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Azza FHI

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Everything posted by Azza FHI

  1. Azza FHI

    RH Pistol pack

    FYI u never have to edit the mission sqm. If the addon is being used in the mission then it will get added as a dependency to the sqm automatically. It seems like you are doing everything right so maybe the RHI key doesnt work propperly, or you dont have the bisigns alongside the pbo files which is required.
  2. Nah sorry man i wouldnt have a clue. All i can say is that CAF, RHS and the outdated ISIS mod by sanchez doesnt have the problem, so maybe look how they have done their uniforms and see what is different with the duala ones. I would have thought it was just the armour or bullet pentration values
  3. yeah its set on 50/50. thanks for the advice, will see if that fixes it edit - can confirm that the ACE medical option of 'AI unconciousness' has no effect on the invincible AI. It is solely due to the uniforms that come with the Duala map, so the damage threshold in the config may need to be tweaked...
  4. yo Icebreaker, it seems the african uniforms shipped with Duala are making the AI invincible, or at least take 100 bullets to kill. Probably an ACE conflict, but RHS and other uniforms are fine. Any chance of uploading a fix?
  5. Hi, is it possible to remove the notification shown to all players when someone becomes zeus. with our clan we focus on realism and in most cases it really isn't needed and is immersion breaking as all players will know to expect something to happen. thanks
  6. Sounds like a ts permission issue. I.e the permissions for guest and visitors are not high enough to join that channel, or the channel join permissions are set too high
  7. Azza FHI

    ASR AI 3

    From what we have found by looking inside the rhs optional addon, it is just config entries that define the rhs weapons and smoke grenades etc. Meaning if an AI is using an rhs weapon, the optional pbo would need to be installed in order for ASR to run propperly on that unit (such as automatic fire with machine guns or throwing smokes). So based on that even tho it is outdated it will still be effective as long as rhs is using the same weapon classnames, which they are although there may be some extra ones by now that arent included This is just what i remember my collegue telling me a few months back, it may not be 100% correct.
  8. Azza FHI

    ASR AI 3

    Seems after the 1.50 patch the AI are alot harder. said theyve tweaked the AI 'see through clutter' values for altis and stratis, i hope that doesnt screw things up on other maps. I guess ill start by lowering the accuracy in the ASR serverside config. Anyone know of anything that has changed with the AI and how to fix it if needed?
  9. Azza FHI

    Blastcore: Phoenix 2

    not confirmed, but ive only noticed this when using the FA18 (not the black wasp) in the mission. may have sumin to do with the bomb blast effects that is in the FA18 mod.
  10. Azza FHI

    ASR AI 3

    That sounds pretty cool!
  11. Can you please delete the account for ... thank you
  12. Azza FHI

    ASR AI 3

    Robalo ive got a minor issue which i hope u can help with. Our mission template consists of scripted enemy gear which gets executed ~20 seconds after the players load in. The delay is necessary to spread out the load of all the others scripts at startup. This means that the 'pack nvs' function bas already happened so that when the AIs gear gets executed the NVs dont get packed. How can i workaround this? Can i call the function in the gear scripts or can i delay when the inital pack nv function starts by a few minutes? Thanks
  13. Azza FHI

    Blastcore Tracers A3

    Does this work for all tracer bullets such as hlc weapons and rhs weapons? Or just vanilla ammo?
  14. We have updated teamspeak and dont have any issues
  15. Azza FHI

    File Patching

    So just wondering, if i am in a preview of a mission that i am making and want to test a script then i will execute it manually, then change the script if needed and execute it again to see the changes. If -nofilepatching is to be default then will that stop the method above from working without -filepatching?
  16. Azza FHI

    RH Pistol pack

    Yeah pretty sure. All our enemy units are scripted for specific gear. If i give them a p90 or rook (vanilla) they switch to it empty the clip when im in close range. If they have an rh pistol they switch to it but cant fire and keep reloading the clip.
  17. Azza FHI

    (SMA) Specialist Military Arms

    those look goddamn amazing blaze! hows the f90 or ef88 comin along, any pics? and is that still slated for release with v2? cheers
  18. Yeah this is perfectly normal and it happens with alot of things such as AI skill. Its just arma changing the value to the nearest value 'allowed' by the game engine. Thats what i make of it anyway.
  19. Azza FHI

