meade95
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Posts posted by meade95
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Skill affects overall. Armor/health is basically how damaged the unit starts. There is no such thing as body armor in Arma 2 (at least not in vanilla or ACE).U.S. Infantry units are not equipped (modeled) with/for body armor? That is as odd as the lack of ability to operate within most buildings (for ARMA to tout such a realistic SIM brand)....
I will say, I have used the "armor / health" sliding bar (and moved it all the way down, toward its lowest levels) and since I have not seen guys limping around, or lagging around (they are still running from point to point)...I'm just wondering how their health status is downgraded? It does not appear to be downgraded in terms of mobility.
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It only can use SecOP scripting.just copy & paste, it is not hard.
Part 1 - Make SecOp Manager (for request HQ what CAS or Arty type and location)
1. make player unit(F1)
2. make SecOp manager Module(F7) and give any name to this module (double click SOP module and write at "NAME" value any name.
3. syncronize(F5) Secop manager to player unit.
Secop will be always activate this mission
Part 2 - Add CAS Instant
1. Make Trigger(F3) beside player unit and double click this trigger
2. check Activation Radio Alpha, check Repeatly, check present, check timeout, check type 'none', check text "+1 CAS", check Condition this ,
3. paste this On Act
test mission and use M key and find your Radio
U will find radio text +1 CAS
when click this, will popup message +1 CAS blah blah blah..
Space key -> Communication -> Call Support -> CAS
can use CAS.
need more CAS, just click Radio text at Map or command menu 0 key -> radio.
part 3 - Arty
1. make artillery module(F7) beside player unit and name this module any name
2. make static unit(F1) USMC - STATIC - M119
4. double click M119 and name it to 'arty1'
5. syncronize artillery module(F5) to M119
5. make trigger(F3) beside player unit and double click this trigger
6. check Activation Radio Bravo, check Repeatly, check present, check timeout, check type 'none', check text "+1 arty", check Condition this ,
7. paste this On Act
test mission and use M key and find your Radio
U will find radio text +1 arty
when click this, will popup message +1 arty blah blah blah..
Space key -> Communication -> Call Support -> artillery barrage
can use artillery strike
need more arty, just click Radio text at Map or command menu 0 key -> radio.
This for CAS seems to work well......However, I've only had aircraft drop bombs once?? I don't bring along a lazer pointer...maybe that is the problem..... However, it seems your crosshairs turn into a lazer pointer of sorts at a given moment (though I can't figure out how....it just seems to happen).
My problem is I can't dublicate making my crosshairs chage (it just happens at some point during my calling in of CAS). What is the proper procedure when on the ground calling CAS.
Do you have to go through the "map" mode? Or can I just press the "0" / Radio key? When NOT bringing a lazer designator along....when exactly should my crosshairs change over to allow me to place my spot for bombing..??
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Does SECOP "create" enemies for you to fight? Or does it used already placed enemy AI, and replace them on your current map (for secondary objectives?).
I'm trying to use the SECOPs Manager mod..for calling in Airstrikes....(and it keeps asking me to do other objectives....which is fine...I'm just curious as to how it creates these enemies).
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It would be a nice feature if AMRA 2 had an internal clip board where you could store all of your different used commands / written scripts....
Where you could just cut and paste a variety of prior used commands.
(Is there any feature within ARMA 2 that allows for this? It seems quite cumbersome, for me to constantly have to remember exactly the way in which a command needs to be written)...
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Within the editor when placing units (particularly speaking of Infantry units).
Does the Armor / Health scale..... is this simply a reflection of if a unit is wearing body armor or not?? - I would like to have insurgents within the missions I create modeled to be with "no body armor"....(at the same time, I don't want them starting off with injuries).
Regarding the skill rating (slider). Does "skill" ratings encompass everything....both firing accuracy levels of a given unit....along with general situationl awareness. It would be nice to be able to model units...who's weapons proficincy may not be all that great (poor accuarcy say) while at the same time having the situational awareness...not to simply stand around while men very close to them are being killed...(this is very frustrating in ARMA 2).
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Is the new Arrowhead going to allow for more "inside buildings/homes, etc" enviroments?
It just seems odd, that BIS and the ARMA series doesn't have this sort of AI logic already standard. Hell, AI performing inside of objects, is coding that was going on 10 years ago (wth real good success / R6/OGR). Now, I know we are talking different games/sims/etc on the whole.......but still, it just seems odd.
Or perhaps I'm just play testing on the wrong maps.....and inside building enviroments does happen more within the rest of the game...
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Hi, for your first question;yes you can make them walk insted off running by puthing the speed in the waypoint to limited, this way they will walk calm around and follow their WP,for your second question:Guard means they will guard the spot,attack any hostiles and return to the guard WP to guard it again,and when you place a WP you can give it a "radius" off 0 to wathever you want(100,500,1000,...) Its in middle when you click on the WP, called "starting radius"
Hope its some help and good luck!
cya
I understand the "limited" option during WP patrol manuvers. But I wonder how to go about stopping the AI from running around....when you give them a patrol script where they are patroling randomly throughout a larger "zone". The notion that they just run around takes away from reality some....
