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euly

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Everything posted by euly

  1. euly

    Squad Structural Design (fanpage)

    Thanks for the heads-up. I'm not sure what happened, but it was probably an error. Google is still ironing out the problems for Google Docs.
  2. I've been using HAC almost exclusively over the past few weeks with large maps of upwards of 200 - 300 units. I've left the mission running overnight often just to see the result the next day. What I often notice after 10 hours of real time is only 7 hours have passed in game (this is reasonable because my quad-core is aging), but the main problem is the game slows down substantially and fps is low (less than 20fps). This doesn't make a whole lot of sense to me because many units have died and many are then on rest or reserve missions. If I started with 300, and 7 hours later there are 50, wouldn't the game run faster? I can understand a memory leak, but I usually end up restarting the mission and it will be back to normal, indicating ArmA is running fine.
  3. Can someone help me determine if I have this correct. It should be all units from OA, BAF, and ACE: RHQ_Recon = ["US_Delta_Force_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Assault_EP1","US_Delta_Force_SD_EP1" ,"US_Delta_Force_MG_EP1","US_Delta_Force_AR_EP1"," US_Delta_Force_Night_EP1","US_Delta_Force_Marksman_EP1", "US_Delta_Force_M14_EP1","US_Delta_Force_Air_Controller_ EP1","FR_TL","FR_Commander","FR_R","FR_Marksman","FR_Light","FR_Corpsman","FR_AR","FR_GL","FR_Sapper","FR_AC","FR_Miles","CZ_Special_Forces_Scout_DES_EP1","CZ_Special_Forces_MG_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1","CZ_Special_Forces_GL_DES_EP1","GER_Soldier_EP1","GER_Soldier_Medic_EP1","GER_Soldier_TL_EP1","GER_Soldier_Scout_EP1","GER_Soldier_MG_EP1"]; RHQ_Snipers = ["CZ_Soldier_Sniper_EP1","US_Soldier_Sniper_EP1","US_Soldier_Sniper_NV_EP1","US_Soldier_SniperH_EP1","ACE_usarmy_sniperh","ACE_usarmy_sniper","ACE_SF_FR_Marksman","US_Soldier_Marksman_EP1","ACE_usarmy_dmr","US_Delta_Force_Marksman_EP1","FR_Marksman","BAF_Soldier_Sniper_MTP","BAF_Soldier_Sniper_W","BAF_Soldier_SniperH_MTP","BAF_Soldier_SniperH_W","BAF_Soldier_SniperN_MTP","BAF_Soldier_SniperN_W"]; RHQ_ATInf = ["US_Soldier_LAT_EP1","US_Soldier_AT_EP1","ACE_usarmy_at","US_Soldier_HAT_EP1","ACE_usarmy_at_2","CZ_Soldier_AT_DES_EP1","BAF_Soldier_AT_MTP","BAF_Soldier_AT_W","BAF_Soldier_HAT_MTP","BAF_Soldier_HAT_W","BAF_Soldier_AHAT_MTP","BAF_Soldier_AHAT_W","BAF_Soldier_AAT_MTP","BAF_Soldier_AAT_W"]; RHQ_AAInf = ["US_Soldier_AA_EP1","ACE_usarmy_aa","BAF_Soldier_AA_MTP","BAF_Soldier_AA_W","BAF_Soldier_AAA_MTP","BAF_Soldier_AAA_W"]; RHQ_Inf = ["US_Soldier_EP1","US_Soldier_B_EP1","US_Soldier_AMG_EP1","US_Soldier_AAR_EP1","US_Soldier_AHAT_EP1","US_Soldier_AAT_EP1","ACE_usarmy_rifleman_1","ACE_usarmy_rifleman_2","ACE_usarmy_breach","ACE_usarmy_rto","ACE_SF_FR_AC","ACE_SF_FR_R","ACE_SF_FR_Assault_R","US_Soldier_GL_EP1","ACE_usarmy_grenadier","ACE_SF_FR_Assault_GL","US_Soldier_SL_EP1","ACE_usarmy_squadleader","US_Soldier_TL_EP1","ACE_usarmy_teamleader","ACE_SF_FR_TL","US_Soldier_LAT_EP1","US_Soldier_AT_EP1","ACE_usarmy_at","US_Soldier_HAT_EP1","ACE_usarmy_at_2","US_Soldier_AA_EP1","ACE_usarmy_aa","US_Soldier_Medic_EP1","ACE_usarmy_medic","ACE_SF_FR_Corpsman","US_Soldier_AR_EP1","ACE_usarmy_ar","ACE_SF_FR_AR","US_Soldier_MG_EP1","ACE_usarmy_mg","US_Soldier_Spotter_EP1","US_Soldier_Sniper_EP1","US_Soldier_Sniper_NV_EP1","US_Soldier_SniperH_EP1","ACE_usarmy_sniperh","ACE_usarmy_sniper","ACE_SF_FR_Marksman","US_Soldier_Marksman_EP1","ACE_usarmy_dmr","US_Soldier_Engineer_EP1","ACE_usarmy_sapper","ACE_usarmy_miner","ACE_SF_FR_Sapper","US_Delta_Force_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Assault_EP1","US_Delta_Force_SD_EP1" ,"US_Delta_Force_MG_EP1","US_Delta_Force_AR_EP1"," US_Delta_Force_Night_EP1","US_Delta_Force_Marksman_EP1", "US_Delta_Force_M14_EP1","US_Delta_Force_Air_Controller_ EP1","FR_TL","FR_R","FR_Marksman","FR_Light","FR_Corpsman","FR_AR","FR_GL","FR_Sapper","FR_AC","FR_Miles","CZ_Soldier_SL_DES_EP1","CZ_Soldier_DES_EP1","CZ_Soldier_B_DES_EP1","CZ_Soldier_medik_DES_EP1","CZ_Soldier_AMG_DES_EP1","ACE_CZ_Soldier_DES_Terp","ACE_CZ_Medic_EP1","CZ_Soldier_AT_DES_EP1","CZ_Soldier_MG_DES_EP1","CZ_Soldier_Office_DES_EP1","CZ_Special_Forces_Scout_DES_EP1","CZ_Special_Forces_MG_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1","CZ_Special_Forces_GL_DES_EP1","GER_Soldier_EP1","GER_Soldier_Medic_EP1","GER_Soldier_TL_EP1","GER_Soldier_Scout_EP1","GER_Soldier_MG_EP1","BAF_Soldier_MTP","BAF_Soldier_W","ACE_BAF_Soldier_MTP_Terp","BAF_Soldier_GL_MTP","BAF_Soldier_GL_W","BAF_Soldier_N_MTP","BAF_Soldier_N_W","BAF_Soldier_L_MTP","BAF_Soldier_L_W","BAF_ASoldier_MTP","BAF_ASoldier_W","BAF_Soldier_AAR_MTP","BAF_Soldier_AAR_W","BAF_Soldier_AMG_MTP","BAF_Soldier_AMG_W","BAF_Soldier_AAT_MTP","