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bumgie

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Everything posted by bumgie

  1. bumgie

    AI - suppress command

    I was referring to the bugs and features that have been mentioned here: 1. Position not working as parameter for commandSuppressiveFire 2. AI reporting negative when small wall in front 3. Zeus not being able to tell AI groups to suppress locations or targets
  2. bumgie

    AI - suppress command

    I hope the issues mentioned in this thread get fixed. This functionality is very instrumental in making AI appealing.
  3. bumgie

    Achilles

    There is a known issue with the location based suppression command not working yet, but lets hope it gets solved!
  4. bumgie

    Achilles

    Did you use this script command that was just added? doSuppressiveFire
  5. Hello! This is a nice terrain. What objects have you included from AIA TP to your modpack? These could cause issues and overwrite configs of objects from CUP terrains if that is used at the same time, since the classnames are the same. I urge you to add CUP terrains as a dependency so that the objects you use get the benefit of the CUP project upgrades. However if you are not willing to add the CUP TP dependency, which I also understand, could you do so that you remove the dependency to all the parts ripped from AIA TP from the main map PBO. This way, we can remove the extra files that are overlapping with CUP terrainpack and have its assets be used in your map instead.
  6. bumgie

    Achilles

    Looking good! i hope you make sure that any and all tools can be removed from the zeus. This is essential when limiting zeus powers.
  7. bumgie

    3CB BAF Vehicles

    Yes, very many mods have adopted the BIS mantra of "Underpromise, overdeliver". This has made long time community mod management and planning very hard and a lot of mistakes get made. However I do understand why this way of doing things is appealing so no complaints there. Hope we see some conventional war capable vehicles soon!
  8. bumgie

    3CB BAF Vehicles

    Vehicles look great this far! Do you guys have some sort of roadmap? And also does the roadmap include FV430 series or the Warrior?
  9. Hey! Could you make it possible for a user to define a default location for the mods. This way people would not have to manually set it each time for a different repo.
  10. bumgie

    AI - suppress command

    How can this command be used with zeus? If it cannot, it should be added ASAP! Taking control of the squad leader and then ordering to suppress is not possible due to controlling unit not being able to command the squad. This is a Zeus issue.
  11. bumgie

    Suppression (dev branch)

    How can this command be used with zeus? If it cannot, it should be added ASAP! Wrong thread. Sorry!
  12. Can optional mods be added to the repositories by the hoster? Is there a command line version of swifty for updating mods on gameserver? Is there a linux version of repocreator process? Is there any problem with clients to have multiple repositories with same mods stored to the same download location. Will this cause conflicts?
  13. bumgie

    HETMAN - Artificial Leader

    Is there a way to make captured objectives defense centers regardless if there are troops or not? Also, is there a way to make leaders position not a defense center? Also, can reserves be sent closer to last objective without moving the leader ?
  14. bumgie

    HETMAN - Artificial Leader

    Hello Rydygier! Could you explain this commands meaning a bit better? Or And also, what is a defense center? And, should this be added to the PDF guide:
  15. Hey! Since you guys are doing the UEx upgrade, could you do something to the group names on the slotting screen. These only create confusion since they cannot be interacted with in anyway. Perhaps remove them completely from the screen or better yet, make them editable in EDEN editor...
  16. bumgie

    Line Drawing

    Looking good! Could you add a button on the map that hides all markers and only shows the clean unmarked map. This way we could still see map details under the map markers.
  17. Can Alive AI commanders command player controlled platoon as a single unit? Or does it take each group and give them separate tasks etc. If it cannot, what is the best way to have a multi-session operation using alive with a single cohesive platoon played by players? Can AI commanders use artillery against players and can the parameters for this be adjusted?
  18. EDIT: Double post. Remove this.
  19. UNREAL ENGINE is NOT open source. Overall I think CUP should remove all references of being open source just to make it clear to everyone what license they are using and how it works. Also consider writing down who and how people can get access to the source and what is required of them. Just so no one gets confused. Having read these posts I have not seen any demanding attitudes from anyone. Just a confused user. PS. Taking breaks does help with dealing with other people. Dont burn yourself out over nothing.
  20. bumgie

    Eau De Combat

    Having just read the sitrep I want to say this. MAKE IT HAPPEN!
  21. bumgie

    HETMAN - Artificial Leader

    It could be made an optional feature, toggleable by a variable? Sounds really very complicated. Perhaps a simpler method as just those two extra types plus the default would be more than enough options for a long long time. At least for me. Whatever you decide to do I wish you good luck in your coding endeavours. Too bad, especially the mortars tend to fire all the rounds within a very small area, wasting the potential of the rounds. And often looking a little silly. How fast or often are current know targets given to the mortars to fire upon?
  22. bumgie

    HETMAN - Artificial Leader

    https://forums.bistudio.com/topic/189479-ai-suppress-command/ I hope rydygier considers using these commands to enhance HAL tactics. Also, since I read something about you having a go at enhancing HAL. Here are some feature requests for you to consider: Someway to change aspects of AI artillery support, other than ammo count. Especially the time it takes for AI to aim their mortars after they are given a target. Also, artillery accuracy and spread is something I would like to be able to get my hands on. Also the distinct leader types such as a guerilla type leader or a soviet steamroller type AIs, these would bring so much variety to HAL . Whatever you decide to do or not to do, I would like you to know that your work is topnotch and your attitude has always been great.
  23. You can us this scripting command to help with units floating in the air above hilltops: https://community.bistudio.com/wiki/setTerrainGrid Lower values mean that units are floating less as terrain is rendered more accurately. Some of the arma graphics settings also alters this value. This does come at a FPS price and our community has set it so that maps with many hills and large viewdistances has a much smaller terraingrid value set to each player automatically. Maps with not many hills and small viewdistances has a larger terraingrid value as people are less likely to be seen floating upon hilltops.
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