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The basic problem here, is that Local client controlled AI seems to run the same A.I control code as Serversider AI. (e.g FSM's etc)BIS have dramatically improved the A.I as an enemy force, eg against coop players and with that they have lost the control that we players had over our A.I back in OFP days
What actually seems to happen is
Once they enter "Combat Mode" you lose control over them to a rather large extent.
The solution to this would be for BIS to recode an ( if client, if server) switch into the A.I control.
However unfortunately, it would appear (AND I MAY BE WRONG) that BIS does not want to spend time and effort coding A.I to do this, probably because they dont see , as a general rule, players wanting to have A.I in their group.
This assumption would also (UNFORTUNATELY) appear to be true, as a general rule even in coop play, their are relatively few community missions that implement A.I in player groups other than as respawn units.
This issue has I believed caused a lot of OFP players to abandon ArmA1 and 2 .
I believe this is a massive oversite and needs to be corrected.
What we need. (Client side only)
1) AI to hold fire when told to do so
2) AI to keep up at whatever pace the player group leader is moving at
3) AI to keep formation when told to do so
4) AI to stay down, stay up when they are told to do so
5) AI to move wherever they are told to do so (They dont even do this in higher command when in combat mode)
6) AI to get out of the vehicle when ordered to do so, while another player is in the same vehicle (This is an 8 year old bug that for gods sake still hasn't been fixed (Although It has been mentioned that VBS2 no longer has this issue))
7) Support waypoint to work in multiplayer
I believe I speak for the majority of players who have shown interest in this thread that we simply want the A.I to do as they are told when they are told by a Player group leader.
But for godsake dont effect server side A.I in this way they have been improved quite a lot
If these issues were resolved then those communities that wanted too could then increase the friendly orbats from say a couple of squads to a full company, using the players to control groups of A.I effectively as group leaders.
For example, our Coop community has a turn out of up to 25 players, at present mainly because of the A.I control issue we play 2 to 3 squads and a support team, mostly playable slots and mostly disabling the A.I slots.
In OFP with this turnout we could field an orbat somewhere between an extended platoon to a company, with a lot of players taking group leader roles commanding a full A.I squad. We would also utilise group respawn (Which then worked on all units in the group, not just playable units, This is another negative factor that ArmA created))
We had this in OFP and we (Those that used to play this way) severely miss it now
The engine itself, with the current hardware specs that exist can now easily accomodate A.I company v Player controlled company battles.
The engine was I believe designed to incorporate Player controlled A.I groups and this is one of the major features that makes the B.I engine stand out from the rest.
So please please please consider implementing the above listed features as they at present have a very negative effect on cooperative play for the communities out there that want to control AI squads
+1!! You cover it all here....
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why dont you just put him there and see what happens?I think he will be standing on the roof
I've tried this (limted play testing....as I've been more looking into other AI behavior and Helicopter issues)...
But what I've seem to notice is they don't show up on roofs (or if they do, they leave it)...nor do they seem to stay around the building....they tend to regroup (stand) at some distant point away from where they are placed....(which had me wondering if putting them inside a building that you can't access....messed with AI logic).
It would really be nice if ARMA 2 AI/logic / or perhaps it is just the Maps starting making more buildings with access to them....As someone new to ARMA i've found this odd, that in a realistic based SIM this isn't just the "norm"...
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I'm noticing in many towns most buildings you can't go inside them (which somewhat sucks).....However, what happens when you place a guy inside a building during set up / editor and give them a "guard" order? Will they be placed inside the building (but with no ability to exit).....Will they be placed directly outside and just guard it?
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I'm trying to understand the "AI" better - First, I wish (is there a way) to make patroling soldiers (that use a "zone/marker" area for patroling not "run" everywhere? That seems kind of silly.
I know you can use the "limited / movement" key when giving waypoints....but what about when using a patrol script that has them patroling randomly throughout a larger zoned area?
My other question is about "guard" orders? Will they simply guard around the last area of the waypoint you have given them?
I have a situation where it seems the AI is constantly all repositioning themselves around the same gas station area within a small town. For some odd reason 90% of the end up going to this one spot/gas station and sitting there (basically). When none have been scripted or given waypoints to go there..
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This is what you need to do:Triggers:
- Activation Trigger which activates when the BLUFOR infantry arrive
Infantry Waypoints:
- "GET IN" Waypoint located inside the trigger area
Helicopter Waypoints:
- "MOVE" Waypoint RIGHT next to where it starts
- "LOAD" waypoint inside the trigger area
Next, using the Synchronise Tool, drag a line between the Trigger and the Helicopter's "MOVE" waypoint.
