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topeira

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Everything posted by topeira

  1. well, this thread went off topic :( im trying to revive it - 1) is it true that unit on crouch position will respond faster and better than if they were standing? 2) is there a way to tell the AI to be in crouched posture in the editor? can i place units in the editor and tell them to be crouched while performinng their current way point? 3) is there a way to tell the AI to be in crouched posture if they become AWARE of enemies but not be in crouched posture when they are not in combat? 4) the thing with the crouched position, i think , is that the AI advances with their gun raised. they are always ready to fire. usually they run around with the gun lowered and that's probably why they take longer to aim and shoot. HOWEVER it the AI can walk with the gun raised when they stand up too. the can jog when they stand up (which is what they usually do) and they can walk \ shuffle with gun and eye level. i assume that shuffling will give the same result as crouching and moving but for some reason the AI preffers to jog more often. is there a way to force the AI to shuffle more often than jog?
  2. wait... so if unit A is doing "guard" and unit B is completely un-related to A (aside for being on the same side of the war) and doing any type of way-point and unit B is spotting an enemy than unit A will know about if and come to fight no matter where it is on the map? even if unit A is really far away from unit B and the enemy that B spotted?
  3. im really new to editing but i will try - there should be a way point for the convoy up to a certain point where u want it to stop. lets call that WP - Alpha. there should be an objective, a trigger, that needs to be activated. let's say u want to make sure an area is clear of all opfor before the convoy keeps going. u place a trigger with a size u like to be cleared (say 100X100 meters) and set it to "opfor" -> not present. type = switch. then u connect the trigger and the alpha WP with a synchronize option. just link them by draggin a synch from trigger to WP. i think this should work. i hope im right :P
  4. topeira

    A total noob

    try and use the scenerios. look for the tamplate missions. u can select a pre-made mission but edit the time of day, unit types and location of the units and objectives on the map. it's not nearly as fun and useful as the real editor but u can start and experiment there.
  5. that's what happens when u set them to "danger". so, how about the topic? also, can i tell AIs in the editor to stay crouched?
  6. im having a difficult time to understand what "right" or "front" means when my commander or teammates call out targets. when they say, in their robotic and spliced manner "enemy... left... of... us" i can never tell what does LEFT means. directions are subjective. what happened to stating directions like WEST or NORTH? any tips on how i can understand what LEFT means when sated by the AI?
  7. im looking at potential ammo types for weapons i can give units in the editor and , for example, i see these types for the G36c: 30Rnd_556x45_G36, 100Rnd_556x45_BetaCMag, 30Rnd_556x45_G36SD, 30Rnd_556x45_Stanag, 30Rnd_556x45_StanagSD, 20Rnd_556x45_Stanag I assume that the 100Rnd are large magazines of 100 bullets. however, even though i can assume that the SD mags are for supressed versions of the gun im not sure what happens if i load the standard mags. (IRL i assume the SD are slower bullets that dont pass the sound barrier thus not creating a sonic CLANK and making it harder for humans to recognize they were shot, but ARMA2 is a game so im not sure how it works in game, especially against the AI.) also i dont know what stang means compared to the non-stang ammo.
  8. topeira

    Different Ammo types. what are these?

    ok. ok. much clearer now :) thanks i also assume that the stanag mags are the transparent ones, right? is there any difference between the stanag and normal G36 ammo? is there an advantage for the G36 over the M4 or visa versa as ARs?
  9. topeira

    Different Ammo types. what are these?

    thanks festivus. does anyone else knows the answer to my other questions? also another Q - does the type of ammo changes the trajectory of the bullets? does certain bullets fire higher , lower, slower (SD)?
  10. hey there. i would like to create a mission where i can fight AGAINST a fried of mine. i created a really simple mission where 1 squad of USMC on one side of a village and 1 squad of CHDkz on the other side. i want to be able to control whatever unit of the USMC i want and my other friend online to play as the CHDKz. i know i can set many units as playable but i am not sure how to make it available for one player to only choose certain units while the other player can only choose the other set of units. as a matter of fact i dont know how to create MP mission at all. not even co-op :P
  11. umm.... how can i create an empty vehicle or an empty UAV terminal? when im just placing a terminal i cant get an option when i press the interaction key.
  12. topeira

