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1212PDMCDMPPM

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Posts posted by 1212PDMCDMPPM


  1. @basstard Do you have time to modify your addon a little bit ?

     

    In fc_cpinit.sqf, line 454 to 475, the locations are grabbed from the map addon (ie configFile). That means we can't, by script, create locations that will then be used as possible objective place.

    Would you be able to modify it to include dynamically created locations (detected by nearestLocations - example: nearestLocations [position player, ["NameVillage", "NameCity", "NameCityCapital"], 1000]; )

     

    Thx !


  2. 2 hours ago, dr@gon said:

    Does anyone know how to edit this for the UNSUNG mod. I appreciate that the Author is not interested in hand holding all the users with custom requests but I am hoping that someone may have the answer for me.

     

    thank you

     

    I've created a modified version using CUP factions and I should have published it weeks ago... :( 

     

    If you give me the arrays to customize the opposition, I can easily create an Unsung version. Be aware that Combat Patrol rely on wheeled reinforcement, something that is not terrific in jungle maps :) 


  3. 10 hours ago, laxemann said:

    Based on that and (kinda) knowing how a rocket works/sounds, I decided to do something more "authentic" from my personal perspective, even though people that only know it from YouTube videos and games might be upset :D

     

    Your mod, your sound. I still find it weird that despiste not finding a single evidence that it doesn't have a screaming sound, this peculiar sound is removed.

    • Confused 1

  4. I was able to increase AI firing dispersion by setting suppression to 1. Of course, this prevent the players to have any meaningfull impact by suppressing AI (since it's already at max level) and it has absolutly no effect at all on an offroad gunner.

     

    The inability to properly modify the AI accuracy client side and the discrepancy between vehicle and on foot accuracy for the same AI should really be considered as major bugs than need to be fixed.

    • Like 2

  5. 7 hours ago, Grumpy Old Man said:

    Feel free to take a look at it in this small mission:

     

    Thanks for sharing !

    I noticed that altering the precision is creating a slight difference but not in the marging we could expect going from 0.05 to 1.

    In the other side, altering the skill from 50% to 20% has a real impact. Sometime, the AI needs to fire more than 20 shots to kill the target.

     

    I also tested puting the AI in an FIA offroad (HGM): the skill has no impact as most of the time the first burst is a kill.


  6. 21 hours ago, R3vo said:

     

    It has nothing to do with balancing but rather with not breaking 2 years old missions for example.

     

    You probably missed the AI thread where BI announced all missions so far will be broken by the AI skill change (and I'm not talking about the "visual upgrade" impact on the night mission impact).  All in all, a better mine system that reduce by a few meters mine detection is not that an issue.

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