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verde13

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Everything posted by verde13

  1. verde13

    SJB SAS Pack

    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.
  2. That's great news Ohally, can't wait for the next release.
  3. I thought about doing this, but i was afraid that units would be spawned right in front of the player, an immersion killer.
  4. Is it possible to have each DAC zone initialize depending on the distance of the player from it ?
  5. Sorry for not being clear before. I am referring to the external appearance of the ELCAN.
  6. 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.
  7. verde13

    OA AAN Overlay

    Very helpful information.
  8. verde13

    Zeus AI Combat Skills

    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.
  9. verde13

    Zeus AI Combat Skills

    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.
  10. verde13

    Zeus AI Combat Skills

    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.
  11. verde13

    Zeus AI Combat Skills

    Would like this too.
  12. verde13

    Zeus AI Combat Skills

    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.
  13. verde13

    P:UKF Challenger 2.

    The weapon's pack update was absolutely awesome, hopefully there'll be something for the Challenger as well ?
  14. verde13

    Zeus AI Combat Skills

    Any chance of this being posted on the six-updater as well ? Great addon by the way.
  15. verde13

    TF86 Navy SEALs Pack

    May i suggest a config for OA ACE as well ?
  16. verde13

    Where/how/when to buy ARMA2:OA?

    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.
  17. verde13

    RH wip thread

    Are there any plans for C-7s, C-8s ?
  18. verde13

    SLX Mod WIP

    Solus, what dependacies has the ai_driving pbo ?
  19. verde13

    Zeus AI Combat Skills

    Are you referring to the 1.04b release ? Because unless i'm mistaken there is no ACE version for the 1.04b release.
  20. verde13

    Zeus AI Combat Skills

    mirrors please.
  21. 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.
  22. verde13

    SLX Mod WIP

    Can't thank you enough Solus
  23. verde13

    [ADO] Tropica

    This map looks amazing. Hopefully it'll support the Alice module
  24. verde13

    SLX Mod WIP

    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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