Hadudy
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Everything posted by Hadudy
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hello snkman, any ETA for the new version of GL3? :bounce3:
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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.
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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.
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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.
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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.
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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.
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congratulations, its very tasty. how do i turn off the shouting?
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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.
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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.
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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
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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
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)) 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?
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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.
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wow yeah big difference when compared to the previous version. thanks a lot for this.
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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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hello SNKMAN, thanks a lot for GL3. got a question. is it possible to make AI stay in cover more? i get the feeling that they charge too much. thanks. GL3 is good clean fun. edit: and im a bit confused about the manual. im running the actual version. is it still needed to init with the "GL3_Group = group this" ?. im using the xeh config. thanksalot
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@tonyranger: ive spent quite a time reading through your scripts, and i must say the way you worked around the limitations of ArmA is simply great (i mean the idea of CQB logic weapon and so). though it is a bit messy to play with, its really original. big respect! @killing wounded: though manzilla is absolutely right about war being a really sick thing, such a humanistic approach was never seen in arma modding. so if this is the idea of your mod, im totally ok with that. the only thing i miss in the mod is squad info sharing that SLX has. ive done some experiments with GL3 core scripts, but it collides a lot with fire support scripts and so on. maybe the high commander feature you are working on will add that? i havent experienced trouble salvatore lee had, about lots of wounded soldiers. maybe its those rate of fire and ballistic mods, i dont know. the usual chance of survival is around 10-20% in my games. i really like the performance too. (SLX was laggy because of screwed up effects)
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id say this problem is in the playmove command. i think when unit is doing playmove, it cant be killed, because that would require a direct transition from that "wiggle on the ground move" to dying animation. its the same with the gesture ("on the horizon monkeys put on their magic hats and stray to the left" ) that group leader does, you cant kill him either.
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Give him a break mate ! Â This is probably one of the BEST mods out there. Â I'm sure in the fullness of time XEH compatibility will come. Â Of course you could always code it in yourself [TAO] Kremator lol, this wasnt aimed at tonyranger, this was aimed more on the people complaining all over and over again about that some addons dont work. GEEZ ... and yeah, im gonna make it work myself... GEEZ. ... the thing is, i never like the WHOLE addon (SLX, ECS ... so on) when its released, cause there is always something i dont want. so i dig in here and there and rewrite it to my liking. for me, thats the most fun i get from OFP/Arma.
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the problem is that FFN apparently isnt XEH compatible. thats why Rellikki addons, RHS russian units and other dont work, they already have an init eventhandler. the key is to MAKE it XEH compatible. geez
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i totally agree on a standalone ai mod, im trying to incorporate modified group link script from SLX into FFN mod (no offense,just for my personal needs), to get the best from those two.
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thx wolfrug, i learned that the hard way a sec ago.
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the replacement enables the new combat AI only on default bis units right? edit: or should i say default bis classes? cause i tried it on RHS russian units and they wont init that AI mod "out of the box". im lookin into the scripts for workaround. edit: nah nevermind, seems to be a XEH problem.
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i tested this mod on a simple cleansweep mission with arty support. its a whole different feeling, a whole different game. AI uses cover wisely, it doesnt do that annoying "chaaaaarge, nas mnogo!" thing. and everything looks perfect and natural. i say 11 out of 10. thanks a lot.
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lol, this is uber ... btw its around 18 in beijing. i dont remember any mod expected this much. clearly shows how bad people need actual AI in arma.