Jump to content

bullman

Member
  • Content Count

    44
  • Joined

  • Last visited

  • Medals

Posts posted by bullman


  1. Hello,

    I asked a similar question to this in the ArmA2 forums several years back and didn't get the answer I was looking for.

    Maybe things have changed with ArmA3.

    When playing SP (or even MP) missions where you have several subordinates under your command, I have often wanted to give my subordinates an order that makes them behave/move in a way similar to what you often see scripted (enemy) AI do: basically conduct a low speed walking patrol towards a waypoint, as opposed to running/jogging.

    The main reason for this is to reduce their ability to be spotted while maximising their own ability to spot the enemy. Human players would no doubt agree than it is much easier to spot a group of jogging/running enemy infantry than it is to spot a stationary/slow moving group of enemy infantry. It is also much easier to spot the enemy if you are stationary/moving slowly, than if you are jogging/running. Whether this rule applies to ArmA AI spotting mechanics, I do not know.

    How can this kind of "walking/patrol" order be issued to subordinate AI under your command?

    Cheers

    Bullman


  2. As froggyluv said click on the terrain you want them to go to and they

    will go there but give them the safe order ~ then 7, 4 and they will walk to their destination.

    Well I was off playing ArmA2 for a bit and never tried what was suggested here. I finally have cranked up ArmA2 again and have given it a go.

    Well, the units STILL don't walk. They kind of start walking, then break in to a run, then for a fraction of a second look like they are going to walk but then start running again. :confused:

    So, back to the original post: How do I order my units to WALK to a position?


  3. I too have found this.

    When you order members of your team to move over there, they always run.

    There does not seem to be a "patrol to that spot" order.

    .

    .

    Good to know that I am not the only one who sees the value of such a walk/patrol command. I mean, its a STANDARD kind of military order in real life anyway. Why isn't it in ArmA? In ArmA it's either crawl or run. Kinda ridiculous really.


  4. Are you specifially meaning "Walk" or just move

    Come to think of it, what I really am after is actually something like PATROL, the same kind of order enemy AI in missions can be scripted with.

    ie. infantry travel at walking speed, scanning around them for enemy as they move.

    If you intended walk only -set them to Careless behaviour and maybe that'll work.

    A soldier on PATROL would not want to be careless.

    MODE / STANCE/SPEED / ABILITY TO DETECT ENEMY / ABILITY TO BE DETECTED BY ENEMY

    Stationary / Prone / ZERO / LOW / LOWEST

    Stationary / Standing / ZERO / HIGHEST / LOW

    Crawl / Prone / SLOWEST / LOWER / LOW

    Walk / Standing / SLOW / HIGH / MED <---on PATROL. Where is this order?

    Run / Standing / FAST / LOW / HIGHEST


  5. Hi

    I think I have tried getting an answer to this question a while ago with no luck.

    Is it possible to give orders to infantry you control so that they WALK to a location without following you (like they would on patrol/scout)?

    If not, why not? It seems silly that there is no order for this.

    Are there any mods that allow you to order infantry to walk to a location?

    Cheers

    Bull


  6. in what situation do you want your men to simply walk when you tell them to go some place, where them walking with you as you walk isn't good enough?

    I probably should have been more specific but I am referring to when I give a selection of my AI way points so that they essentially go on a walking patrol between two points, typically in a game mode like Warfare.


  7. But I have not seen a command to force walking. Would prob have to be an add on.

    Could a mod can be made which gives the option make AI "walk"?

    I understand that this might complicate things because the AI would probably have to break the "order to walk" if they came under fire for example. They would then have to break from walking and seek cover/return fire/engage etc.

    If this is in the editor, set their waypoint's speed to "Limited".

    I am not referring to the editor but in game.


  8. Ever since installing the latest set of ArmA2/OA/BAF updates, I have been unable to join any MP games.

    I get a message "You were kicked form the game", "This server requires Battleye to join" even though I know I have instaleld/reinstalled Battleye.

    What is going on?

