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kocrachon

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Posts posted by kocrachon


  1. 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.


  2. So 90% of my missions that I make for my clan are vehicle free, or use only ground vehicles while all Air Vehicles are controlled by AI. I do this mainly because all of my missions are one life, no respawn, and air vehicles either take out the fun for ground troops, or are super fragile.

    What are your tips for putting in vehicles and keeping the battle balanced? For example, one mission I have involves units taking an air field, they get to laser designate for an F-16 that only has LGBs. I found this as one way to balance it out, but it also slows down the infantry while they wait for the armor or what ever to die.

    With armor its not so hard, because I can just throw in additional RPGs and other surprises, but Aircraft seem the hardest to balance in. Especially since I want to keep both groups happy. Not have it to where its 20 minutes for the guys who like to fly, and then they do nothing for 20 minutes while the infantry work.

    EDIT: I should also mention most of my missions involve no more than 6-10 people.


  3. this setskill ["spotDistance",10];

    ^I use that command on each unit in a group (have played with values from 0.1 all the way to 100) and it still wont spot units within player view distance (maybe, 800 meters?). This is all just in the editor. What do I have to do in order to get the AI to spot at further distances?

    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.


  4. 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.


  5. 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...


  6. I think the issue you describe was caused by Leight changing the 'sides' of the units. This may seem a strange question but did you make the mission before the 0.7/0.8 updates? The group I play with ran into a similar issue: Whilst the game thought the units were still OPFOR (appeared red in the editor), the units themselves thought they were INDEP. However, changing the INDEP allegiance via the editor to 'Friendly to No-one' had a strange affect where only the squad leaders would engage and all other AI in the team were completely oblivious to our presence, yet would sometimes throw the odd grenade if we got close enough. Deleting the units and replacing them was the only way we could find to fix the issue.

    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.


  7. 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


  8. Not sure whats going on, but I have been working on missions for a while now, but I am running into some odd issues and wondering if anyone else has run into this.

    Right now I have my 6 player characters attacking a factory. They are sitting on a hill 400 meters away from the factory, and they start firing, but the AI does not seem to know where they are. I even set it so that when the players enter the area, the AI "knowabout" and detect them, and target them, but they cant seem to notice them at 400 meters away, outside of the Trucks and static weapons. But all ground infantry seem to be blind/dumb.

    Anyone else experience this?


  9. So I am trying to make a basic convoy mission where we are ambushing a convoy to rescue a hostage. So far my triggered event goes fine, except the VIP, named vip1, wont eject or leave the vehicle. I have tried all sorts of options but he just sits in the vehicle... Right now he is a civilian in an independent vehicle. He can spawn in 1 of 4 vehicles, so I had to make it sort of vague, but this does not seem to work.

    {unassignvehicle _x} foreach units group tl1;
    {unassignvehicle _x} foreach units group tl2; 
    {unassignvehicle _x} foreach units group tl3; 
    {unassignvehicle _x} foreach units group tl4; 
    {unassignvehicle _x} foreach units group tl5; 
    {unassignvehicle _x} foreach units group tl6; 
    {unassignvehicle _x} foreach units group tl7; 
    {unassignvehicle _x} foreach units group tl8; 
    
    {dostop _x} foreach units driver2;
    {unassignvehicle _x} foreach units group driver2;
    driver2 leaveVehicle car2;
    driver3 leaveVehicle car3;
    driver4 leaveVehicle car4;
    driver5 leaveVehicle car5;
    driver6 leaveVehicle car6;
    driver7 leaveVehicle car7;
    driver8 leaveVehicle car8;
    driver9 leaveVehicle car9;
    
    deleteWaypoint [driver2, 0];
    deleteWaypoint [driver2, 1];
    _wp =driver2 addWaypoint [position baseball1, 0];
    unassignVehicle vip1;
    commandgetout vip1; 
    {_x action ["eject", car2]} foreach crew car2;
    {_x action ["eject", car3]} foreach crew car3;
    {_x action ["eject", car4]} foreach crew car4;
    {_x action ["eject", car5]} foreach crew car5;
    {_x action ["eject", car6]} foreach crew car6;
    {_x action ["eject", car7]} foreach crew car7;
    {_x action ["eject", car8]} foreach crew car8;
    {_x action ["eject", car9]} foreach crew car9;
    


  10. 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.


  11. 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.


  12. 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.


  13. Attached objects are simulated with the same rate as object they were attached to. You'll need to attach it to object that is simulated more often, I can't suggest you any though. You can try setting helicopter position each frame (onEachFrame) and reseting its velocity with setVelocity [0,0,0];

    That info was actually good enough, I managed to find one, an IR strobe. using that worked perfectly. Thank you for the help!

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