jblack9
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Posts posted by jblack9
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HI All -
Forgive me, if this is a dumb question. I've been a longtime bcombat user. Now with the Eden update it seems that bcombat is finally incompatible.
Any recommendations on a new AI mod that works with the Eden update?
Thanks much in advance
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All, thanks for your help in advance!
I'm trying to make a mission where helicopters land near a hot LZ and drop troops. However, as soon as the helicopters approach, they start taking fire, and then they start taking evasive action and are unable to drop the troops.
Is there anyway to force helicopters to land? Should I be using something other than Transport Unload? Is there something I can put in the init line?
Thanks again!
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Hi All,
Is there anyway to prevent AI units from getting into vehicles? I want the units that are crewing APC's to stay in them, but I don't want other AI infantry units in the group to get in the vehicles? Any help?
Thank you so much in advance!
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Massi - love your work, any chance you could replace the radio files (at least for the OPFOR units) with Russian? The Russian spoken by the RHS units might work best?
Much thanks and again, love these units!
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Well tracers do work as they are supposed to do, they are visible during the night and hardy seen during the day. In this stage there won't be any major changes on the model.
I have fixed signature and lowered the size of all tracers.
No I just wanted the tracers to look the same during the day as at night.During the day they all look white.
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I love this mod, but is there anyway these traces can work during the day?!
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anybody else with this have an issue where the tracers turn white during the day but still look awesome at night?
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All my tracers show up white, anybody else have this problem?
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Does the Mech Inf improvements work automatically or do I have to add it as a script? I would love for it to work automatically, thanks Mikey74!
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Another version - MG lay down suppressive fire and go prone doing so. Also no bunny hop. Replaced animations where it looks like unit is moonwalking and replaced with hit the dirt style animations. Give it a try. https://www.dropbox.com/s/62pdp6cfnekhhj3/%40FFISv1.4.zipSttosin, this is awesome, but did u release these updates using the latest version by Sproyd? Not the broken Zooloo75 version correct?
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Sproyd, thanks for picking this up man who's it going with the waypoint work? Also I love the animations, but the bunny hop one has to go! Thanks for all your work man.
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Any chance we can test out the new version?!
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Update news. No I've not abandoned this. ;) Busy moving, unpacking, and of course a lot of OT at work. lolBut I'm Re Re Re writing these scripts. Overhauling Mech 1st then rest should be like clock work. Keep this in mind when I release next up date which will be back in alpha phase. Its gonna be AISS_Wip 1.
When released Mech infantry when a target is known will forget any waypoints they already have infantry will get out and go on a seek and destroy mission of known targets. The APC will not charge in and will act more with a supporting role. Much better than previous releases. After all is clear they will remember there previous waypoints and continue on original mission. Tested and so far is working brilliantly.
I plan basically the same thing with infantry and armor but with different ways of dealing with different threats. Like for example infantry will pour more suppression on enemy targets with possible flanking missions from other friendly infantry. An example for tanks when they spot infantry they wont be rushing into an ambush so quickly but will also suppress enemy troops while calling for aid of infantry or CAS in there Area of operations.
CAS will also be different and most likely more difficult if there is no AA present on map.
I want to make the 1st 4 aspects as life like as possible as far as my understanding and capabilities. Have a lot of friends thats seen combat. My wife being one. That being said if you have seen combat let me know what you would like to see. In honor of our vets Obviously if I can do what they want it will be put in 1st.
As for Artillery will be more or less the same. BUT I am working on a way to make this part more compatible with HAL and other imo much better Arty scripts.
Please while I'm still tinkering. Now would be a good time for suggestions of what you would like to see. Just keep in mind. I want to make this as low end pc friendly as possible if possible, and also I'm by far not an expert programmer.
Hell yes to the Mech Inf script!
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Sproyd, ru officially taking this mod over, I'm so happy somebody at least got rid of the panic system. I guess the next major fix would be way points and its awesome if you're working on it.
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FFIS UpdatedWell today I decided to fix the beloved FFIS mod given zooloo75 has disappeared off the face off the planet into a state of higher learning ;)
I've only made very minor changes but all seems to be working;
FFIS v1.1 24/11/2013 (modified by sproyd)
- Fixed: Hard coded out the panic functionality where units would de-group as this was causing many issues and it wasn't able to be disabled in the options
- Changed: the wind is now turned off by default as this was interacting with TMR to give mega-wind making it impossible to hit
- Changed: The folder paths now use "FFIS" instead of "zooloo75" so you can more easily identify the mod.
