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CaptainBravo

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Everything posted by CaptainBravo

  1. CaptainBravo

    HETMAN - Artificial Commander

    Although I have lost interest in Arma2 a while back, HAC brought me back! HAC should be implmented in Arma3. The AI is wicked! Tested a company level mission with over 400 units and the battle was epic!!! Might upload mission later. Can not wait for next update. Keep up the good work Rydygier!
  2. Did that but weapons (deploy/pick up) options are grayed out. Markers are also infantry so they have not changed. Is there another line for side and imarker type needs changing?
  3. CaptainBravo

    J.S.R.S. 1.5

    The best sound mod .. period! Keep up the good work!
  4. CaptainBravo

    HETMAN - Artificial Commander

    I have played with debug on, although I am not sure which version I have. Latest one was the empty truck example you uploaded.
  5. CaptainBravo

    HETMAN - Artificial Commander

    I agree spawn should not be part of HAC. Each side given a set number of units and winner is one that best manages limited resources. Perhaps more cooperation between different units 2 squads attack from one side while a 3rd squad flanks from the back. It might be already there ? It would be great if markers showed: Attack, Defend, Recon points, Support points per squad as mentioned earlier.
  6. Thanks KeyCat. It worked perfecctly. Thanks for your help.
  7. Great work Igneous01! Is it possible to add west and maybe indep to it as well? I am surprised no one thought of it before!
  8. Anyone know how to insert this command in spawned group: wair1 addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; into the init field of spawned unit? nul = [this,triggerone,"repeated",10,180] execVM "murk_spawn.sqf"; I basically want a unit with unlimited ammo every time it spawns. Thanks for your help.
  9. CaptainBravo

    High Command Extensions

    I have tried with single squad next to one truck with its own driver. One of 2 things happened when I gave order to squad to get in neared cargo: - They got in but truck refused to move and just stood there with squad loaded in. This happened when I selected get in wheeled - TRuck did move with squad in to destination with unload wp for truck but when got there squad staed in truck and would not come out. This happened when get in cargo wheeled or Land, or the next option downwheeled as cargo. So I am not sure why the loading/unlaoding is not working for me. I appreciate any tips on how to fix. Thanks.
  10. CaptainBravo

    HETMAN - Artificial Commander

    I think this would be ideal as long as we can get the squads in the trucks in the first place. But really impressive work. On a side note, as per HCfunc, if you team switching between different playable units and player wants units automatically moveable after team switching then maybe use: onTeamSwitch "selectPlayer (leader _from); {_x doFollow leader _from} foreach units _from; selectPlayer _to;";
  11. CaptainBravo

    HETMAN - Artificial Commander

    Is it possible to leave driver in truck waiting so when squad ready for next wp they have a ride. If cargo goes back they are stuck on foot?
  12. CaptainBravo

    HETMAN - Artificial Commander

    A quick observation: although commanders are on HOLD sometimes they will go out of thier protective base 20-30 meters half way through the mission and get killed. I have found using dostop command and set speed to 0 fixes the problem. As for transport, maybe have squads assigned to trucks and once a squad is ready to move to next wp, they get in and drive and dissembard safely 200 meters from destination always leaving the driver in the truck behind (stop order)and when they are ready to proceed to next way point, driver comes to pick up rest of squad and repeat. This will solve the issue of them being setting ducks for enemy and help with transport without worry about find findcargo distamce limitation. Of course assuming that is easy to script .. Keep up the good work.
  13. CaptainBravo

    HETMAN - Artificial Commander

    Arma AI does pose some challanges. Is it possible to implment a script where if leader sees enemy he orders squad to dissembark? Edit: Also a suggestion for next release, have name of squad on marker instead of Infantry A. So instead it would be 1st Squad/2nd Platoon A (what ever squad ID selcted in init field of squad leader). This way if human is playing a squad leader, he can see his new orders on map along withother squads. Just an idea.
  14. CaptainBravo

