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Jingle

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Everything posted by Jingle

  1. Jingle

    ASR AI Skills

    place the userconfig folder in the main arma 2 directory, no additional parameters will be needed to select it.
  2. Thx ryd will try that. (works perfect thx) Another question if I may: Is there a way I can tie in spawning reinforcements at the main HQ tied in with Capturing Objectives? For example - WEST captured Objective 1 - then I would spawn the infantry squad at a game logic at the airbase for example and if they captured a secondary objective I could spawn for example an empty vehicle/artillery piece. Any ideas?
  3. Havent found any more bugs - in fact it is working like a dream - so a big thx for that bud. Just an idea though for air units, possibly having RHQ_CAS and RHQ_AIRTRANSPORT arrays. Main reason being it would give the player the option to put attack aircraft and helicopters in the CAS array and Transport type aircraft like the Chinook in the AIRTRANSPORT array, my main observation that air units tend to go straight into the fray (depending on the personality ofc) and ussually dont last very long which isnt very tactical or efficient (for the armies concerned), also the chinook in my mission tends to go into attack mode (rather than transport) - though if I could use the exclusion arrays for this - eg to make them perform only transport missions, it isnt very viable for spawned units of the same type later on which come into play. Do you think there is a way to do this? would be pretty cool adding to an already game renovating experience provided by yours truly:D
  4. Just tested with the KAM.sqf: There doesnt seem to be a problem with the knows about of any unit I have encountered with this script, from various areas i have plotted round the map I did notice that the AI were often unsure what to do, example on an airfield was a mechanised Bradleuy infantry unit whom disembarked (including the crew) there was a mexican stand off between that unit and a takistan army grenadier at about 20 metres, a crewman and the takistani soldier were aiming at each other (Knows about 4 btw), then the rest of the squad remounted the bradley which moved about 40 m directly away from the soldier (at this point the stand off was still occuring). Then there was a hail of cannon rounds from the bradley and the takistan soldier was no more. Maybe im thinking it is more to do with the new command behaviour to do with vehicles rather than the HAC, btw great tool and ty for the support so far ryd, will carry on debugging for ya. Oh and finally - I may have made a bit of an error with unit types (meaning the scorpion patrol) as the patrol was Independant - not opfor - my mistake and hands up on that one. Oh and the fact I had the unit type arrays listed before the RYD_DEBUG etc etc part of the config seemed to cause a few problems on my behalf (my fault soz) that part is sorted now. Thx again Ryd - you are a machine dude:)
  5. Good effort matey running the kam.sqf atm with myscenario - nothing come up as yet, however it is not as if the units dont know about the enemy its more the unwillingness to open fire on them - I had the same scenario with HAC first time around when my strykert drove past a load of enemy groups only to be fired upon much later on, seems to be selective fire orders (which may be nothing at all to do with HAC - possibly something to do as you said with the changes in ai since 1.60) however will help you as much as I can - just a question are any of the commands given out by the commander HOLD or NEVER fire?. Anyhow will debug as much as I can to help resolve this issue.
  6. I have been using MCC Sandbox spectator ability to follow and track units (a really useful debugging tool) At the time of the patrol I was actually back at the airfield a long way away from the action but was viewing it in camera mode. Things I have tried: 1) Reducing units drastically on both sides to see if that makes a difference - Result same. 2) Removing and adding AI mods such as ASR_AI and ZEUS_AI - Result same. 3) Playing as a member of BLUFOR and OPFOR in various situations in the same mission. - Result same. My conclusions thus far are that engagements are sporadic and unpredictable between enemy units at best. In the above example an AH64 was engaging enemy ground infantry patrols in the same area but the scorpion patrol did not - nor did the militia squad engage the scorpion patrol. Something is interfering with the AI ability to act as individual units in random encounters. Recommendations: Try to streamline the way that HAC works so that there is less internal processes going on at the same time. Leave the micromanagement of the units ai to the unit and not the commander, maybe for example just set an open waypoint and leave squads formation and danger mode to the individual squad. Please dont take this as a whine - I love and appreciate all the hours put into this mod - Good job Ryd:D
  7. Just set up a four ai commander map on takistan US Army and BAF vs Takistan Army main base and takistan militia (capture points set up on high grounds rather than towns - infantry only), works good but I am still encountering issues with units not engaging. I am thinking it is because I have a lot of ai running around the map and the cyclic patterns of the orders and multiple scripts running causing this issue. One example being a Scorpion patrol encountering a militia patrol and ignoring them. I am going to test it with a lot less ai (small groups of about 40 units per commander - including infantry) and will let you know if there is any difference. I am not running any ai mods as I am finding the BI ai sufficient now. Oh abdel bet they are a bit annoyed when they want to RTB to find HQ sends them a hold order:D (Pics kinda bring back memories of playing murder ball in searing heat in full NBC...man couldnt see out of respirator for condensation):D
  8. I love the way steam workshop works for skyrim, however personally I prefer the current forums and theyre layouts, rules etc, stops a lot of hassle is easy to use and is not open to exploitation, still in respects of the steam workshop it could be a good additional platform to get new players into the game or old ones to return again.
  9. I would use teamswitch. For example a Four man team - Team Leader, Grenadier, Medic, Automatic Rifleman. Make then all playable in the editor when you create the mission. You enter the game as Team Leader, your friend as Grenadier. When u wish to pass command you would team switch to either the medic or the Automatic Rifleman and you friend would switch to the team leader, though havent troed this in multiplayer.
  10. You can set another unit or units to playable then teamswitch, if you are on a waypoint the squad leader will take over though you will get ..2 return to formation.
  11. I would love to see more british kit mainly the stormer and shielder though, Would be great to have some AA and some mine laying capabilities.
  12. Am I reading this correct? So for ARMA2 being a dx9 game it should be set at PPAA_Level= 0?
  13. Thx for reply Dave, would I have permission to edit it for my own use ie a replacement armour config, if I get the time ofc.
  14. Absolutely amazing steering changes - now need to set up an atv assault course with mines:D Great job guys one of the best changes ever.
  15. Jingle

