. The control system just seems cumbersome when trying to control multiple groups. The space bar constantly hightling all groups tends to get troublesome / when trying to direct orders. It would be nice if the space bar could be set just for your "A-Team" more or less....and you would have to hit the Shift-XYZ key in order to bring up the others.

    I understand the assigning teams ability (but still, the standard space bar has you issuing orders to everyone...and it is easy to foul up and hit that).

    Any tips on working side by side with AI controlled other fire teams on a combined mission?


  7. I think the main problem of bringing in an AI controlled QRF....is simply being able to control (within some scope and reason) 1. Where the QRF will go / or better where it needs to go once inserted via Helicopter. and 2. That once it gets to the right location (of where your unit happens to be in contact with the enemy)...that it reacts it a competent enough manner to get you out of trouble but not going off to far and getting itself into trouble...

    I think BIS would do a great service to find a way to make calling for "generic" "on call" type helicopter extractions (for various units that you could simply click and put inside) would be termendously helpful....... Thus when you called in a QRF for example.... you could remove them from the map (and back to base) quickly and easily once their help is no longer needed.


  8. I like this idea - Was going to start thinking of putting in my own QRF (quick reaction force) elements within my missions as well.

    Are you planning on controling this unit or not? (I would rather not, in my group, though I'm not yet sure about the friendly AI competence, enough to leave them on their own.....maybe making the one guy in charge of the QRF "playable" could be an option).

    As for the plan, I think you would need to "sync" a trigger (with radio alpha) along with a move order (for the heli insertion). At least to get them there...... After that, putting together a WP order, is the next step (somewhat complicated depending on what the situation is on the ground?).

    Because how does the QRF know where to go / meet up with the guys who are in contact (with the enemy). You might need to place that QRF call from all different locations depending on how the OP goes prior (to the call).


  9. If you mean the difficulty setting it gives the player more resilience to damage. Not sure how much though, but it makes a definitely noticable difference.

    Yes, I was refering to the "extended armor" tab within the difficulty settings. (thanks).

    Now, is this just for the player controled person? Or does it include the player controled "unit" as well? Or all of BLUFOR?? Does it include OPFOR as well? (I would suspect not).

    I'm just wondering if this was meant as a cheat / help of sorts.....Or was it in a way to help mimic body armor (that most BLUFOR units wear in combat).


  10. I've created a small SOF recon type operation.....where Infil to an observation post over looking a small terrorist camp is the units primary objective......

    With a secondary objective...... Is the spotting of an HVT target, if in the area / camp (and then calling in an airstrike...IF spotted).

    Anyone have some tips on how to set a spotting trigger?

    Would it simply be placing a trigger with the HVTs name.....and then selecting when known to BLUFOR? (but how do I link that directly with my SOF unit?....Would I just "sync" the two?).

    The calling of the Airstrike is no problem (will be done manually).....it is getting the trigger or confirmation that known target has been spotted....that I would like to accomplish via trigger perhaps...


  11. Never heard of that one before. And restarting Arma2 or a reboot didn't help? It should zoom into wherever your mouse pointer is. Other than that, right mouse drag to pan around.

    I can right click drag the map around....up and down, right and left....(as should be). But it seems if you place a unit say all the way to the left side of the map (Main Chernarus, map )......when I go to zoom it....it zooms to the center of the map....Not down over my unit placed?


  12. Hey all, just a quick question...

    I've read this topic and got it working but how would I go about chaning it so it spawns the British 3 Para units, RAF units and FFAA Terrorists instead or USMC and RUS units etc? I've been looking and I cant seem to find a mention anywhere their faction name or unit class names.

    If anyone could shed some light on this it would be much appriciated.

    +1......


  13. When in the editor and looking to create a new mission. I can't seem to get the "zoom" level to go anywhere but toward the center of the map.

    Say, I place unit toward the left side of the map....I can't zoom in (over toward that side of the map....when I zoom it...the zoom only goes toward the center thus leaving the units I'm working with out of view).

    Is there a function that allows you to zoom in right on your units placed (when in the editor?). I haven't had this problem up until now?

    Seems odd..


  14. That example dont work for me because im in the bluefor and enemies that are the group of the helicopter are opfor.

    I create a heli, with a enemy group inside, i need the heli with the enemy team wait until some guy of the blufor pass over some trigger.

    And i cant do that, dont know how.

    I think you can just sync the "trigger" event (when BLUFOR is present) with the move order for the OPFOR Heli WP...


  15. No problem! Im actually learning to do a lot of things right now so as I learn I try to help people here. What you want to do is possible in a lot of different ways. Ill try tomorrow to explain it.

    I think I have them both working now. I have the INFIL Helo take me in using the the Load/Unload Cagro way point commands...

    I have my extraction plan ...work via a Helicopter waypt command snyc'ed with a trigger command.... (seemed to have worked in playtesting...though the LZ got to hot and the chopper flew off.....and never returned back...so I need to check into that more).


  16. Well, when I make any missions I create them in the Multiplayer Editor (even Single-Player missions). The multiplayer editor can be accessed by going to

    1. Multiplayer
    2. New
    3. Create Server (Ok)*
    4. New - Editor

    *I just create a LAN server with all the default settings. You can also create an internet server is you would like to test with friends.

    Then, when I want to preview, instead of just clicking 'Preview', save it as a User Mission, then (using the Save dialogue again) Export to Multiplayer Missions. I then proceed to exit out the editor, select my Mission from the list and click OK to start playing it. From there you can set difficulty and anything else you would want.

    As a quick note, the 'Editor' version of your mission appears in BLUE, and the Exported version of your mission appears in the normal text colour (beigey...).

    In terms of Situational Awareness - to improve it, move slow and constantly check all around you. Because ARMA's a game, it's very easy to want to run everywhere and get to your next objective as quickly as possible. If you watch the AI move from point A to B in 'Stealth' mode, you'll see that the Fire-Team moves one at a time whilst the rest of the team covers. They stay mostly prone or crouched the whole time, and spend 90% of their time simply looking for enemies!

    Appreciate the info (with both aspects ...editor and with SA).. Thanks.


  17. Is there any way in the "preview" mode to set the difficulity level setting? When previewing I would like to have as much information as possible (thus, having the difficulity level setting to low would be great)..... Though it seems the setting is automatically set to one of the higher levels (where not all info, is provided, via the map, HUD, etc).

    Side question - Situational Awareness seems difficult somewhat in ARMA-2 so far (from my experience). Especially, in terms of small squad contact with the enemy. Are there any tips for increasing SA during small squad actions.

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