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st!gar

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Posts posted by st!gar


  1. Someone must be a psychic, to tell that from text.

    No, just possess a basic ability to read.

    This is by my count the third incarnation of this thread, it is safe to say people care.

    Seeing as all threads have had a healthy number of people opposed to the idea as well, I think it's also quite safe to say that a significant amount of people sincerely does not care and/or would rather BiS focused on something of actual consequence, instead.

    ...I will admit that I am less likely to shoot a "female" video game character than a "male" one, as stupid as that sounds

    It doesn't sound stupid so much as offensive, irrational and genuinely worrying.


  2. Is there any way to make a squad stay at a position and not stray from it under any circumstance?

    By that, I don't mean that I want each individual man to be frozen to the spot where he stands, but rather that the squad as a whole doesn't leave the general area.

    Question #1 - are you running @ASR_AI or any other AI mod?

    I'm not running any mods.

    ...if you want the squad to stay put at the top of the hill, use groupEnableAttack false.

    I want them to be able to fight the enemy, but not leave the hill they're placed on.


  3. I'm about four "missions", (for lack of a better word.), into the campaign, and I must say I'm positively surprised at how polished and "professional" it feels. (Thus far, at least.) I haven't had any scripting-fuckups; everything has appeared to run very smoothly, with lots of atmosphere and what appears to be professional-quality voice acting. I didn't expect that.

    Very positively surprised, so far. :)


  4. :icon_rolleyes:

    This is a scenario that really should be very, very simple.

    *Two squads - let's just call them "A" and "B" - are moving up a hill, next to each other.

    *Once A reaches the summit, they proceed down the hill on the other side. Once B reaches the summit - more or less simultaneously with A, of course - they stay put and cover A's advance.

    *Further ahead, there's a friendly APC with a squad in transport. The squad - I'll call it "C" - has been scripted to spawn inside the APC, using the "MoveInCargo"-command. When the APC reaches a certain location, it will use the "Transport Unload" - waypoint synchronized with C's "Get Out" -waypoint to drop them off. They will then head their separate ways, to each a different objective.

    ---

    This really shouldn't be so fucking hard.

    ---

    Here's the problem, though - A and B appears to have a new-found tendency of confusing their waypoints with those of other squads. (!!!)

    I'll give you a specific example.

    A and B have both reached their positions at the top of the hill. There are some enemies down in a forest ahead, and they shoot at each other for a while. At this point, A's advance is slowed as they seek cover among a nearby rock formation.

    So far, so good.

    However, I turn to see what B is doing, and realize they are not at their position. Their sole, simple, basic purpose is to stay put at the top of the hill. That is their entire function. However, I find them halfway down the hill, headed for the APC which is in the process of unloading C. Dumbstruck, I follow them as the meticulously make their way all the way down the hill, crossing the several hundred meters of open field below, until they finally make it to the APC. By this time, it has finished unloading C, but instead of moving on to its next waypoint, it just sits there, staring stupidly ahead. As soon as B reaches the spot on the ground that was C's "Get Out"-waypoint, the APC starts moving. B then immediately turns tail and heads back up the hill, settling down on their original waypoint - the one place they were supposed to have been all along.

    I tried previewing the mission again, this time with myself grouped with their squad so that I could get an exact idea of what orders were given to them by the squad leader. And sure enough, a "MOVE" -waypoint appeared on screen exactly where the APC was supposed to park and deliver its troops.

    Subsequent re-tries yielded only more confusion. Sometimes A would head for C's waypoint while B did something else. Sometimes B would head for A's waypoint. And so on. I have absolutely no idea what causes this behaviour, but I don't think this was always the case. As I started making the mission, I recall all initially going well, but as time went on, their behaviour became more and more erratic. Unless, of course, they behaved like this all the time, but I just never picked up on it. (I find this unlikely, mind.)

    Is this a common issue? Is there anything I can do to fix it? Please help.


  5. So the AAF are the government forces. The FIA are insurgents who fought the FIA in a civil war. The CSAT is a some kind of alliance of Eastern countries that... wants what, exactly? And NATO doesn't particularly consider itself as an ally of either FIA or AAF.

    Is that right?


  6. I've been searching the main website as well as the wiki, but I can find no information as to what exactly the game's plot is. Who are the factions? Why are they there? The "Factions"-section on the website is greyed-out, so I couldn't find any info.

    People here seem to still know, somehow, so I figured I'd go straight to the source and ask here.


  7. It would only need to be something simple. And would just be small and in the top right corner near the rest of your info. Something simple like this and you wouldn't even really need the words. Just fill in the box of your stance.
    I prefer to stay away from hud elements that look like a soldier because they never fit in with the rest of the hud. Also most of the time it just looks silly.

    I completely and utterly disagree. A simple 2D silhouette mirroring your stance would be infinitely much more intuitive and fitting in with the HUD than your box-solution that looks like it comes straight from an Excel-spreadsheet.


  8. Both teams left and right of the road continue to advance, single soldiers providing covering fire. Enemy group gets destroyed.

    Consider me seriously impressed.

    You shouldn't be "seriously impressed" before you make sure and check what the enemy was doing the whole time. There must have been a reason they were defeated so decisively - they may have been doing something very wrong.


  9. But these are ai controlled unmanned robot units and will never drive as good as if human controlled. They will be slower, they will get stuck the odd time (maybe less often would be good!) but that is kinda realistic.

    Ah. I'm assuming you know an awful lot about robotics, artificial intelligence and engineering since you can tell us exactly how it's realistic for incredibly advanced military robots from the far future to behave, then?

    :icon_rolleyes:

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