    Difficulty of the AI questions.

    so fabrizio, u r saying that if in the dificulty of the game i set the AI to 1.0 than it will be exactly what i set in the editor whlie setting it to 0.5 will make it 50% of what i set in the editor, right? cuz that was my assumption too. and that's for the explanations. it helped :) 3) which bring the obvious question what is the difference , than, betwean aimingShake and AimingSpeed 5) i wish the AI could use cover more often. it seems like they are more prone to lean behind cover or hide behind trees when they are advancing and not engaging :\ they also barely using the slow movement (moving when the gun is raised) and side stepping (movig when the gun is raised). a pitty since this is what human players mostly do.
  13. topeira

    Difficulty of the AI questions.

    fabrizio, thanks. BUT i didnt get the difference between the skill of the specific AIs in the editor and how these change when i use "custom" AI skill in the "edit" function of the difficulty settings. 1) if i set a unit in the editor to be skilled at 0.8 but in my difficulty settings i set it to "normal" -> edit -> custom enemy AI skill - 0.5. than what happens to the editor AI which was initaially 0.8? has it changed? was it lowered? 2) if i set the diff setting to low (say 0.2) does that mean that all the AIs in the campaign will be set to 0.2? im not sure i understand these changes... 3) also what is the difference between amingshake and aimingaccuracy? 4) how does the AI behavior change when changing their RANK? if an AI is a private does he function differently than how he would if he was a colonel or is it just a matter of command priorities when one of them dies?
  14. topeira

    Patch 1.02 Satisfaction Survey

    it's important to make such a poll. BIS needs to know how the patch handles on ppl's rigs. should have been done with 1.01 as well. i hope the later patches will have polls as well if BIS can learn from the input of the community. to me, the most important thing that needs to be addressed is the AI. they need to know a better use for cover and see less through grass. also perhaps spot prone targets slightly slower too. in day light it's hard for me, the player, to spot proned AIs in grass. i expect the AI to have some difficulties too. thanks for caring, BIS :)
  15. i expect every soldier to know where NORTH is. sometimes i hear my commander teling me "be advised. enemy NW of your position. i imediately know where to look. THAT's helpful! not the "in-front-of-us" stuff. to make out "front" i need to bring up the map, see my commanders direction and figure out what's his front. stupid.
  16. huh? im not sure how to do this but gonna take a look in the diff settings. so with the clock ON i can tell what FRONT (12o.c.) means for the AI?
  17. topeira

    Bullet drop. where is it?

    thanks everyone for your input :)
  18. topeira

    Bullet drop. where is it?

    when u guys say that an AR is zeroed at 300m does that mean the rifle actually shoots slightly UPWARD so at 300m it will heat dead center? (i guess IRL. not necessary in the game)
  19. topeira

    unlocking weapons in armory. what for?

    so it's just so i can experiment with the gear in the armory? it doesnt unlock for anything else? kinda pointless, no? :P
  20. i still dont get it :( my HD4870 has 512mb. i can't remember how i set up my page file (is page file my vram?!) so im not sure what to set it at... can anyone remind me how to set the page file on XP? and in case it's about 1.5GB, what is the amount of video memory i should set? right now it's on DEFAULT. what are the DISADVANTAGES of setting video ram to LOW, even if the card is capable of HIGH?
  21. topeira

    Bullet drop. where is it?

    he he he :) ok. maybe 300 isn't that far. it's just that i almost never get the need to fire farther than this :P not a big sniping fan. at which range should i aim about human height higher than a human target? 800???
  22. topeira

    Does suppression fire works on the AI?

    im no editor savee so help me out here - what modules should i use and what units should i synch them to? is there a game logic of supperssion fire? should i like it to the soldier i want to give suppression fire??
  23. topeira

    Does suppression fire works on the AI?

    same issue for me. i can see the supress order but the AI does nothing. they dont really suppress. they dont fire. weird :(
  24. have u considered that u can spot the enemies more easily is not due to the addition of AA but due to the lack of shadows?! :)
  25. topeira

    Does suppression fire works on the AI?

    seriously? you're saying that if i supress the enemy while exposed they will fire, but if im behind cover they will seek cover?! i wanna test this. sounds clever. too clever for ARMA :P
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