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bullman

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Posts posted by bullman


  1. Hey thanks for the encouragement! I have never made any missions or really tinkered with the mission editor. Seems so much to learn :/

    Maybe if I make one and people try it, they may like the challenge. Again, I am surprised that such a type of mission that caters for PVP 1v1, 2v2 or 3v3 controlling lots of AI doesn't already exist.


  2. Hi thanks for the suggestions.

    Unter AFB--Attack Full boat is online and is similar to what is described. NO arty but infantry based search to destroy.

    Thread:

    http://forums.bistudio.com/showthread.php?t=92749&highlight=Unter+AFB

    Hi, That thread doesn't tell me anything unfortunately.

    Oden's Warfare. Be the commander if you just want to order people around. Has artillery.

    OK seems Oden has stopped supporting it after some patch came out. I will check it out but this isn't specifically made to be played with small number of players controlling lots of AI.


  3. It has occurred to me that most MP PvP games are designed around having LARGE numbers of players (like Warfare) to work best.

    I would like to know if there are any MP missions out there that are specifically designed for LOW number MP (1v1, 2v2 maybe 3v3) and give the players each control of a large number of AI units (maybe 10-30)?

    The mission(s) should be fairly open ended allowing players a large degree of freedom to deploy and plan (in some ways similar to Warfare).

    The mission might perhaps include limited on call support assets like arty or air strikes. The game typically would be infantry based but includes the use of vehicles/AFV etc. A medic/revive system would be great.

    The idea is to place the player in the role of commander and rely mainly on his AI to recon, report back and engage the enemy, though the player could risk his own life. Should the player get killed, perhaps they might repawn somewhere after a considerable delay (or in some instances result in defeat).

    The mission would not be one that would involve immediate fast action. It would require patience and planning.

    Thanks

    Bull


  4. Here is some explanation for each item in the Difficulty list: http://community.bistudio.com/wiki/server.armaprofile#Example_Configuration_File

    You can edit those either in the ingame menu or in the My Documents\A2\Your Profile\YourProfile.A2Profile. Open that with a text editor and can also change the IA accuracy (which proper value seems to be be around 0.2-0.3).

    Yeah thanks, I was aware of that.

    Those values are multiplied (or taken on a equation) by the Skill value setted by the mission maker in the editor.

    At least, I think is that...

    Well that's what I would hope is the case.

    Another question regarding the difficulty settings: Is it possible (common for some mission designers) to make SP missions that OVERRIDE any of the player Difficulty Settings, essentially forcing the player to play the mission using the settings the mission designer intended the scenario to be played? (in much the same way you can't alter the difficulty settings when joining a MP server)


  5. Bullman: The correct settings for Zeus AI are documented in the readme that accompanies the mod. Players are free to adjust this to their personal taste of course and a number of people have posted about experience using small variation.

    I could, but haven't configured settings through an addon; as changing it is very easy and allows the freedom to experiment.

    OK. What I read is this:

    Empirical data provides the following recommended skill settings for the .ArmA2Profile:

    skillFriendly=0.89999998;

    skillEnemy=0.89999998;

    Recommended precision settings for the player/server profile are:

    precisionFriendly=0.5;

    precisionEnemy=0.2;

    Friendly precision is set higher to mitigate against friendly fire and does not

    appear to unbalance gameplay when commanding AI squads.

    I am surprised by a) the huge difference between the friendly and enemy precision and b) the difference these values and the default RECRUIT values for them set by BI (enemy/friendly=0.55/1) . Does that mean the enemy AI will friendly fire on themselves because their precision is set to 0.2? Does the ZeusAI mod do other things to compensate for dropping the enemy precision to 0.2 compared to the ArmA default RECRUIT value of 0.55?

    There is also discussion and answers to your other questions earlier in this thread.

    So can I assume then that you (and other users of this mod) have edited the skill/precision values in each of RECRUIT, REGULAR, VETERAN and EXPERT to be the same as the ones above? Personally, I think the way BI have implemented these "default" difficulty settings in the game is kind of confusing.


  6. Hi

    I have been interested in this mod for a while but I have never actually used it. Why? Because I don't understand how it interacts with the difficulty settings.

    eg. The difficulty settings in a SP affect things like situational awareness AND the skill/accuracy of friendly enemy units. So you get more skilled/accurate enemies at Expert than in Regular.

