verde13
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Everything posted by verde13
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I've run into a small problem; I've modified the units for personal use by adding "cancarrybackpacks = 1" in their config so that i can equip them with backpacks at the briefing. Unfortunately now the MP ACE units are also displaying headgear which should have remained hidden. Is there any way to fix this ? Btw i hope the update is coming along nicely.
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ONS - Operation Northstar WIP
verde13 replied to AASE's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That's great news Ohally, can't wait for the next release. -
Dynamic-AI-Creator (DAC) V3.0 released
verde13 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I thought about doing this, but i was afraid that units would be spawned right in front of the player, an immersion killer. -
Dynamic-AI-Creator (DAC) V3.0 released
verde13 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is it possible to have each DAC zone initialize depending on the distance of the player from it ? -
ONS - Operation Northstar WIP
verde13 replied to AASE's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sorry for not being clear before. I am referring to the external appearance of the ELCAN. -
ONS - Operation Northstar WIP
verde13 replied to AASE's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Really, really good work, much appreciated. One minor issue for me is the Elcan sight. If you could improve its appearance, i'd be a happy man. Overall though excellent mod, keep it up. -
OA AAN Overlay
verde13 replied to IndeedPete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very helpful information. -
Zeus AI Combat Skills
verde13 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I hope you have Duala; Anyway i place an opfor sniper on the top of the building at the Ambush alley, and myself at the beginning of the road equipped with a rangefinder. Right there i'm about at 400 meters away from the sniper who is just sitting there. He only engages close to 200 meters. I'll run some more test and let you know. -
Zeus AI Combat Skills
verde13 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can anybody say at what range do enemy snipers engage ? The readme says that the AI should engage from 500 meters. Yesterday snipers were oblivious to my presence right in front of them 200 meters away. I've also got GL4 and i'm thinking that there is a conflict. -
Zeus AI Combat Skills
verde13 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, sorry for the late reply, i was away for a few days. Anyway, i tested the newest version and it's close to perfect. Infantry units display human like behaviour while the armor doesn't get stuck anymore. One small observation regarding the armor. If you could tone down the distance they travel to find cover. I had an Abrams go from one side of the hill to the other one, only to come back and complete the objective. It does work but it's kind of an immersion killer. In fact in my opinion the armor should be looking for cover as little as possible unless it's facing overwhelming odds. That's about all i've had to say. Even in beta this mod is absolutely amazing. P.S. I've also bumped into some unexpectedly slow reaction by the AI in CQB situations. I've often stood right in front of them only for them either to pass me by or to take their time to aim and kill me. This isn't happening all the time and at least for me it isn't such a big deal. I've got the AI skill set at 0,91. -
Zeus AI Combat Skills
verde13 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would like this too. -
Zeus AI Combat Skills
verde13 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Something that i've noticed about Zeus CO findcover.pbo is that while in principle it works really well, it often ends up producing a stalemate since all the units remain in cover and won't engage anymore. This is particularly obvious for armored units who when they detect enemy contacts, make a run for the nearest cover and remain behind it even when there is no enemy left. This also makes it impossible to command units since they ignore waypoints and move commands. Other than that this is a very good mod. P.S. I too would like a Six-Updater link. -
The weapon's pack update was absolutely awesome, hopefully there'll be something for the Challenger as well ?
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Zeus AI Combat Skills
verde13 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any chance of this being posted on the six-updater as well ? Great addon by the way. -
May i suggest a config for OA ACE as well ?
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Interesting, i just received an email from e-shop.gr stating that my order for OA hard copy has been cancelled, citing BI problems. I've checked with Amazon.co.uk to see that they too don't have any items in stock.
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Are there any plans for C-7s, C-8s ?
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Solus, what dependacies has the ai_driving pbo ?
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Zeus AI Combat Skills
verde13 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you referring to the 1.04b release ? Because unless i'm mistaken there is no ACE version for the 1.04b release. -
Zeus AI Combat Skills
verde13 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
mirrors please. -
Group Link 4 Special FX Edition
verde13 replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
SNKMAN, i don't know if you're aware of this but crew is still dismounting their vehicles in the last version. I have been watchiing them getting out and in all the time. -
Can't thank you enough Solus
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This map looks amazing. Hopefully it'll support the Alice module
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Brilliant work as ever Solus. Is it possibly to improve the infantry's Ai versus tanks ? They really suck at it, especially in urban environments
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31st Normandy mod for ArmA2: WW2
verde13 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome paras