meade95
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Posts posted by meade95
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Would be nice if in the "nofollow" command within UPSMON...that it would mean AI guys would never (even in a fight) leave their zone. Any way to have that happen? Make a "hardnofollow" command? Would really help when trying to use UPSMON for security Ops.
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@ Jakerod - Exactly right - If High Command simply had a "cover-arc" command that you could place AI controlled units with....it would be much better. As is, you can't really us High Command in a way to coordidnate any attacks...because the AI simply breaks off once in contact and literally runs all over the entire map.
My best option thus far has been to use very small "marker zones" with the UPSMON patrol script (with the "nofollow" command). This at least somewhat becomes effective AI security for my unit to conduct the actual Take Downs..
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High Commmand works as above - Units the go through the Sub-Mod to the High Command are the only ones you control - With that said, "control" in the very liberal sense.
The whole High Command concept is great, but it doesn't work very well at all in A2/CO. RVS/R6 did a much better job, at least at the infantry scale. In A2, you just do not have enough micro-managment. The units once engaged tend to run all over the map eveywhere.....In RVS/R6 you could use coordinated attacks and set-ups much better with AI units under your control. Not so in A2.
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Just had the *not healing* bug issue pop up again. Where once you click the the *heal* icon nothing happens.
Using UPSMON, Zeus AI and A2/CO. Nothing else.
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Most of the combat action seemed to be floor to floor indoors methinks -not a specialty of the Arma engine. Would probably work better on an old R6 engine or Swat4. Too bad they're dead :(Agreed - UBL type mission was made to order for RVS/R6. To bad UBI never allowed the community to MOD out RVS (with the SDK code).
RVS was the last great CQB game I've seen - They just really ruined the R6 series after that - Hell, if UBI would just put out an updated RVS game they would make a killing...
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Agreed on all the different options -
Is this map going to be released as a stand alone so we can build missions off of it? Like and editor saved mission (non-PBO'ed).
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I am trying to find the best solution for creating a QRF (Quick Reaction Force -AI controlled) within A2/CO.
I currently use a radio trigger and then an AI controlled Squad (using UPSMON ptrl Script for a pre-given area). Works okay, but I would like to have more micro-managment over my QRF once on the ground.
Problem is High Command just does not seem to give one the ability to micro-manage it - The guys end up engaging and running all over the place. Not staying in a specific field.
It would be great if High Command simply allowed for you to direct a Squad to a given area with a Cover Arc command (and NOT to move / advance).
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Another thing I've noticed using UPSMON (over just using the older UPS) is that when I use to use the older UPS for my QRF (quick reaction force - Put the UPS script inside the Team Leader of the QRF) This QRF Unit was to be called on via a Radio Trigger.... they would load up onto a helicopter and then would stay there as a QRF. Wait for me to call them in (if needed). Then they would show up, exit the helicopter and go ahead with their UPS patrol script in there given location...
In the few times I've playtested with UPSMON and using a QRF. The unit does not wait until the radio trigger is called. The helicopter will automatically take off after about 20/30 seconds...... Which is fine if I'm using my fellow AI BluFor units as security for my TakeDown team...... But does not work well as a QRF team.
(UPDATE) - With more playtesting - The QRF does work sometimes (with only launching once called by radio trigger).
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The non-working medic issue that I have had....has only been when using UPSMON.....
It has been when using UPSMON along with the First Aid Modules synced to my team - It has been in small editor created missions.
It is not every time.....but what happens is your option to "heal" "*" shows itself - But when you right click on it....nothing happens.
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I just had while using UPSMON an issue where I could not give First Aid to a wounded teammate - The option showed up but when clicked it would do nothing. The man would simply still be injured and hurt.....
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I've never seen it rain when playing ARMA2 / CO. I'm not sure if I'm missing a setting or something? I hear it, it looks stormy, but never rains....
I have a pretty good system and GTX460 vid card.
Also, what are the Enviro Modules??
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Huh, I've always thought (and experienced) better FPS will "pre-rendered frames" set to 3.
Setting them to "0" means much more work for your GPU to keep up doesn't it?
Also, shadows should be left on HIGH?? That will take workload OFF your CPU? Is this correct? I have mine set to low I believe.
I'm running a 2.4Ghz Quad Core XPS 720 system. With a GTX 460 1 GB RAM vid Card.
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The AI is getting better but still has a ways to go - Especailly with CQC -
The key I find is to automatically give the "Stay Crouched" order from the begining - Also hit the "Danger" mode as soon as you expect contact -
Never letting your AI get more than 20 yards away from you is key as well. I use Tight Formations (I wish you could get an even tighter diamond formation).
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Is there a simple script / trigger that would allow one to know how many BLUFOR KIA there have been at the end of an OP (or even before the end, that you could see how many BLUFOR KIA there have been?)
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How do you adjust (change) the patrol zone of a unit DURING a mission.
Say I have a Blufor unit, running security for my takedown unit. I want them in one zone at the start of the mission. But need them to patrol / clear another spot later on during the mission.
Is there a way I can quickly / easily adjust the patrol zone. Simply move zone "alpha" to another spot on the map for example.
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Placing units with UPS patrol scrips works easy and well.....(make sure to put their skill level down to zero, though....To help with using less CPU).
