Trapper
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Everything posted by Trapper
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Only one guy of the team is a corpsman/medic. Search the action menu 6 of an injured unit or the medic one's for a healing action.
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It wouldn't be totally unrealistic to have them vulnerable by other projectiles. http://videolog.uol.com.br/video.php?id=256555
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For commanding AI groups you should delete the "Exit Menu" bind on right mouse button. When you don't get feedback for reporting a target the reason is that it was already revealed to your leader by a grouped AI or scripting. Nonetheless I've got the feeling that following reveals are possible and do update the friendly ai info. The reason for only one radio message for the first detection will be to prevent ai radio spamming.
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Try the combat modes. Only on Safe headlights should be always on. Though I don't know if the enemy ai will realy spot them earlier by their headlights.
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How do i stop AI from going prone?
Trapper replied to iAssault's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Select the units and press 7 then select the stance. "Keep low" for auto mode. -
You can unpack the campaign and add a weapon pool to every mission. It's all mission editing and will involve de-pbo-ing the missions.pbo and adding a weapons section to the every description.ext.
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Nice work! You should also cover that it is important to reveal enemies to your squad which they didn't notice them self. Not doing this will be the reason why some people are reporting "engage at will" doesn't work and their ai will only hunt directly assigned targets. The command can only pick from a pool of units the ai has information about. Without units in the pool there is no need to move out. Even while staying disengaged in formation the ai squad mates will shoot sooner and better on all the enemies they wouldn't have noticed that early on their own. Binoculars are an advantage for revealing. Normally the reveal key is to 'hold right mouse button'. And here comes another point that needs coverage: This will often interfere with 'right mouse button click' bind to close the command menu, which everyone should bind to backspace only. Military background is that everyone in a unit should report any contacts and kills. The leader calls out special targets only when he thinks it is required to take more control of the fire fight. Every ai is doing this constantly but a human player blessed with eagle eyes is able to reveal better sometimes and should also do it to support an ai squad leader.
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Devastation: mission pack. Team vs Team.
Trapper replied to dr_eyeball's topic in ARMA 2 & OA - USER MISSIONS
Yes I was playing there, too. Really the greatest PVP mission system I've came across since a long time. The first look at all the new mechanics was overwhelming. I don't have any complaints but whenever you're thinking about adding any more options you should always keep simplicity in mind so the missions will find enough audience to populate them. -
Where does "user mission" save to??
Trapper replied to richardg's topic in ARMA 2 & OA - USER MISSIONS
Make sure you're on the right player profile. User missions are are saved in relation to the profile which created them. -
You'll have to wait for further game patches. At least you shouldn't worry that this is a problem for the whole game. Such bugs are always directly mission related. So you could just let this campaign be until BIS has fixed it and continue then. In the meantime keep your eyes open for custom missions so you have something to play in sp.
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How do i get a AI character to get ammo? (Badlands)
Trapper replied to mils's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Rearm isn't failsafe as ai won't report when the crate didn't include the right ammo. Go for "6,Gear" and don't forget that Gear applies to every corpse, vehicle and crate around. First you should order the ai to move close to the right gear object, then order gear and w a i t until the ai has run to the gear object. Only then the Gear screen of the ai in conjunction with the desired crate will show up. -
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The Campaign: How can you put up with it?
Trapper replied to Bahger's topic in ARMA 2 & OA - GENERAL
Hm, I've got to try the SP missions then because the campaign isn't that bad either. Yes, some bugs are ridiculous but it's a decent and very story driven Marine Force Reconnaissance adventure with personalized characters. All these simultaneous active objectives, selfaware civilians and support scripts already give me a headache from my mission makers point of view. It's a well thought out special forces campaign with the AI improvements since ArmA making a big plus. Worth the SP part of a retail game, if just the bug fixing until now wouldn't be that bad. Maybe some are missing the 4 guys of all branches from OFP but now there is more room for community campaigns covering other parts of the game without getting repeative. -
Lol, after all these many rampage reports I've to write down my pleasant game.