    (I have more questions about how the difficulty settings affect things waiting to be answered here:

    When using ZeusAI, does it matter what difficulty setting you choose?

    Is it expected that players actually manually custom tweak their difficulty settings somehow so that the right skill/accuracy of friendly enemy units is used to match what ZeusAI expects? (I still don't understand if ZeusAI overwrites all and any of the settings the player may choose in the difficulty setttings).

    Cheers

    Bull


  7. Hi

    I have realized that one of the reasons I don't play too much SP missions/campaigns is because I just don't like the default difficulty/game settings I get to choose before each mission (Recruit, Regular, Veteran, Expert). I've only recently discovered I can modify/hack them somewhat withut digging up obscure text based config files. :rolleyes:

    I really don't understand why players just can't make and save their own custom difficulty/game profile settings from the start start. Instead, the player seems limited to the 4 default difficulty level names (some of which have un-editable parameters). Modifying difficulty settings is carried out as follows:

    -Pick the scenario/campaign, pick a difficulty setting (any), enter the game, press ESC, "Options", "Game Options", "Difficulty", pick either Recruit or Regular (if you pick Veteran and Expert, some settings are locked), then press "Edit" and manually adjust things there.

    This actually ends up overwriting the default difficulty settings for whatever difficulty setting you picked to edit (you could essentially modify the parameters in "Recruit" setting to be identical to those in "Expert" and it would still be called "Recruit" :j:), so when you restart the game, the new settings will be used.

    In considering the parameters, i see that there there are ones that seem to "globally" affect the "quality/skill" of both friendly units and enemy units. These parameters are friendly/Enemy Skill and Friendly/Enemy Accuracy. Does this mean that ALL friendly and enemy units have the same skill/accuracy as the ones set here? Or is this like a global multiplying factor affecting the "base" skill/accuracy of every unit?

    I actually thought that there was a "base" quality/skill/accuracy assigned to each of the units involved in a scenario/campaign which could be adjusted by the scenario/campaign editor, so that you could have units on the same side having varying degrees of skill/accuracy.

    I think I will wait for response to this before I go further and ask about how mods like Zeus AI change things considering much of what they would affect is determined by these difficulty setting.

    Cheers

    Bull


  8. Thanks for the reply.

    I will mask this modfolder "Expansion" if really not needed.

    OK...though I am no expert on this, was just asking. As far as I know listing the "Arma2/Expansion" folder as a mod folder serves no purpose when using the launcher (except to confuse people).

    Did you read my hint to RESET the launcher after upgrading to 3.0.0 ? ;-) It's neccessary due to some major changes. Now every mod is addressed by his full path!

    OK, I have RESET my launcher and started again. OK, so full path names are in.

    The launcher takes a look in every folder and searches for a subfolder "addons".

    OK (and therefore identifies the Expansion folder as a mod folder).

    The behaviour and therefore the shown results are related to the selected *.exe. This keeps the ServerBrowser running "fast". What, if you select the OA *.exe and join a ArmA II game?

    So is it now theoretically possible to play/host the same ArmA2 missions on servers that are "Combined Arms" that were previously hosted on Arma2 servers prior to OA? If so, will there be any interface differences if the mission is played/hosted on "Combined Arms" installs?

    Don't know

    Hmm...still looking for an answer to this.

    One more question I need to clarify:

    When using the launcher to launch Combined Arms with the OA beta patches, do I just need to ensure that the mod "Expansion/beta" is active?

    Cheers

    Bull


  9. Hi

    First off, great mod/ArmA2 launcher program.

    I have been using this launcher since ArmA2 but since OA came out, a bit of confusion has crept in, though I have found some answers reading the recent posts. I got OA from Sprocket and by default installed in to my ArmA2 (boxed) folder. The two things it added of note to this folder was the file "arma2OA.exe" and a folder "expansion".

    Now for a few questions:

    1. Why is it that the "Expansion" folder, though not a mod looking folder, is essentially identified as a "mod folder" by the launcher? Doesn't the arma2OA.exe file automatically reference that folder? Is there any need for the folder "expansion" to be listed in my mod folder list or should I remove it? (edit: just noticed the last poster also queried this, awaiting on an official explanation)

    2. Why is it that in the launcher Mods tab, the FULL mod folder path name is shown (C:\Program Files\Bohemia Interactive\ArmA2\@ZeusAI) instead of the just the mod folder name itslef (eg. @ZeusAI)? I now have that Mod list populated by long/short path name entries of the same mod folder (like in the example I have shown) for all the mods that I added BEFORE I installed OA and the latest version of this launcher.

