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kocrachon

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Everything posted by kocrachon

  1. kocrachon

    AI blind now?

    I assumed this was the issue also, but then I started a mission with NATO and CSAT, and they had to get really close before they would engaged. I even created a ZUES mission where I placed the units down and I gave them "waypoints" to attack eachother, and they still had to get pretty close to fire. I really want them to have a spotting range of at least 800 ish.
  2. kocrachon

    AI blind now?

    RHS: Escalation - http://www.armaholic.com/page.php?id=27152 RHS + HCL Comp - http://www.armaholic.com/page.php?id=27394 HLC AK Pack - http://www.armaholic.com/page.php?id=25099 HLC Core - http://www.armaholic.com/page.php?id=24620 HLC MP5 - http://www.armaholic.com/page.php?id=27147 HLC AR15 Pack - http://www.armaholic.com/page.php?id=26298 HLC FAL - http://www.armaholic.com/page.php?id=27551 HLC M14 - http://www.armaholic.com/page.php?id=27549 HLC G3 - http://www.armaholic.com/page.php?id=27550 HLC AUG - http://www.armaholic.com/page.php?id=27929 ASDG Join Rails - http://www.armaholic.com/page.php?id=23242 ASDG Attachments - http://www.armaholic.com/page.php?id=23547 ASDF Joint Muzzles - http://www.armaholic.com/page.php?id=27291 Leights OPFOR Pack - http://www.armaholic.com/page.php?id=27354 F-16 - http://www.armaholic.com/page.php?id=27808 F-18 - http://www.armaholic.com/page.php?id=22594 EricJ Weapons - http://www.armaholic.com/page.php?id=23859 RDS Tank Pack - http://www.armaholic.com/page.php?id=24958 RDS RHS Compatibility - http://www.armaholic.com/page.php?id=27837 RDS Static Weapons Pack - http://www.armaholic.com/page.php?id=24909 WR5 M14 pack - http://www.armaholic.com/page.php?id=25270 MK18 Mod 1 - http://www.armaholic.com/page.php?id=21095 Chinook Pack - http://www.armaholic.com/page.php?id=25952 GPNVG-18 Panoramic Night Vision Goggles - http://www.armaholic.com/page.php?id=26715 Boeing/SOAR MH-47E - http://www.armaholic.com/page.php?id=25581 FHQ Accessories - http://www.armaholic.com/page.php?id=20393 FHQ M4 - http://www.armaholic.com/page.php?id=19218 RH M5/M16 - http://www.armaholic.com/page.php?id=23277 RH Pistols - http://www.armaholic.com/page.php?id=20881 CBA - http://www.armaholic.com/page.php?id=18767 Agile Helos - http://www.armaholic.com/page.php?id=25103 C-17 - http://www.armaholic.com/page.php?id=25090 US Aircraft - http://www.armaholic.com/page.php?id=25512 F-37 Thunder - http://www.armaholic.com/page.php?id=27151 LHD - http://www.armaholic.com/page.php?id=27648 Fast Sea Frame - http://www.armaholic.com/page.php?id=24109 Nimitz - http://www.armaholic.com/page.php?id=23049 Lifter - http://www.armaholic.com/page.php?id=24753 TMR Weapon Resting - http://www.armaholic.com/page.php?id=21785 STI - A-10 http://www.armaholic.com/page.php?id=25324 Burnes MAA1 - http://www.armaholic.com/page.php?id=26513
  3. kocrachon

    What do you think of ArmA3's futuristic setting?

    I have no issues with the future setting, I just want a more modern/realistic map. I want a large middle eastern map again but not a rehash of takistan.
  4. kocrachon

    UAVs: Feedback and wishes

    I would like the ability to force the AI pilot to fly level and straight. Not adjusting at all to the terrain. Just tell it "Level Flight" or "Orbit" and it flies its patter with minimal/no adjustments. Would make it easier for reconing, and make it MUCH easier for target acquisition and firing. Especially when switching between the gunner and pilot seat for marking and targeting.
  5. kocrachon

    AI blind now?

    Very late bump, but wanted to bring this up again. I have downloaded a few mods to try to remedy this, but its still really bad...
  6. kocrachon

    AI spot distance

    I have posted this same issue many times. There only fix is to script something. Or you can try ARS AI or bcombat AI. Right now I am testing them and ARS seemed to have increased the range a bit but its not perfect. On thing I resorted to, was I used ARS AI to make it so that all enemy AI communicate with eachother over a long range, and I created UAVs on the enemy side to look for players. A cheap, aritificail way to increase the AI view range.
  7. Right now I am trying to work on some missions but I have run into a new issue and I cannot seem to figure out how to remedy it. Its making missions waaaaay to easy for my squad because we can pick off the enemy too easy. I have my sever difficulty set to regular, but I have the AI difficulty set to expert. I have the skill of the AI set to the max in the editor, and have set this in their init this setSkill ["spotdistance", 1]; this setSkill ["spottime", 1]; Yet even the AI snipers seem to need to be within 200 meters of the target to spot them, MID DAY. This is all hosted on a local multiplayer server. Here is a couple of screen shots of me trying to use Zues to force the AI to attack the lone blufor, but they dont see eachother, they just keep running then crawling to his position but not opening fire until real close. http://cloud-4.steamusercontent.com/ugc/29607943326969152/A47B50383C6F920E21EE0227A1BDFE2BBED3A760/ http://cloud-4.steamusercontent.com/ugc/29607943326970123/5FB73642722E5A253B42D5E3FE12ADA6B67749E8/ I remember the AI use to have xray long range vision, now they seem blind as hell... ---------- Post added at 04:32 ---------- Previous post was at 04:25 ---------- And after some further testing, it seems like they do better when on level land, but still pretty bad...
  8. Because this is less about the enemy knowing, and now I am at the point to where I think the issue is AI driven. The AI cannot spot eachother beyond 200-300 meters. That seems completely different from the standard thing I posted. Why can two people standing only 400 meters not see eachother, when a year ago the issue was the AI sniping people from over 1000 meters away. Not sure if this is related to an issue with a mod, or if something has been driven that way. The issue with scripting becomes creating an artificial scenario where I have to calculate too many variables. I dont want to say "If they fire this closely to the enemy" because if they use suppressors its not realistic. Basically I want to increase the visual range and ability of the AI over all, for both blufor and opfor. If an enemy is 500 meters away on a level surface, they should be able to identify eachother and engage at eachother with out any scripting.
  9. The best way is a "load" waypoint for the helicopter synced with a get in waypoint for your squad.
  10. kocrachon