- NOTE: you will need to put a new userconfig file in your A3 root directory, instructions are in the package
THANK YOU SPROYD!!!!! We need this mod, just without the degroup obviously lol
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Major update 2.9http://www30.zippyshare.com/v/32050739/file.html
Infantry and armor now in use for AI support. Just place unit/groups you want to support AI on map with no way points. AISS will do the rest.
AI will now communicate enemy positions with each other.
More improvements on Artillery part of script.
Changed Radio chatter. Trying to tone it down a bit as it makes it hard for players with no mic to communicate on MP.
The next update most likely will be last major update. All others after that will be tweaks and hotfixes.
Wait I literally just place enemy infantry on the map, and they'll support eachother automatically? awesome!
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These are meant to be a more generic British faction rather then having the uniform limited to story characthers named Miller and James etc.These are awesome! We needed some generic Brit units bad! would love to see them equipped with Kiory´s L85A2!
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Can anybody give me any directions, I'm seriously about to stop playing the campaign this is so frustrating.
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You take over the turret controls and then switch to FLIR with "N"Thanks guys I turned on N, but still can't find the spotters, can somebody PLEASE describe to me where they are
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Like snpierwolf said, separate from the squad and stay left and uphill, scouting and providing covering fire for your squad from the high ground. Meet back up with the squad leader down the hill once you are out of the woods near the village.Regarding use of the drone, I searched for the spotter using the thermal camera on the drone (the spotter is seen peering through binoculars) and then put the laser on him. Within a few seconds, he was hit by an explosion (presumably some kind of laser-guided munition). There are lots of "functional easter eggs". You can end "radio silence" (much of the time) by going the large map on the easel at the briefing area, clickng on it and then use the scroll menu to "Start Briefing". I don't think this is documented anywhere but it beats having to listen to the same old lame conversations at the base.
FINDING THESE SPOTTERS IS DRIVING ME FUCKING CRAZY! I even went and walked around on foot to try and find them no luck!
How do you turn the thermal cam on when using the dart?
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I'm using the following mods, and have noticed white tracers from the CSAT machine gunner, anybody know how to fix this, it's killing my immersion!
WWAI
TPW
ASR AI
AISS
anybody experienced white tracers with any of those mods? Or know if it's a problem with any other mods?
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@jblack9, what do you set your TPW EBS suppression threshold to?I have not changed it. Why do you ask ?
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You can only get the latest version via PlayWithSix or SixUpdater since Robalo hasn't uploaded a standalone version since Aug 25. Go here: http://arma-sr.bzbit.com/ Towards the top of the page, there are links to SixUpdater preset – ASR Development and PlayWithSix preset – ASR Development. You can get the latest version from one of those. I've been using an old version of PwS, which downloads ASR AI3 to a folder called servermods in the main Arma 3 folder. I just copy the @ASR_AI3 folder into the main folder with all my other mods so I can use it for SP.I've been using ASR, TPW, and WW mods together since last night, FUCKING EXCELLENT. TPW YOU ARE ONE OF THE MASTERS OF AI MODS.
Any chance you'd consider making a version with the dodge under fire animations like in FFIS? :-)
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It may be my imagination, but the new EBS feels like it works much better than the previous version in terms of AI behaviour and the effectiveness of suppression. I'm using EBS and FALL (plus the ambient stuff) with the latest ASR AI on the stable branch and it's incredible. The Infantry and Combined Arms scenarios feel a lot different now - the way AI advance, take cover, react to suppressive fire... Thanks so much for taking the time to redo EBS.Where did u download the ASR AI mod? is that from Arma 2? Is there a new version? Can u provide a Link
TPW - Yours and WW AI Mods, have completely evolved this game, please keep up the good work!
Help With White Tracers
in ARMA 3 - TROUBLESHOOTING
Posted
Hello -
I apologize if I'm posting this in the wrong forum but would greatly appreciate any assistance.
I'm running arma 3 with quite a few mods. However, one of those mods is making the tracers (I think they're called stanag/standard rounds) have white tracers?
Does anybody know a bug or a mod that could cause this so I don't have to go through and playtest all my mods? Thank you in advance!