    3. What actually is required for the launcher to automatically identify a folder in the Arma2 install directory as a "mod folder"? Any sub-folder that is not there by default?

    4. Not necessarily related to the launcher but related to understanding what is going on: if installing OA over ArmA2 gives you a "Combined Arms" install (implication you can play both ArmA2 and OA content), why is it that when viewing the multiplayer internet server browser, you only really see OA specific maps/missions etc and no ArmA2 s based maps/missions? If I want to find internet servers hosting ArmA2 maps/missions I have start up arma2.exe like days of old.

    5. When considering Arma2, Combined Arms and OA, does OA relate just to installs of the expansion WITHOUT ArmA2 being installed? Or (for whatever reason), can a player who installed OA over Arma2 CHOOSE to run either "Combined Arms" or "OA"? If so why would they want to run "OA" rather than "Combined Arms"?

    Cheers

    Bull


  10. I used the previous release of this launcher without problem and totally understood how it worked. There was only ever one ArmA2 .exe file and as long as it was referenced by the launcher, you could come up with all sorts of different mod profiles.

    Now with the installation of OA and the release of this new launcher version I am now confused. :confused:

    I have now 2 exe files to deal with: arma2.exe and arma2OA.exe in my ArmA2 install directory (both games are non-steam installs)

    I understand that OA is (can be) a stand alone installation however I have noticed that when running armaOA.exe it still seems to load up the mod folder @expansion.

    Is it now possible to play both ArmA2 and OA off the one exe file armaOA.exe, with the only difference being the addition of the mod folder @expansion if you want to play OA?

    Does that mean I can essentially delete/remove/replace the arm2.exe file I originally used to play ArmA2 with armaOA.exe? Is there any need for the arma2.exe file?

    Sorry about any confusion.

    Cheers

    Bull


  11. Hi

    I have a few mod ideas that I would like to see but don't know whether I should post them in this thread here or just start new topics on help on how to make them myself.

    Are there actually modders out there (short on mod ideas of their own) who read this thread as a matter of course who then go off and deliver on the suggestions? Or is this just a wish list mash of all sorts of ideas that are rarely read and rarely motivate any modders?

    Cheers

    Bull


  12. Hello

    I own and have played all the previous OFP/ArmA releases and have just started to get more involved with ArmA2 and controlling AI teams when playing Warfare BE. I still am very rusty.

    I believe that something did change between ArmA and ArmA2 about how you can give orders to AI teams and I think I am not sure I fully understand the logic. If anything I am thinking it is more clumsy IIRC.

    From mainly trial and error, this is what I have learnt:

    There are a few ways to give orders to a team member.

    1) press the F-button key to select the team member(s) and either aim at something (like a vehicle or target or a place on the map ) and a suggested choice of order appears like mount, engage, move etc.

    2) press the F-button key to select the team member(s) and press the ~ key to bring up one kind of orders menu which gives you a limited choice of orders.

    3)ensure NO member is selected and then press the backspace button to bring a ANOTHER kind of orders menu (this has much more choice than the one you get when you press the ~ key) THEN press the F-key fo the unit(s).

    What is the logic behind having two kind fo differnt menus (the 2nd and 3rd one)??

    What I don't understand is HOW to bring up that third kind of menu when you already have your team member(s) selected??? It just seems so illogical that I can't seem to select my team first (via the F-keys or by one of the Select Team menus) before I want to give them an order from the 3rd kind of menu like "Go Prone" for example.

    I want to

    - SELECT team member(s) first

    - then have the third menu open up with allthe options available.

    While I am on this, is there a way to assign the selection of say Team Red to a shortcut key? Currently if I have some random members selected and I quickly need to give an emergengy "Go Prone" command to just Team Red, I believe I have to do this:

    -press the ~ until it cycles the selection of units to NONE (at least 1 click, normally 2)

    -press the BACKSPACE key (1 click)

    -select TEAM (1 click)

    -select TEAM again-the Assign to Team options are already greyed out (1 click)

    -select Team Red (1 click)

    -select Combat Mode (1 click)

    -select Go Prone (1 click)

    That is about 8 freakn mouse clicks! By then it can be too late. If this is the onlly way to do it then the UI design is FUBAR. Please tell me there is an easier way. :confused:

    Cheers

    Bull

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