    ACE for OA 1.13

    Checked for ya bud - get ak74 mags - maybe a quick repair and verify?
  16. This system could be used to make a new (more realistic) form of warfare (IE no factories producing units - but reinforcements coming in scripted would be awesome - territorial based (IE the more territory gained the quicker the reinforcements to cover guarded areas. Has unlimited possibilities. Also it could be a very challenging single player or multiplayer scenario have a civilian farmer as the enemy commander herding some goats..hunt for Omana Bin Herdin:P
  17. This setup works great for me with asr_ai though i do get two first aid options, still its workable. THX buddy.
  18. Dont want to push any buttons in the wrong direction and you can point me elsewhere if you like. First of all great work on the CR2 been waiting on this update for a while as it is my favourite piece of kit. I would ask however (and you can tell me to shove off if you like) that the armour values are adjusted - it works great in vanilla - but i got one shotted by a RPG 7 boom! using the ACE mod. I would do my own patch for it but havent got the know how and it is more of a request as you have implemented the ACE_FCS. The armour values i read were 500, though I have no knowledge how the layers adjust those ratings. Again good work and it is very much appreciated. Also one shot hits also seem to do critical damage to the whole tank (pass through values - dunno?). Anyhow cheers for a great addon guys, best tank in the game.
  19. Jingle

    Harrier GR9

    Nope had it already hence the big grin all over my face still...but good info for thoses who dont know:)
  20. Does SLX Wounds conflict with the newest version of ASR_AI just I love the features of both but dont want double heal bugs. Any advice?
  21. Jingle

    Harrier GR9

    Great job mate - Loooove the stormshadow....looool:D
  22. Jingle

    J.S.R.S. 1.5

    Just turned up my sound samples to 128 put on my g35 headset lasered a target for an airstrike...well all I can say is.. Cracking job mate :)
  23. Or perhaps this...:) http://www.youtube.com/watch?v=ecPeSmF_ikc&feature=related
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