This will make it so that only when both the "MOVE" waypoint and the trigger have been activated, the helicopter will move onto the next waypoint. By placing the "MOVE" waypoint right next to where the helicopter starts we make sure that that waypoint is immediately activated. We then wait for the trigger to be activated. When it is, the Helicopter will move in for extraction.
I will do this when I get home later today - Thanks - I need to start using the "trigger" event aspects more (getting more comfortable with the layout of triggers).
I was tryng to sync the two move orders (which seems to work fine, when in CLOSE proximity.....but not so much over long distances).
- Activation Trigger which activates when the BLUFOR infantry arrive
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I'm trying to create an extraction, where when my team reaches a certain point...an AI helicopter will fly to my area.
Doesn't seem to work.
I give my team a waypoint.......I then sync that waypoint with the first waypoint for the AI helicopter (thus, meaning when my team enters this waypoint, AI helicopter should begin its waypoint move?, correct?).
It works great, for INFIL operations. Having an AI helicopter inserting my team....but it won't work in reverse? (Or is sync two waypoints that are great distances apart, not going to work?).
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In what format do you "write" a script? Word doc?...In order to place it in your missions folder? I have DL a couple scripts but I'm not sure how to create them.
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" Extract the folder to your ArmA2\other Profiles\Yournick\Missions and load it in the editor"
I keep seeing the above directions on where to put certain "Templates / and or/ Scripts"...(For example, a template of a "Compact USMC FOB setPos")...
But where exactly is this? I do not have a folder called "other profiles". Should I create one??
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This reminds of a discussion I had with some friends about laptop makers, it went like this:FRIEND: Dell have great customer service. When I got my XPS, the screen was broken, but they came out to my house and replaced it.
OTHERS: Wow.
ME: Well IBM did something even better for me.
OTHERS: What?
ME: They sent a laptop that fucking works.
Funny......But to Dell's credit, the system is 2 years old (XPS came with 2 year warranty standard).....And with this issue..... They aren't nickel and diming their way to try and figure out a solution. They are simply replacing every component that it likely could be... Fans, Power Supply and new video card (of which when I speak to the in-house tech, i"m going to see if they will let me upgrade my 8800 to one of the new GeForce 285X's ....With me paying the price difference.....
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+1 - Sqaud AI / and following orders is a MUST issue to be addressed by BIS - I suspect it has to be part of the next update coming out any day now with the release of Arrowhead...
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Or you can use thewaypoints condition and replace true with time >60*60 that would be 60 mins+1 - Appreciate it -
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I am wondering this question myself -
I am trying to figure out how to have a Mission Objective success announchment once a person (enemy HVT) is killed (and even better if killed and then ID / when my unit is within X feet)....
Can't figure out how to script / trigger this
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must be a capacitor. It isn't a problem until it is a problem. Google how to fix squealing capacitors.. but only fix it if you really need toProved solved - I checked the capacitors for leaking / buldging , etc. Couldn't see / find anything.
Called Dell (I have an 720 XPS system). Had 1 week left on my warranty. They are replacing all fans, Power Supply and Video card!...to solve the issue....having a tech come out to do it as well.....
Thanks for the help......and props to Dell! (they get some bad press, but I have to give it to them...they are fully taking care of me here).
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How exactly is "time" measured during the Way Point orders?
If you put in 10 (for the min and max). This is 10 seconds, correct.
How does one go about setting the time for one hour? Can you write in "one hour" with ARMA 2 recognize this?? Or do you have to convert hours into seconds??
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@wickedstigma -
Your suggestion worked great! Sync in the waypoints has the (AI) Helicopter take my team exactly to where I want (though, it doesn't land, simply lets you get out from a very low hover position...which works fine!)
Now, giving it another waypoint order after dropping you off....so it flys away is needed as well.
Though, I haven't yet been able to get it to return back to the location. My idea was to have it fly back to our take off position (wait apprx 1 hr, while we run our OP) then return. When I send it back to our base with its next waypoint...I have it an "GET OUT" order...... In order for the helicopter to actually land (and not run out of fuel while waiting for our OP to be conducted).
It never returned (I did this with only a 20 second GET OUT order to see if it would return). I think once it lands (via the GET OUT way point order) I'm not certain if the AI crew will get back in??
But MORE importantly..... the AI Helicopter worked great in taking me to where I wanted! Thanks again..
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So if I'm using base ARMA 2 (no ACE). I should,
1. DL this file
2. Extract files
3. Create a mod folder within my ARAM2 called (example) @RHM18mod.
4. Create a folder inside @RHM18mod called "addons".
5. Copy/paste those 2 files and ONLY those 2 files WITHIN the "NORMAL" folder of this RHM18 DL ....into my @RHM18mod/addons folder.
6. In my ARMA.exe lauch..(make sure @RHM18mod is targeted).
Correct?
Armor/Health & Skill rating questions -
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
It seems ARMA 2 should look at having a rating slot for EACH, a units armor and a units helath. Certainly not making them combined as one in the same. That is just foolishness (and another aspect that makes ARMA less realistic, the more I learn about it).