BAF_Soldier_AAT_W","BAF_Soldier_AHAT_MTP","BAF_Soldier_AHAT_W","BAF_Soldier_AAA_MTP","BAF_Soldier_AAA_W","BAF_Soldier_Officer_MTP","BAF_Soldier_Officer_W","BAF_Soldier_SL_MTP","BAF_Soldier_SL_W","BAF_Soldier_TL_MTP","BAF_Soldier_TL_W","BAF_Soldier_AR_MTP","BAF_Soldier_AR_W","BAF_Soldier_MG_MTP","BAF_Soldier_MG_W","BAF_Soldier_AT_MTP","BAF_Soldier_AT_W","BAF_Soldier_HAT_MTP","BAF_Soldier_HAT_W","BAF_Soldier_AA_MTP","BAF_Soldier_AA_W","BAF_Soldier_Marksman_MTP","BAF_Soldier_Marksman_W","BAF_Soldier_Scout_MTP","BAF_Soldier_Scout_W","BAF_Soldier_Sniper_MTP","BAF_Soldier_Sniper_W","BAF_Soldier_SniperN_MTP","BAF_Soldier_SniperN_W","BAF_Soldier_SniperH_MTP","BAF_Soldier_SniperN_W","BAF_Soldier_spotter_MTP","BAF_Soldier_spotter_W","BAF_Soldier_spotterN_MTP","BAF_Soldier_spotterN_W","BAF_Soldier_Medic_MTP","BAF_Soldier_Medic_W","BAF_Soldier_FAC_MTP","BAF_Soldier_FAC_W","BAF_Soldier_EN_MTP","BAF_Soldier_EN_W"]; RHQ_Art = ["M119_US_EP1","ACE_BAF_M119_W","ace_arty_m119","M252_US_EP1","ACE_M252","ACE_M224","2b14_82mm_CZ_EP1","MLRS"]; RHQ_HArmor = ["M1A1","M1A1_US_DES_EP1","M1A2_TUSK_MG","M1A2_ US_TUSK_MG_EP1","ACE_M1A1_NATO","ACE_M1A1HC_DESERT","ACE_M1A1HC_TUSK","ACE_M1A1HC_TUSK_DESERT","ACE_M1A1HA_TUSK","ACE_M1A1HA_TUSK_DESERT","ACE_M1A1HC_TUSK_CSAMM","ACE_M1A1HC_TUSK_CSAMM_DESERT","ACE_M1A1HA_TUSK_CSAMM","ACE_M1A1HA_TUSK_CSAMM_DESERT"]; RHQ_LArmor = ["M1126_ICV_M2_EP1","M1130_ICV_mk19_EP1","M1129_MC_EP1","M1130_CV_EP1","M1135_ATGMV_EP1","M1128_MGS_EP1","M1133_MEV_EP1","ACE_Stryker_ICV_M2","ACE_Stryker_ICV_M2_SLAT","ACE_Stryker_ICV_M2_D","ACE_Stryker_ICV_MK19","ACE_Stryker_ICV_MK19_SLAT","ACE_Stryker_ICV_MK19_SLAT_D","ACE_Stryker_ICV_MK19_D","ACE_Stryker_TOW","ACE_Stryker_TOW_Slat","ACE_Stryker_TOW_MG","ACE_Stryker_TOW_MG_Slat","ACE_Stryker_RV","ACE_Stryker_RV_SLAT","ACE_Stryker_RV_SLAT_D","ACE_Stryker_RV_D","ACE_Stryker_MGS","ACE_Stryker_MGS_Slat","M2A2_EP1","M2A3_EP1","ACE_M2A3_W","ACE_M2A2_W","ACE_M2A2_G","ACE_M2A2_D","M6_EP1","ACE_M6A1_W","ACE_M6A1_G","ACE_M6A1_D","BAF_FV510_D","BAF_FV510_W"]; RHQ_LarmorAT = ["M1135_ATGMV_EP1","M1128_MGS_EP1","ACE_Stryker_TOW","ACE_Stryker_TOW_Slat","ACE_Stryker_TOW_MG","ACE_Stryker_TOW_MG_Slat","ACE_Stryker_MGS","ACE_Stryker_MGS_Slat","M2A2_EP1","M2A3_EP1","ACE_M2A3_W","ACE_M2A2_W","ACE_M2A2_G","ACE_M2A2_D"]; RHQ_Cars = ["HMMWV_M1035_DES_EP1","HMMWV_M998_crows_M2_DES_EP1","HMMWV_M998_crows_MK19_DES_EP1","HMMWV_M998A2_SOV_DES_EP1","ACE_HMMWV_GMV","ACE_HMMWV_M2_USARMY","ACE_HMMWV_GMV_MK19","HMMWV_TOW_DES_EP1","ACE_HMMWV_TOW_USARMY","HMMWV_MK19_DES_EP1","ACE_HMMWV_MK19_USARMY","HMMWV_DES_EP1","ACE_HMMWV_USARMY","HMMWV_Armored_USARMY","ACE_HMMWV_Ambulance_USARMY","HMMWV_Ambulance_DES_EP1","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_Avenger_DES_EP1","HMMWV_M1151_M2_CZ_DES_EP1","HMMWV_M1151_M2_DES_EP1","BAF_Jackal2_L2A1_D","BAF_Jackal2_GMG_D","BAF_Jackal2_L2A1_W","BAF_Jackal2_GMG_W"]; RHQ_Air = ["C130J_US_EP1","ACE_HC130_N","A10_US_EP1","ACE_A10_CBU87","ACE_A10_Mk82","MQ9PredatorB_US_EP1","ACE_AH1Z", "ACE_AH1W", "ACE_AH1W_AGM","ACE_AH1W_TOW","ACE_AH1W_AGM_W","ACE_AH1W_AGM_D","ACE_AH1W_TOW_TOW","ACE_AH1W_TOW_W","ACE_AH1W_TOW_D","ACE_AH1W_TOW_TOW_W","ACE_AH1W_TOW_TOW_D","ACE_AH1Z_AGM","ACE_AH1Z_AGM_AGM","ACE_AH1Z_AGM_W","ACE_AH1Z_AGM_D","ACE_AH1Z_AGM_AGM_W","ACE_AH1Z_AGM_AGM_D","UH60M_EP1","UH60M_MEV_EP1","ACE_UH60M","AH64D_EP1","AH64D_Sidewinders","BAF_Apache_AH1_D","AH6J_EP1","AH6X_EP1","MH6J_EP1","ACE_AH6_GAU19_FLIR","ACE_AH6_GAU19","ACE_AH6","ACE_MQ8B_Base","ACE_MQ8B_cargo","ACE_MQ8B_hellfire","ACE_MQ8B_MK90","ACE_MH6","ACE_AH6J_DAGR_FLIR","CH_47F_EP1","CH_47F_BAF","AW159_Lynx_BAF","BAF_Merlin_HC3_D"]; RHQ_Static = ["M2_StaticMG_US_EP1","WarfareBMGNest_M240_US_EP1","BAF_L2A1_Tripod_D","BAF_L2A1_Tripod_W","TOW_TriPod_US_EP1","Stinger_Pod_US_EP1","MK19_TriPod_US_EP1","BAF_GMG_Tripod_D","BAF_GMG_Tripod_W"]; RHQ_StaticAA = ["Stinger_Pod_US_EP1"]; RHQ_StaticAT = ["TOW_Tripod_US_EP1"]; RHQ_Support = ["ACE_MTVRReammo","ACE_MTVRReammo_DES_EP1","ACE_MTVRRefuel","ACE_MTVRRefuel_DES_EP1","ACE_MTVRRepair","ACE_MTVRRepair_DES_EP1","MTVR_DES_EP1","MtvrSupply_DES_EP1","ACE_Truck5t","ACE_Truck5tMG","ACE_Truck5tMGOpen","ACE_Truck5tOpen","ACE_Truck5tRepair","ACE_Truck5tReammo","ACE_Truck5tRefuel","ACE_HMMWV_Ambulance_USARMY","ACE_HMMWV_Ambulance_DES_EP1","ACE_HMMWV_Ambulance_CZ_DES_EP1","M1133_MEV_EP1","UH60M_MEV_EP1","C130J_US_EP1","ACE_HC130_N"]; RHQ_Med = ["HMMWV_Ambulance_DES_EP1","M1133_MEV_EP1","UH60M_MEV_EP1","M113Ambul_TK_EP1"]; RHQ_Ammo = ["ACE_UralReammo_RU","MtvrReammo_DES_EP1","UralReammo_TK_EP1"]; RHQ_Fuel = ["ACE_UralRefuel_RU","MtvrRefuel_DES_EP1","UralRefuel_TK_EP1"]; RHQ_Rep = ["ACE_UralRepair_RU","MtvrRepair_DES_EP1","UralRepair_TK_EP1"]; RHQ_Cargo = ["M1126_ICV_M2_EP1","M1130_ICV_mk19_EP1","M1129_MC_EP1","M1130_CV_EP1","M1135_ATGMV_EP1","M1128_MGS_EP1","M1133_MEV_EP1","ACE_Stryker_ICV_M2","ACE_Stryker_ICV_M2_SLAT","ACE_Stryker_ICV_M2_D","ACE_Stryker_ICV_MK19","ACE_Stryker_ICV_MK19_SLAT","ACE_Stryker_ICV_MK19_SLAT_D","ACE_Stryker_ICV_MK19_D","ACE_Stryker_TOW","ACE_Stryker_TOW_Slat","ACE_Stryker_TOW_MG","ACE_Stryker_TOW_MG_Slat","ACE_Stryker_RV","ACE_Stryker_RV_SLAT","ACE_Stryker_RV_SLAT_D","ACE_Stryker_RV_D","ACE_Stryker_MGS","ACE_Stryker_MGS_Slat","M2A2_EP1","M2A3_EP1","ACE_M2A3_W","ACE_M2A2_W","ACE_M2A2_G","ACE_M2A2_D","M6_EP1","ACE_M6A1_W","ACE_M6A1_G","ACE_M6A1_D","BAF_FV510_D","BAF_FV510_W","HMMWV_M1035_DES_EP1","HMMWV_M998_crows_M2_DES_EP1","HMMWV_M998_crows_MK19_DES_EP1","HMMWV_M998A2_SOV_DES_EP1","ACE_HMMWV_GMV","ACE_HMMWV_M2_USARMY","ACE_HMMWV_GMV_MK19","HMMWV_TOW_DES_EP1","ACE_HMMWV_TOW_USARMY","HMMWV_MK19_DES_EP1","ACE_HMMWV_MK19_USARMY","HMMWV_DES_EP1","ACE_HMMWV_USARMY","HMMWV_Armored_USARMY","ACE_HMMWV_Ambulance_USARMY","HMMWV_Ambulance_DES_EP1","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_Avenger_DES_EP1","HMMWV_M1151_M2_CZ_DES_EP1","HMMWV_M1151_M2_DES_EP1","BAF_Jackal2_L2A1_D","BAF_Jackal2_GMG_D","BAF_Jackal2_L2A1_W","BAF_Jackal2_GMG_W","UH60M_EP1","UH60M_MEV_EP1","ACE_UH60M","MH6J_EP1","ACE_MH6","CH_47F_EP1","CH_47F_BAF","AW159_Lynx_BAF","BAF_Merlin_HC3_D"]; RHQ_Crew = ["CZ_Soldier_Pilot_EP1","US_Soldier_Pilot_EP1","ACE_usarmy_pilot","US_Pilot_Light_EP1","BAF_Pilot_MTP","BAF_Pilot_W","US_Soldier_Crew_EP1","ACE_usarmy_crew","BAF_crewman_MTP","BAF_crewman_W"];
  4. You're right. Good thinking. I believe Army is BIS_US, is that wrong? ---------- Post added at 12:14 AM ---------- Previous post was at 12:12 AM ---------- The array in the Init.sqf works just fine. I don't see the sense in messing with it unless you know a faction seeker will work without problems. ---------- Post added at 12:45 AM ---------- Previous post was at 12:14 AM ---------- I feel like an idiot for some of this stuff because my scripting abilities are limited an outdated, but back in the OFP days, a script with something like !isServer else goto "exit" would help eliminate client side scripts.
  5. How does HAC work with branches of BluFor and OpFor, such as [uSMC, Army] and [RU, Takistani]? I ask because I was starting to create a mission that has two BluFor leaders, USMC and Army, but then I realized I already have a mission with mixed units, just not two BluFor leaders. The HAC complex demo mission uses USMC and CDF, but will it work the same as USMC and Army?
  6. Rydygier will obviously know the best way to do it, but I thought MP was just a matter of telling the scripts to exit if they are on clients.