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What am I doing wrong?? I cannot get UPSON to work within any missions I create in the editor?
When using UPS.SQF patrol script. I simply need to place the UPS.SQF within my Missions file.
Is this not the case with UPSON??
I have my mission folder. I place the UPSON.SQF file in it. Yet whenever I launch preview I get the "cannot finde scripts\upson.sqf" or something along these lines?
In my missions folder I have my Mission.SQM, UPSON.SQF and HousePatrol.SQF.
I'm obviously missing another step. Do I need to create an Upson.Int file for each new mission I create? (this isn't needed with UPS patrol script...or HousePatrol script).
Thanks for all help.
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UPdate - Figured it out - It was the int.file. Had to include that and then the entire script file. Wasn't use to that. But working now it seems.
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Also, would be more interesting IMO if "FORTIFY" groups would take random building positions around a random position in the zone rather than around the group leader (which can be very far from the zone sometimes), and if the zone is moved also make them move to take new building positions somewhere in the new zone. Possibly make this an option rather than mandatory, aka "FORTIFY2" or whatever.Agree here - Somewhat of a work around is just to create smaller fire teams with each team having their own "Fortify" command - Set them up in different locations around town to start -
---------- Post added at 05:59 PM ---------- Previous post was at 05:51 PM ----------
Also do you have to give the "Move" command witin the UPSON order (team leader's Init:) for them to patrol do you? Only if you want them to not move, you would need to use the "nomove" or "fortify". Correct?
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Maybe because I always use the First Aid Module (sync'd to my unit).
I use all three First Aid Mods (First Aid, First Aid Simulation and First Aid battle field clearence). Do I need to use these???
Nevermind - Went and looked it up myself - I did not know healing was standard without the First Aid Mods - Maybe I won't use them.
I guess my only question would be.....what is the purpose for them then? Why do some use them?
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First Aid Module is something different. It allows linked units to be wounded to the point of beign unable to fight, but still alive.Huh, I didn't know this -
Also, why can't I order my medic to "heal" other BluFor units that aren't under my command? I've noticed when doing a Combined Op with fellow BluFor units (AI units). I can't simply order my medic to heal other wounded BluFor AI units...
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Is UPSON patrol script (for a simple standard patrol zone) better than UPS patrol script?? Or are they the same?
Fortify option of UPSON seems great for using in small towns, etc (that UPS doesn't allow for).
The use of smoke, is this the only major advantage of UPSON patrol Vs UPS patrol?
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Does enemy AI automatcially look to heal their wounded??? or do you need to link their medics to the First Aid Module??
Same question for BluFor AI. Does BLUFOR / Friendly units automatically heal themselves if wounded? (as long as a medic is placed).
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The new Civ death counter with UPSON. How do I implement this again?
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Is there any conclusion yet on if UPSMON (version now) is compatiable with ZEUS AI?
---------- Post added at 06:40 PM ---------- Previous post was at 06:26 PM ----------
what do you mean by this, im asuming you meant compatible.... and not in(not)compatibleyes its a bug then.
I dont use EH on any UPSMON groups, didnt know that they would be erased.
basicaly my heli group act as bus driver for my infantery group to a position and then starts upsmon on inf group and lands and inf group gets out and start patrol.
Maybe Group considers vehicle its in for "UPSMON" vehicle when upsmon is started for that group when they are in any vehicle, even if they are only placed in cargo positions, none is in driver, commander, gunner or turret. only cargo. and properly assigneAsCArgo aswell, and they are properly ordered to leave vehicle as well on land.
the only thing my heli or script has to do with the UPSMON group is create units in their own group and transport them. once out of heli, upsmon or manual waypoints take over.
Here is what happens, group1 spawned, placed in heli as cargo,
helipilot is in own seperate group2.
heli flys to a position, UPSMON is started when near position on group1 only, heli lands and kicks out all units in group1 under fire.
When all is out, heli starts to fly away, UPSMON is fully started for group1 now and group1 is inside UPSMON patrol marker.
group1 commands his units to enter heli of group2, even though the heli has no guns (merlin), now heli stops again and lands in a hot LZ while under fire the whole time from first landing to now.
all units in group1 gets aboard or gets killed trying. and heli flys away again.
I will do more tests later today and give you a proper repro mission so that there is no problem in one of us understanding the other.
I experienced this 3 times in a row in a mission, did not test any further.
I know using the older version UPS patrol script works just fine with what you are looking to do here - Have a patrol group board a AI Helicopter and be transported / inserted .....At which point the UPS Patrol will leave / unload from the Helicopter and begin to patrol its script. UPS works fine with this -
---------- Post added at 06:46 PM ---------- Previous post was at 06:40 PM ----------
UPSMON5_0_9.zip
Sat, 02 Apr 2011 10:45:13 +0000 65.4 kB 78 1f4fbe08b08804fee2f213deb2778e00
Is this the latest version?
Ai thread
in ARMA 2 & OA - SUGGESTIONS
Posted
The more I play the more disappointed I am with friendly AI - Their accuracy is awful (if there is any elevation difference at all between them and the enemy it becomes flat out terrible). Also, they don't seem to spot to well.....
And I routinely see less trained enemy AI (say set to skill level .5) out gun friendly AI (skill level set to 1.0) in engagements. Which doesn't make much sense.