Jump to content

vostov

Member
  • Content Count

    172
  • Joined

  • Last visited

  • Medals

Everything posted by vostov

  1. No entry 'C:\users\Critt\Documents\Arma2\Arma2OA.cfg_3D_Performance'. I manually edited my profile file to change enemy accuracy. Did that change cause this? I was careful not to touch anything else.
  2. I notice the Ambient Civilian Generator (expansion) has some pretty good house patrols and does a great job making cities look busy. Why not replace the civilians with soldiers of whatever faction is needed. Then you have enemies in each city ready to go. Sound any good?
  3. Maybe use the old arma 2 files as a reference? I checked out a post on this in another forum that had no responses. Just curious cuz.. I'd love to be able to use the support commands. I called in an airstrike earlier that never came. Kindof a letdown when ur sitting there with a laser desigator waiting for 5minutes.
  4. I figure I could set him on stealth and hold fire... so he'd fire when fired upon letting the player (who is a sniper) control the engagements. I want the ''spotter'' to just kinda be there to help the player. I'm doing this so noobs don't get intimidated by controlling the AI teammate. How could I do this?
  5. i guess i need to put this in an init file? sqf? or in the init part of the unit box.
  6. I hope the next Arma evolution includes some kind of overhaul to AI behavior in urban areas. I wish I could have squads pursue enemies into buildings or stand outside and just frag the shit out of a building. (once they'd discovered there was an enemy inside) This mod to the Ambient Civilian Module might need to have some controls randomizing the composition of generated forces. Also the spawn distance might be important too. Like 500m so that when you approach a village you can observe it at a distance to check for the presence of enemy forces ect. A way to change the faction present inside would also be handy.
  7. Well if the ambient civilian generator was modified to have the civilians changed to OPFOR militia or something handy like that... and give them an appropriate mix of weapons... (randomized) then it would kickass. Don't make it always spawn but make it happen like to where half of the time in a city you are gonna have a nice fight. This would make some of the spread out missions I make alot better. I wish I had the skills to actualize what I've imagined.
  8. I wanted to remove the Gatling gun ammo from the AV8-B to make it use the Mk-82 bomb exclusively. Anyone know how to remove that ammo? (also is there a way to give it more Mk-82s?)
  9. Thanks for your help guys! I got it working the way I wanted it to.
  10. I'm actually running OA. Strange that it didn't work.
  11. My scripting IQ is Forest Gump level. I'm a copy paste monkey. : o ( You speak Greek to me. I'd prolly want to modify it so that there is a randomized chance of the soldiers existing within a given city when it becomes populated. I'd also want to make sure not to mess with the real Ambient Civilian Module. (I've just been addicted to this genre of games since OFP so, I've picked up the basics over time.)
  12. Ok, thanks. I'll be looking for your post.
  13. I know. I've looked at a few. I'm the type of builder who is trying to load 100% of the map with a low computing cost simulation of a fully occupied territory. So one could fly anywhere fight anywhere and still have stuff to do. I'm trying to find a smooth way of populating large areas without having to invest many of the 144 groups to doing house patrols. I'm working on filling all of Takistan with patrols and bases. A modified Ambient Civilian Generator would do all the cities for me. That would fill in alot of gaps.
  14. I was putting it into the init line of an AV8. Nothing else was in the init line. I put exactly what you have there and it won't let me put that into the init line and press enter.
  15. still gives me the same "Missing ;" message : o (
  16. I was making a batch of single player missions. I'd still use it. I don't suppose ya'll would know where to go to find out how to copy and write in a new module? (I live out in the sticks my internet connection is so horrid I have a hard time getting to this forum)
  17. a1 removeMagazinesTurret ["300Rnd_25mm_GAU12", [0]]; I put this into the init line of the AV8 and I got the "Missing ;" message. What did I do wrong?
  18. I can't seem to find the ammunition type class name list for the vehicles. Know any sources?
  19. So, no way to just write ammo out of the plane like a ''the removeall blah blah blah" script?
  20. The stages I've built are a bit too intricate to be run simultaneously. I would like it to flow together in one mission. Not running the main base prevents my air support AIs from getting confused and the combat to run smoother. Example -Phase one attack on enemy base perimeter. -Phase two big counter attack. -Phase three final assault on enemy main base. I've made each phase as a separate mission file. I wondered if there was a trigger command I could use to call the next mission in. Like one merges separate files in the editor. (I could manually place each unit via a trigger but it would be easier to just do them as one big file I think?)
  21. I'm not going for a zerg attack. I'm wanting lots of small units that are networked to support and replace. I don't have many units over 6 people in size. Most of them are 3 or 4 guys. I think the big squads of 16 people with the hivemind-like perception of the battlefield makes commandoing around impossible. I love the larger formations for big fights of course. I'm working on the next 144 units. I make retool everything around having the independent units patrol the countryside and have TK army units hold major cities, airports and acting as a general QRF to the areas where my TK army independent forces need special support. I'm trying to use the editor to create a map able to cope with just about anything a handful of players can throw at it. I like making missions you really aren't supposed to win. (so if you do happen to win.. its kinda cool)
  22. I've been tempted to buy the VBS2 simulator. My computer runs pretty smooth on my tests so far. I haven't got it up to 288. I try to make stuff so complex that I can give my friends the option to customize a squad of 12 AIs with whatever weapons armor or aircraft they think they need and turn them loose on the map. See I'd do quarters of the map just for myself. Its a problem when the people playing the map didn't make the map and don't know how to navigate. This is why, as a contingency, I load the whole thing up. (I miss the medium sized maps like Everon because it wasn't so much work to fill it up) I LOVE this new zone. The z-fighting is much less apparent in this expansion as opposed to the original Arma 2. (I swear if they've fix the z-fighting this game would be 100% better) I digress... contact me via private message over this thing if you want to trade maps. I'd love to see someone else's stuff.
  23. I'm making a mission where a special forces unit penetrates into enemy territory to laser designate targets. I know how to make the LGB equipped planes strike. I just want them to strike on the first fly-by. See, they fly by once usually gunning at whatever target presents itself. Then they fly by again completing the bomb script. I want it to be a single fly by at high altitude like say 1500-2000m up? To drop the bombs. I'd script the plane to be invincible. You generally don't see aircraft flying low to drop LGBs especially when there is unguided AA around. They'd fly higher to avoid the fire. I wanted to make my mission a bit more authentic? So, in order to make the plane release its bomb at higher altitude. I guess I need to somehow tell it to do this? I hope someone out here knows what I need to do - or a better way of doing the same thing.
×