  7. Do you have the ACE Su-30 defined in your Init.sqf?
  8. I'm going to try HAC with a coop mission (just me and one friend). The mission is big, so if we die, we'll need to respawn. Do I need to to enable "RydHQ_ResetOnDemand = true" in the Init.sqf and then call RydHQ_ResetNow when we respawn or will HAC detect our units after it's next cycle?
  9. I understand that, but my point remains that the hive-mind (HAC) shouldn't just stop when the unit representing the delegation of orders ceases to exist. A party of units that make up the command function sounds just as well (I prefer to use the armored HQ vehicles), but I'm still looking for the AI's final behavior to be something more than unplugged from the system.
  10. That works. For the morale drop when the leader dies, all I meant was the units should do something like flee or surrender when the leader is killed, not simply behave normally.
  11. I was looking for "bug fixes," but if your To-Do list is your objectives, then that's satisfactory.
  12. Did you make a change log?
  13. I've seen some random errors like that as well. I determined that they were related to an undefined helicopter in the arrays that I had placed too close to the commander. I made the mistake of fixing this and not taking note of what I did, so now I can't replicate it. Just make sure you give helicopters ample space from other units and define everything you are using that is not vanilla A2. I've found the easiest way to do this is to open the mission.sqm in a text editor and search for unit names associated to addons. I recently started doing with with ACE units, so it's easy to just find everything with ACE on the name and add them into their respective arrays in the init.sqf. I hope that helps.
  14. Although HAC is compatible with most addons, by default it doesn't make use of addon vehicles or units that are not defined in the init.sqf arrays. If the debug mode could list undefined vehicles with map markers, rather than simply giving them RES markers with no missions, it would be extremely helpful. This would assist the mission maker with identifying vehicles HAC is not using. When I first started using HAC, I had no idea that it wasn't identifying units from Operation Arrowhead or ACE, I just thought "compatible" meant it would use those units, not exclude them.
  15. Thank you for the tip. I'm going to try SLX now.
  16. euly

    Squad Structural Design (fanpage)

    Thank you for taking the time to read the article. I don't expect anyone to comment on it because it's just too big and it's a lot like a college essay. I started writing the whole thing after someone started telling me about creating a "community" in a fanboy'ish homage to ShackTac. I guess the concept of a "clan" has changed over the years, so it reminded me of being involved with something that I now think is a bit silly. I'll finish the last section soon, I've just been busy. Thank you again for the read and the response.
  17. I understand that including flares, like smoke grenades, does steer HAC in the direction of micromanaging AI behavior, but there's really no other scripts that do that right now, at least, none that are up to date and exclusively concerned with total AI behavior. Maintaining HAC's compatibility is important, but I don't think it is necessarily an issue because the biggest problem is other scripts, so I'm willing to bet that most people use HAC without many unrelated addons. I'd love to use HAC with GL4, but the primary function of GL4 is reinforcements and tactical movement, which means waypoint management, which will likely conflict with HAC. Plus SNKMAN aparently stopped working on GL4 in 2010. I use ACE with everything, so that's my only compatibility concern beyond CBA. My point is that I respect your desire (Rydygier) to maintain the vanilla aspect of ArmA's base configuration, but I think HAC is highly dynamic and already overreaching in a beneficial way. I think AI micromanagement in HAC will be welcomed by the community, espeically this late in ArmA 2's life, but maybe options for HAC's tactical application can be turned off by default so the script remains true to it's intention to be unobtrusive and largely script-based (which I apprecate one less addon).