    Leights OPFOR Pack

    Negative, I just switched over to Leighs from the old IS-mod that has since been pulled. They are all indep and they indep is set to friendly to "none". If I get close enough they are hostile... They just have piss poor visual range it seems.
  11. kocrachon

    Leights OPFOR Pack

    Im running into a strange issue with the Iraqi Insurgent Faction ( I havent tried the ohters yet) However, I am running into issues where the units are fairly blind. I have my units 400 meters away and the infantry cant spot them even when being shot at. I even added a script that says that the units "know about" them, and they are even revealed [_x, 3] and even have dotarget. And yet the insurgents cant seem to notice my units. The one exemption is the technicals and static weapons. However the base infantry seem to not notice. This is in Coop FYI. And I have their skill set to 0.6, and have them set to the following in the init, and still no luck. Seems to only be with the units in your pack so far I think... "spotDistance",1 "spotTime",1 "aimingAccuracy",0.4 "aimingSpeed",0.4 "courage",1 "courage",0.7
  12. kocrachon

    Civilian won't "Eject"

    Still doesn't work, the VIP1 still just sits in the back...
  13. So right now I am using a mod pack that makes the "insurgent forces" independent, which doesn't work well with the campaign I am working on. However, to get around it, I go into the mission.sqf and change the side from GUER to EAST. This seems to work perfectly but does anyone know of any side affects that may occur? I know one is I cannot edit them in the mission editor anymore with out it acting weird, but I generally don't need to once I make the conversion.
  14. Just wondering, does anyone know of a way to make the convoy follower in a "tighter" formation?
  15. So I am running into this weird issue with one of my squad mates. We are all using the Robbert Hammer m4/m16 pack (I have tried reaching out for answers with him but no luck so far). We are running into this odd issue where 5 of us are all able to see the guns, but one person cannot. I have ensured that they are all installed properly and enabled in his game. We had him download them fresh from Armaholic, and still no luck. We even tried deleting all of the bikey and bisign stuff to make sure there was no issue with that (which shouldn't be an issue as we don't run on a dedicated server). Any idea what might be causing this? I cant think of any conflicting mods as we are all using the same stuff.
  16. That worked actually, not sure if it was the acc folder or the command line, but that fixed it. THANK YOU!!!!
  17. kocrachon

    RH M4/M16 pack

    So as I mentioned earlier, my friend is having issues with this mod, even with a fresh download. So he cannot see it even in single player by himself with his own virtual ammo box. Here are screen shots from his folder and in game (he disabled the invisible add-on) http://i.imgur.com/ZF6yzfu.png http://i.imgur.com/v5LeFPu.jpg
  18. So he cannot see it even in single player by himself with his own virtual ammo box.. Here are screen shots from his folder and in game (he disabled the invisible add-on) http://i.imgur.com/ZF6yzfu.png http://i.imgur.com/v5LeFPu.jpg
  19. Working on a mission right now and I am having an odd issue. I have a player who is a sniper in a gillie suit and a 50 cal sniper. He can rapidly shoot while standing on top of a hill, I assume 300 meters away, and the AI are not engaging him at all, they run around like they cant see him. Yet if I have a UAV 600 meters in the air, the AI spots it instantly and starts shooting at it. Any idea what adjustments I may need ot make to get them to spot him easier?
  20. kocrachon

    RH M4/M16 pack

    Hey, I have the strangest issue going on. Right now a buddy of mine has this installed, same version as me, yet for some reason in game he can't see the guns when I equip them, and he cant see the ammo box. I VNCed into his machine to check it out, and I confirmed the files are there, are not corrupt, but for some reason they are not working. I even had him redownload from Armaholic, disabled and re-enabled the add-on, and still nothing. Any idea what the issue might be? I even deleted the bisign and bikeys to ensure that even if there was some minor mismatch, they should still show up. But they don't even show up in the virtual arsenal for him.
  21. kocrachon

    Authentic Gameplay Modification

    Alright just started using this today and I am liking it for the most part, but I am running into one issue... Missions that I had where radio triggers existed, I don't know how to work anymore, because I can't get the radio commands to show up anymore. Am I missing something?
  22. That info was actually good enough, I managed to find one, an IR strobe. using that worked perfectly. Thank you for the help!
  23. So I am trying to use a method that I normally use for HALO missions for my helo, but I am running into an odd issue. When my helo is "attachto" something to make it hover at an exact spot I want, it gets odd graphic glitches. Here is an example. Is there a better way to make a helicopter hover in a spot that is abnormal with out it looking messed up like that?
  24. Title says it all, here is an example. Any helicopter I have attached to a static item to make it stick in place does this weird stutter.
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