    RH Pistol pack

    From my experience the AI are unable to fire any of these pistols. Is there a fix or workaround for that?
  20. And anyone else trying to figure out how to setup TFR frequencies. We have never used the TFR modules because we have found the script way is more reliable. Tweak the entries to suit your unit... init.sqf, or if your mission template is advanced then it goes in initServer.sqf // TFR mod configuration #include "\task_force_radio\functions\common.sqf"; tf_give_personal_radio_to_regular_soldier = true; // all players have the same radio which can be edited publicVariable "tf_give_personal_radio_to_regular_soldier"; tf_no_auto_long_range_radio = true; // do not give TL's a long range backpack publicVariable "tf_no_auto_long_range_radio"; tf_give_microdagr_to_soldier = false; // do not give micro dagr players publicVariable "tf_give_microdagr_to_soldier"; tf_same_sw_frequencies_for_side = true; // same SW freqs for each side publicVariable "tf_same_sw_frequencies_for_side"; tf_same_lr_frequencies_for_side = true; // same LR freqs for each side publicVariable "tf_same_lr_frequencies_for_side"; _settingsSwWest = false call TFAR_fnc_generateSwSettings; // pre define the SW freqs _settingsSwWest set [2, ["311","312","313","314","315","316","317","318"]]; tf_freq_west = _settingsSwWest; publicVariable "tf_freq_west"; _settingsLRWest = false call TFAR_fnc_generateLRSettings; // pre define the LR freqs _settingsLRWest set [2, ["50","51","52","53","54","55","56","57","58"]]; tf_freq_west_lr = _settingsLRWest; publicVariable "tf_freq_west_lr";
  21. Azza FHI

    Arma 3 Headless Client

    Have you guys seen this? http://www.armaholic.com/page.php?id=28917 Maybe its not a big issue for others, but we found with our previous system that we had to remember to exclude any AI that had a waypoint synced with a trigger. Werthes's system is completely automatic. Ive tested it with 20 players and it works well.
  22. HALLLLLLLP!!! When the new forums went live I decided to create a new account as i could not remember the login details to the previous email. There was a problem with the forums and i could not login with the new account as it would return a blank screen whenever it tried to log me in. A week or so later i tried creating another account with a different email and the same thing happened. Today i managed to get into my old email, so if you could do the following that would be much appreciated. Delete accounts for [email protected] and [email protected] Update email on this account from [email protected] to [email protected] Change username from Azer1234 to [Foxhound] Azza ( I already did that via the link provided above but it doest not seemed to have worked ? ) Thank you in advance! edit - username change has taken effect
  23. Azza FHI

    ASR AI 3

    The general skill seemed to make a fair bit of difference. Our theory to creating tealistic AI is simple, have everything maxed out to 1 except aiming and spotting. This way they are very aggressive and smart, but dont have terminator accuracy. ---------- Post added at 07:22 ---------- Previous post was at 07:19 ---------- Turn off AI rearming by setting it to 0 in ASR userconfig, if you dont want them to rearm when they think they need to
  24. Azza FHI

    ASR AI 3

    I also thought this, untill we found that it wasnt being overwritten. Then i asked in this thread and robalo confirmed that the original "general" does not get overwritten. The "general" that asr refers to is actually only changing 'courage','reloadspeed', and 'commanding'. Thats correct robalo?
  25. Azza FHI

    ASR AI 3

    A few patches ago BI changed the AI skill system in the profile that you are referring to. These values are obsolete skillFriendly=1; precisionFriendly=0.5; skillEnemy=1; precisionEnemy=0.30000001; These are the values that are used skillAI=0.69999999; precisionAI=0.30000001; You will notice the different preset numbers "ailevelpreset=3;" with the other difficulties. It must be set to 3, as is yours, in order for the custom values to take effect. What we have found for a well skilled and challenging AI suited for 20 players in game is as follows: NOTE- We do not use zoomed optics bigger than 2x, this is a big factor. It makes the game too easy no matter how hard the AI are. 1. Server profile AiLevelPreset=3; skillAI=1; precisionAI=0.6; 2. ASR settings General = 1, aiming = 5, spotting =7 3. You MUST set the "general" skill level of AI via script to 1 or move each units skill slider to full in 2d editor (same thing). This is different to the 'general' skill that ASR changes. Setting the general pto max plays a major role in how smart the AI are, and ASR does not change this 'general' skill. You can do this by: Init.sqf {_x setskill "general"} foreach allunits; [/Code] Or similar This is what we have found over the past year of tweaking, i hope it helps someone else.
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