    I have non-steam versions of Arma2/OA/BAF and installed all the latest patches. I've never had this error message before.

    What is the problem?


  9. OK thanks I will have a look at that. However, I am thinking this might only allow one player per side (the designated Commander) to be able to possibly assign units a "walk/patrol" command/order (if at all possible).

    Still, it seems odd that by default you can't order your own AI to move any other way besides crawling or running. Is walking/patrolling only appropriate for enemy AI in SP games?? :rolleyes:


  10. Hello

    Ever since I installed OA, BAF and the Beta patches and started using my new GTX465 GFX card, I have not been 100% satisfied everything is setup and running as it should.

    The following problems have led me to think there is something very odd going on recently:

    - After maybe 20min of play, the game suddenly freezes and I can't get back to desktop so I have to hard reboot.

    - Pressing ESC while in the game can sometimes result in the game crashing to desktop with these types of messages.

    armacrash1.th.jpg

    Clicking on "click here":

    armacrash2.th.jpg

    I also have an image of what you see when you press the view technical information "click here".

    I have been able to log my system behaviour during one of the freezes I mentioned. I have three graphs: TEMPERATURE, MEMORY and CPU utilisation. I have marked a vertical line CRASH to indicate where it crashed.

    TEMPERATURE

    tempti.th.jpg

    MEMORY

    timetx.th.jpg

    CPU

    cpu.th.jpg

    The only thing I see that is odd is in the MEMORY graph which shows the "Used Memory" slowly dropping ("Free Memory" correspondingly increasing). Maybe there is a memory leak going on?

    My system details:

    ArmA2/OA/BAF non-Steam

    Motherboard: Gigabyte GA-EP45-DS3P

    CPU: Intel Core 2 Duo E8500

    RAM: 4GB DDR2

    GFX: Gigabyte GTX-465 (1GB RAM)

    HDD: Western Digital Caviar Black: WD1002FAEX-00Z3A0, 1 TB

    All drivers latest

    There is also some confusion about whether I have ArmA2/OA/BAF and the Beta patch are installed/configured correctly. I have three auto created shortcuts when I installed OA, BAF and the Beta Patches (I don't think I created them) that have just confused things for me. I just want one shortcut that launches the game so I have access to all the DLC. Form that shortcut I then add any mods (or beta patch modifiers).

    I have posted screen shots of what you see when you press the "Expansions" button from the main menu. Why are they different? I believe this "Expansions" menu was added to ArmA2 with OA to assist player activating/deactivating mods from the main menu. So why then can I not see the mod folders in some of the screens below but see them in other?

    So first of all we have the OA Combined Arms shortcut. It has no Target modifiers in the shortcut. Note that it does load the BAF content without any target modifiers!

    OA Combined Arms

    Second we have the ArmA2 BAF shortcut. Not it does have a Target modifier which says -mod BAF which seems redundant given the OA Combined Arms shortcut already seems to load BAF without any modifiers.

    BAF

    Then I have the BETA shortcut which gets auto created in my ArmA2 directory. This has the following target modifiers mod=Expansion\beta;Expansion\beta\Expansion -nosplash. What is the purpose of having one Expansion folder nestled within another Expansion directory? Is this correct? It seems to prevent the "Expansions" menu in the game from showing any of the mod folders I have so making that Expansion menu kind of useless.

    BETA

    So:

    A) What is the correct shortcut to start ArmA2 with all the DLC content activated?

    B) What is the correct shortcut to start ArmA2 with all the DLC content activated AND the BETA content?

    C) What is causing my crashes?

    Cheers

    Bull


  11. Unless its way-pointed via scripting / editor essentially the only way is when they follow you as leader and set to "safe". Or the same but sending them ahead "forward" so you are the last man in the compact column formation.

    Or .. use hybrid command scripts to put them in high command or edit mission so teams are in high command and you can set them to movement slow/safe etc via way-point options that way.

    :( I am not exactly sure what you mean by "hybrid command scripts" and putting them in "high command". Is this like a mission script which basically adds ANOTHER type of movement type of order for the player to use with his AI?