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Opinion/Breakthru on Bugged AI Crackpot shooters
Trapper replied to cackle's topic in ARMA 2 & OA - GENERAL
Maybe it's time to cool down this discussion with some old explanations: Coming from OFP and ArmA, one of the most important values for the ai is knowsabout. The higher this value gets, the more "fog of war" is removed from a target. It's raised by the noise simulation and other situational awareness things and only lowered very slowly over time (minutes) when the target is no longer reported by anyone. But the target/supposed movement will be roughly chased and probably spotted again because of the slow value decrease in between. For a human the best visible recreation of this ai mechanic is the tracking red target marker that ai commanders are able to call out for players. One thing that raises knowsabout drastically to it's max was/is(?) hitting and hurting an ai. Plus this info/report is shared along it's group. Killing an ai involves hurting it before, so the last action of the victim was always to reveal the enemy to it's group leader. But only once with the highest knowsabout, not continuously. This is were the common satchel/AT problem is located. The units are hurt when they are forced to disembark. They're aware of the attacker at once, like an infantry group would be that's under fire for seconds and already suffering losses. And the player is the only aggressor in this case, while the caused damage between infantry groups is divided. I don't believe tank crews got a personal additional cheat in ArmA II. It's just that at the moment ai in general is setup to cheat to react challenging and does not just ignore it when a group member is hit/killed by a single shot from a before hidden enemy. -
Hm, I could swear it was the left mouse button for me. Anyway. In short, when you're asked for the position open the map and click on the desired place.
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You can play custom .ogg sound files with them and transmit them in multiplayer. Search for custom sounds instead.
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Well, Kororas the group leader makes the decision about the combat mode. When someone above wrote ai will switch itself from aware to danger and back this is only gone happen with an ai group leader. Units under your command will obey you to stay aware in the same situation without you ordering a change in behavior.
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I don't know if you have a military background but it's exactly the same with a squad of human soldiers. Even the movement and fire orders you're suggesting are real life tactics. And they are the reason why there is a chain of command and leaders. I would be disappointed if the ai under my command would be acting like a bunch of online gamer prima donnas. Though you can let them try to do this at any time by ordering "Engage at will". Of course what's interfering with this good simulation is the clumsy menu control which becomes too complicated under pressure.
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SAFE is more important for vehicle convoys you're in command of. The vehicles will prefer roads in this mode and drive with open hatches. In AWARE they close the hatches and in DANGER they're choosing more direct/faster off road routes. DANGER sets units to speed FULL which results in ignoring unit coherence. It's not that there're units staying behind, the others are advancing on their own. Read this http://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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As this is your first post rotkeps, do you know that the "reveal" key is very important when working with AIs? In the demo it's "hold right mouse button" IIRC, then you'll speak out the targeted object's infos over the radio. Only then you can be sure that the AI has recognized the enemy you've already spotted. The more enemies you spot early for them the better they're supporting you.
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It adds a default layout of magazines from the crate to your inventory. I haven't tested yet if the selection is based on the unit class or on the weapons you carry.
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Your Multiplayer Grass Detail and View Distance Settings
Trapper replied to Snowwhite's topic in ARMA 2 & OA - MULTIPLAYER
Better change your topic title to Evolution/Domination. :) It's really every single custom mp mission maker's decision to force a specific value for his mission, or to let the clients/admin-only select it out of a small list. Don't know which values are set when the mission didn't force anything. Probably the server settings, but only then. -
Well, for the OFP laser designator it was like this: Aim it and press fire. Then the point illuminated becomes visible as a "LASER" target in every vehicle radar that's programmed to work with it, e.g. GBU planes. You just have to select/lock this target. Everything else to make it fun is pretty up to the guy doing the mission editing in the first place. Easiest way is to group the soldier (player) and the plane (ai). Activate the LD and then order the AI to target LASER. An ai soldier with LD could have been only ordered to aim at things with the LD that it would've targeted with an AT weapon.
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Maybe this old OFP tutorial will get you started. The player directory has moved with ArmA. And one thing: Only do this if you want to make yourself unpopular on custom servers. Many servers will limit the custom file size to block annoying and long sounds. http://www.theofpfaq.ashnav.co.il/mp/customshout.htm