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Hadudy

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About Hadudy

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  1. Hadudy

    Group Link 3

    hello snkman, any ETA for the new version of GL3? :bounce3:
  2. Hadudy

    FFN MOD

    if you unpbo the tr_obj.pbo, go into \TAG\int.sqs and there you can turn off some of the stuff you dont want (airsupport, shouting and stuff). the problem to crack now is to enable GL3 artillery in ACE+FFN+GL3, where it seems to be blocked by both ACE and FFN. The other thing is, that FFN screws up the original GL3 reinforcements heli-transport (without ACE involved). Example: when you place two platoons REDFOR (one has an Mi17 in it) and one platoon of BLUFOR, you send the two platoons without chopper against each other, Mi17 group comes in as a reinforcement and usually fails to unload/unloads five meters from a fight/crashes somewhere/. the reinforcements thing works fine in ACE+FFN+GL3, but doesnt work in GL3+FFN. If anyone knows how to solve this, id be most grateful. the solution prolly lies in disabling FFN altered chopper behavior. thanks.
  3. Hadudy

    FFN MOD

    if you unpbo TR_OBJ.pbo, there is a way to get rid of the conflicts by editing the support scripts and others. the same thing should be done with ACE AI enhancements. this way you can get the best results. im halfway thru to making FFN,GL3 and ACE working. but i dont have much time. so if anyone digs into this, let me know about any constructive ideas.
  4. Hadudy

    FFN MOD

    nevermind, i hoofed and poofed and blew some entries in configs, so mine is now capable of sending artilery fire on GL3 basis. and it doesnt crash anymore . edit: nevermind that nevermind, back to the drawing board.
  5. Hadudy

    FFN MOD

    Doesn't this setup work when using just the MP replacement file and GL3? Maybe I'm mistaken here but I thought the MP replacement on activates the infantry behavior and tactics. At least I hope that's the case cause that's all I really want to use in FFN. well yes and no. the main problem is, that the artillery gets stuck for some reason. and also the soldiers arent able to paradrop properly. on top of that, leaders and other units are able to call a chopper support, which causes my ArmA to crash. those extra things were in fact the reason i ceased using .81 version of FFN. the support choppers and such stuff made it really messy. global unit and reinforcement management as seen in GL3 cannot get much better, while tony's "little" thing FFN has pretty much the best AI on tactical level. and as the life period of ArmA draws to an end, it would be a good thing to sum up all of these best features into one mod. or at least make FFN as modular as GL3, with on/off options.
  6. Hadudy

    FFN MOD

    im using GL3 and FFN and sometimes with ACE. no major slowdown happening. id guess its that ECS, its a really heavy thing as far as i remember. tony, is there a way to turn off some features of FFN? id guess that the best AI combo we can get is: FFN infantry behavior and tactics GL3 info sharing and reinforcements management GL3 artillery support thanks.
  7. Hadudy

    FFN MOD

    congratulations, its very tasty. how do i turn off the shouting?
  8. Hadudy

    FFN MOD

    yeah, every proper czech like myself likes to have an excessive drinking party once in a while. nothing wrong about that. edit: double happy birthday TR. eeedit: default bis ai as seen in ofp or arma is a masterpiece in its way, since to that day, no one has written ai to deal with open space of ofp/arma islands. so stfu, lucifervivo ) at least until you make something equal.
  9. Hadudy

    Group Link 3

    thanks for reply. didnt think of that, im going to try it out. Other GL3 features work correctly, except for arty support and para-reinforcements. i had chinook dropping marines like lemmings. edit: no, that wasnt the problem, the xeh is ok. i suppose its a conflict between the ACE AI mod and GL3 then.
  10. Hadudy

    Group Link 3

    hello. when using ACE and GL3 together, AI wont call in artillery support. anyone to help me out of this pickle ... please? has anyone managed to run all of the GL3 features on ACE? thnx
  11. Hadudy

    Group Link 3

    hey again, another thing, are you planning having a closer look at the behavior of panzers and such? boys from BI didnt think that through too much. Maybe make them avoid slopes from certain limit. just an idea. an airstrike would be nice too. btw: while playing GL3, i got inspired and put together a psycho guitar jam. LOL.(just a no-proper-thinking jam,needs work) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">http://www.mediafire.com/?ejwizdjzz2t if you are ever to release a demonstration video, i might clean it up and contribute a little to the soundtrack. hope i wont get instaban for this. its just a feedback, right? offtopic: yeah, king of fighters 4 ever cheers
  12. Hadudy

    Group Link 3

    )) thanks. gonna try that out. edit: just out of offtopic curiosity, is the snkman nick related to SNK Playmore connected to the NEO-GEO console?
  13. Hadudy

    Group Link 3

    pardon me, snkman, but is there any way of marking a group static directly in the editor? i dont make missions, i basically just drop some units on the map and i get triggerhappy.
  14. Hadudy

    Group Link 3

    wow yeah big difference when compared to the previous version. thanks a lot for this.
  15. Hadudy

    Group Link 3

    well, looking forward to that 1.3 then . i used to dig here and there in the code of your previous versions of group link 2. its all nicely written. big fan of your work.
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