    Whatever the solution you are suggesting, the player should still retain full control of the AI units assigned to him like he would if he gave them a regular Move/Aware/Crouched order for example.

    Personally I cant think of many scenarios I want a team under my control to send them some place in a safe patrol style other than them following me.

    I am not surprised because surprisingly there seems to be no type of mission around like the one I want to make. :huh: I have already asked the question about this type of mission and discussed it partly in this post.

    Consider a MP game like Warfare (large map, lengthy game) designed for a low number of players 1-4 a side, that isn't exactly based building/researching etc that plays out more as a realistic combat simulator. One side may be tasked with defending a target, the other with attacking. Each player controls perhaps a relatively large number of AI up to 30 maybe. Basically all AI units are under human control so the ability to command AI becomes very important. Basically both players will need to first reconnoitre for the enemy. The defending players might want to order a group of his AI to "patrol" between point A and point B. To do this he wouldn't want his units running or crawling would he? He would want them to behave just like the enemy AI you see in SP missions patrolling the map.


  12. Hi,

    Based on the kind of mission I am thinking of making, it seems that I have realised that I do not know how to order my AI to walk/patrol when I give them a Move order. Essentially, I want to know how/if I can order my AI to move somewhere but to basically walk like they are on patrol. ie. not running or jogging so as to reduce detection, but not crawling either because because they need to be able to look around freely.

    I know missions can easily script enemy AI to do this but what about getting your own AI to do it?

    Cheers

    Bull


  13. To be honest I have never really played around with creating my own SP mission. I was playing ArmA2:OA with the latest Beta patch 74858 just today and decided to try it out.

    I went to the Single Player missions page and picked "My Missions" then "New Mission", pressed "create". picked "E02: Combat" from the "Template" list, pressed OK, at the "Edit Missions Settings" screen I selected the small "Desert" map and accepted all teh other the defaults and pressed "Preview" to continue, accepted "Veteran" at the "Difficulty" screen, and started playing.

    Was kinda cool how the game auto created the missions and dialog. Can't believe I never played around with this before.

    Anyways I noticed that as I kept playing (maybe 10min in) all of a sudden some of my AI units started to not follow orders eg. they would not follow me around or respond to individual "Move to" commands or "Return to Formation" and just stayed where they were. I played around trying to snap them out and I relaised that if I Switch Unit to them and back to my commander they would "snap out" of this lock.

    Anyways, other things started to get odd when I started to realise the game was getting laggy. This was evident when I quickly looked from side to side. Something was definitely wrong here. When I quit out of the game, the game seems to crash and I got this message.

    armacrash1.th.jpg

    Clicking on "click here":

    armacrash2.th.jpg

    and further info:

    armacrash3.th.jpg

    I have tried playing the mission several times and the same thing happens.

    So what is going on here? Seems totally bugged. I seem to think this is not a Beta patch specific problem but a Arma2 bug/problem.

    Cheers

    Bull


  14. Hey NkEnNy

    I read some of you posts and I see you have made some very good suggestions about improving the AI behaviour. I am happy you seem interested in my suggestion.

    The idea behind it is that there would be 1-3 players per side, commanding possibly up to a company worth of troops each. The player role, and ability to remain alive and active becomes very important, essentially critical role. The mission is meant to simulate more of a "real world" commander responsibility to each player. Each commander is responsible for the precise tactical deployment and management of his troops. The commander will essentially rely on his AI for a number of things, such as recon, patrols, assaults, defence etc and will probably need to regularly consult the map view to better deploy his troops and formulate a strategy.

    The mission will also diminish the "ease" with which players can play solo "Rambo style" as they are essentially leaving the bulk of their force commander-less while they do it. Sure players can do this, perhaps taking a few AI with them, but the penalty for dying in combat as a result would need to be measured against the benefit of "fighting the battle single-handedly". The missions would be such that it would be very difficult for a player playing Rambo to win.

    Anyways, maybe we can work together on this NkEnNy.

    Cheers

    Bull

×