    HETMAN - Artificial Commander

    After some testing, transport seems (for me anyway) to best work as you said with trucks with a driver already in. But a new issue comes up, many squads in trucks seem to just drive into enemy groups/tanks without a disembark order. They just sit there in truck waiting to be blown up. Is that because orders are issued only with new cycle? One of the best mods. Its just the trasnport needs a bit of tweaking. I saw yesterday in Debug Modemany points with Res on it. I could not find it in manual. What does Res stand for?
  15. CaptainBravo

    High Command Extensions

    Great mod DomZ! It works great in MP too! The only issue is I can not seem to get infantry to use empty vehicles. Could you please clarify how to get them to board, move and get out? Thank you for a great mod!
  16. CaptainBravo

    HETMAN - Artificial Commander

    I got to test the demo empty truck mission and it works. A couple of things different in your demo mission than mine: 1) Enemy contact is right away. 2) Only one squad. In my mission enemy contact is at least 10 minutes away by scouts. By that time infantry squads have walked away from trucks and I think this is the issue. Also in my mission there are 9 infantry squads on each side. Most will usually start walking with 2-3 minutes even though target is 2-3 km away. Is there a way to force a squad to use empty truck since taget is far away even though enemy contact is not for another 10 minutes or more? Can you assign empty trucks to squads so if they want to move they use it? Over all great mod!! I had 300-400 units fighting all over that map dynamically with tanks rushing all over and planes and choppers flying over! GREAT EPIC battle feel! The only annoying thing it took 30 minutes to happen as they all had to walk for a looong time before any action. I hope BIS implments something similar in Arma3!
  17. CaptainBravo

    HETMAN - Artificial Commander

    Triggers activated by anybody present so it activates right away. I am only using ACE units so it is odd you getting error msg. I will try to replace with vanilla. Do you have example mission I can see with vanilla units where infantry use empty trucks? Thanks again.
  18. CaptainBravo

    HETMAN - Artificial Commander

    I moved code to init file and still no luck. The infantry choose to walk 2-3 km than ride empty trucks. I'd appreciate it if you can take a quick look at attached example mission, to point out my mistake. Thanks again for your help. http://www.mediafire.com/?c6gcjdjzlcb6tud
  19. CaptainBravo

    HETMAN - Artificial Commander

    I have placed RydHQ_CargoFind = 100 in init field of trigger and empty trucks were placed approx 80 meters from squad leader. They still refuse to board trucks. Target goup is approx 2,000 meters away. What am I doing wrong? Thanks for your help with this amazing mod!
  20. CaptainBravo

    HETMAN - Artificial Commander

    HI Rydygier, can you please confirm if AI can use empty vehicles? I have tried to get infantry squads to use empty trucks next to them but no, the squads just decided t walk. I have put a truck with a driver in next to them and still they will not use. Anything I am missing?
  21. CaptainBravo

    HETMAN - Artificial Commander

    Thanks Rydygier, I meant 1, which HAC file to edit. So if I understand correctly, to add ACE/custom units I just list the class names of these units in init field of a trigger or a unit ingame? The other related question: uits spawned after mission started and HAC activated, would it it still fall under AI cmdr control? Thanks for a great needed addon!
  22. CaptainBravo

    HETMAN - Artificial Commander

    "HAC,I guess, will work fine with ACE if you add under HAC control classnames of ACE's units. See manual (RHQ and RHQB category arrays) to learn, how achieve this. Drones" A silly question but which file has these class names that we can modify under A / B folders? Thanks for clarification.
  23. CaptainBravo

    JTD Fire And Smoke

    DMarkwick I am very sorry for your loss. It is very tough when you lose someone dear. Hang in there. You have my deepest sympathies.
  24. CaptainBravo

    High Command Extensions

    Excellent work! One of the best mods out there for those who use HC. Just a suggestion: is it possible to add camera to unit leader that you can access as HC commander to view the action on the squad level? Keep up the good work!!
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