  18. I apologize for not being clear. ASR isn't interfering with HAC (or conversely), I was questioning it's active involvement, but I realized yesterday that HAC doesn't use OA units by default, so once I added the proper arrays of OA units, suddenly, everything started working and I saw a drop in framerate (suggesting the script has more to work with now). The units ran to a nearby supply truck, then ran back to formation, so I'm guessing they grabbed some stuff, which is a component of ASR. As for flares, I suppose I'm asking for something that you designed the script not to do, but the function of smoke grenades for retreating units is similar in nature to the use of flares. I would really like to see units fire flares into the sky (at night) when they either detect and enemy or go into battle. I'm sure some people won't want this, so maybe it could be something set to "off" or "false" by default. Group Link 4 does this and it's really annoying, but it adds a sense of realism that illuminates the battlefield. It would need to be configurable so recon units do not automatically fire flares and give away their position. I don't know, maybe it's a bad idea. By the way, thank you for creating and maintaining HAC. Your script is one of the few reasons that pulled me back into ArmA from a long hiatus out of OFP (look at my join date). I've been looking for a decent script that controls the AI, and your's does a good job. Now I just need one for tactics. Thank you again. I cannot show the amount of appreciation I have for your work.
  19. Does that init include all the units from OA or is there addons in there as well? ---------- Post added at 04:12 PM ---------- Previous post was at 04:04 PM ---------- Is anyone using AI tactic scripts with HAC? I've been using ASR, but unless I'm doing something wrong (not sure if I need to do anything in the mission to enable ASR), I haven't noticed it doing anything. Before I found HAC, I was using Group Link 4, but it's mainly concerned with the player's interaction with enemy AI, so the AI's activity without the players involvement is limited. HAC seems to cover most of what I want the AI to do, other than micro manage squads, but one thing I'd like to see is the use of flares (at least-off by default). My ultimate goal (what I'm working on now) is a coop mission that simulates a large-scale war (or at least what ArmA is capable). Can anyone point me in the right direction?
  20. I ask because of anti-flood measures. Editing the server permissions from the client side is limited and I can't figure out the Server Query, so I'm at the mercy if the version fixes.
  21. Sorry to be ignorant, obviously it's compatible with the Client version of TS, but is ACRE 1.4.4 compatible with the Server version 3.0.5 of TS?
  22. I tried: ID136243 animate ["DoorR", 1]; ID136244 animate ["DoorL", 1]; with no luck. However, I was able to get both the gates to open by creating two triggers that encompased the gates and carefully grouping each trigger to each gate (they are milimeters apart and they're both named "house"). For each trigger, I assigned the object to an array? (I hope that is correct) by using Gate1 = thislist select 0 Gate2 = thislist select 0 After that, I assigned a soldier a waypoint on top of the object with the init: Gate2 animate ["DoorR", 1]; Gate1 animate ["DoorL", 1]; and he finally opens both the gates! I'm guessing this means that the object names are not ID136243 and ID136244, but something else. Is there an easier way to do this? Thank you for helping me.
  23. I'm trying to have an AI open the gate as well, but the gate will not open. I can open the gate myself, the id is 136244 and it's on the top of the airfield on Chernarus. I've tried naming an ai with with a waypoint and tried everything I can think of in the act line. gateguy animate ["Door01",0]; gateguy animate ["Door01",1]; gateguy animate ["Door_01",0]; gateguy animate ["Door_01",1]; gateguy animate ["Dvere01",0]; gateguy animate ["Dvere01",1]; gateguy animate ["Dvere_01",0]; gateguy animate ["Dvere_01",1]; What am I doing wrong?
  24. I think I found the problem, in the gl2init or init script, all enemy units need to be in the array or enemy groups. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; [[array of enemy groups],[array of static enemy groups],[array of enemy groups that shouldn't remount vehicles],target group "_westgrps = [gw1,gw2]" = "_grp",max number of support groups,courage for enemy groups] exec "ai\grouplink2.sqs" [[ge1,ge2,ge3,ge4,ge5,ge6,ge7,ge8,ge9],[ge7],[],_grp,3,0.20] exec "ai\grouplink2.sqs" In the example mission, the gl2init script has ge1 through ge9 in the groups, ge7 is in both enemy groups and static enemy groups whereas pervious versions (or at least 1.7) ge7 would have only been in the static groups. I fixed this for my mission and I haven't locked up yet. I hope it works for you.
  25. I'm having the same problem after upgrading from 1.7. Three to five seconds in, my whole game locks up. I'm only using a single home-made script that adds ammo to crates.
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