dimitri_harkov
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Posts posted by dimitri_harkov
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I scripted a similar feature for the 2K11 Krug years back.
I solved the range issue by 'revealing' all suitable targets to the launchers as long as the radar unit was active.
Worked like a charm back then, though I haven't checked those scripts since.
Nice additions, looking forward to the next update :)
Cheers,
D.
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That's good news!
Looking forward to it :)
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Great update!
I especially love the boats :)
Cheers,
D.
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Great, very useful addon!
Thanks a lot for sharing :)
Cheers,
D.
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That sounds great!
Though I hope you focus on a small pack (2 man-sized races, 1 small map) first to prove the concept and get more people to join the team.
I also like the PvP focus.
Good luck with this
&
cheers,
D.
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Absolutely. You have to make your wheels in your geolod part of the dampers named selection. This problem will happen if they wheels in the geolod are spinning.Cheers! :)
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No, I meant the first aid module that came with ArmA2 in 2009.
I have no experience with the I44 healing module.
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Nice, keep it coming! :)
FIXED : URALs hopping when on bridges or other surfaces with a GEOLODI know it's probably a bit off topic, but could you maybe share your solution? I have this on one of the models I'm using too.
Cheers,
D.
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It's a wide shot, but have you used BIS' standard first aid module?
This used to happen with that module after respawn when I used it ages ago.
Cheers,
D.
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If you want a parachute in HIP, take one with you ;)
(and don't forget the workaround for a BIS-bug for pilots & crews mentioned in the manual)
btw: HIP and I44 are not compatible at all.
***
Really looking forward to 2.7! :)
Cheers,
D.
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Great that you enjoy the mod :)
No, there will be no more releases for ArmA 2.
There had been some plans for the second sino-japanese war, but nothing has come of it (yet?).
Cheers,
D.
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Thank you SnakeTheFox for your nice comments :)
As Foxy already pointed out, we had no problem with the HIP - ASR_AI combo during our tests.
Indeed, I took the greatest care to ensure compatibility wherever possible, because I'm a great fan of ASR_AI too.
Still, HIP as a team can not gurantee that HIP runs with any 3rd party mods, as we can not control their development.
However, I just had a short firefight with ASR_AI enabled and it seems it runs as flawless as ever :)
Here are my ASR_AI settings I use for most missions, maybe they are of use for you. I have turned off/tweaked some things where I was not sure if they might cause trouble:
class asr_ai {
version = 6; // will increment this when structure changes
class sys_airearming {
feature = 1; // All the other settings of this class matter only if we have 1 here
run = 1; // Enable rearming at mission start
radius = 50; // Rearming search radius - how far will AI go to grab stuff
civ = 0; // Civilians will try to arm themselves
sidearm = 1; // Units will take handguns
binocs = 1; // Units will take binoculars
// List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists
launchers[] = {
"M136","RPG18","cwr2_AT4","cwr2_LAW","cwr2_RPG75",
"ACE_M136_CSRS","ACE_M72A2","ACE_M72","ACE_RPG22","ACE_RPG27","ACE_RPOM","ACE_RSHG1","ACE_RMG"
};
// List of frag grenades that units will look for
grenades[] = {
"HandGrenade","HandGrenade_West","HandGrenade_East","BAF_L109A1_HE","ACE_DM51","ACE_DM51A1"
};
// List of smoke grenades that units will look for
smokes[] = {
"SmokeShell","SmokeShellRed","SmokeShellGreen","SmokeShellYellow","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange",
"ACE_M34","ACE_RDG2","ACE_RDGM","ACE_DM25","ACE_DM31","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_M15"
};
};
class sys_aiskill {
feature = 1; // All the other settings of this class matter only if we have 1 here
civ = 0; // Enable advanced skills for civilians
radionet = 1; // AI groups share known enemy locations over radio
radiorange = 500; // Maximum range for radios
nightspotting = 0.3; // Spotting range night reduction coefficient
gunshothearing = 1; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)
buildingSearching = 0.7; // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature)
buildingSearchingAlwaysUp = 1; // Prefer UP stance (value: 1) when doing the house search or let AI choose automatically (value: 0)
throwsmoke = 0.3; // AI throws smoke when hit (set 0 to disable or a number up to 1 to enable, higher number means better chance to do it)
join_loners = 0; // Groups left with only one unit merge with nearest group of the same side or faction (1-enabled, 0-disabled)
join_loners_sameFaction = 0; // Single units will only join groups of the same faction, if join_loners = 1 above (1-faction, 0-side)
serverdvd = 1; // Dynamic dedicated server viewdistance adjustment
setskills = 1; // Configure AI skills based on their unit type (faction, training etc.)
recoilMod = 1; // Lower recoil when using MGs; also increased recoil for wounded AI (1-enabled, 0-disabled)
stayLow = 1; // Units using MG, AR or sniper should fight from prone position and the others crouch more (1-enabled, 0-disabled)
split_legged = 0; // Units unable to walk for this time will separate from their group to prevent slowing it down (time in seconds, set 0 to disable)
reactions[] = {1,1,0}; // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at; format: {enableAttack,enableDefend,enableSupport}
auto_srrs = 0; // Auto-enable BIS Surrendering module (1-enabled, 0-disabled)
radionet_debug = 0; // Log info sharing to RPT (1-enabled, 0-disabled)
setskills_debug = 0; // Log skill assignments to RPT (1-enabled, 0-disabled)
gunshothearing_debug = 0; // Gunshot hearing debug: shows a hint with max range the AI will detect the shots fired by player (1-enabled, 0-disabled)
/*
Units are classified into skill sets between 1 and 10
By default, a lower level number means a better skilled unit
Levels 8-10 are special:
- 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage)
- 10 is for trained snipers
*/
class sets {
// only classes of arrays under this
class level_0 { // perfect (only used for testing)
aimingAccuracy[] = {1.00, 0.00};
aimingShake[] = {1.00, 0.00};
aimingSpeed[] = {1.00, 0.00};
spotDistance[] = {1.00, 0.00};
spotTime[] = {1.00, 0.00};
endurance[] = {1.00, 0.00};
courage[] = {1.00, 0.00};
reloadSpeed[] = {1.00, 0.00};
commanding[] = {1.00, 0.00};
general[] = {1.00, 0.00};
units[] = { // add class names to this to override their default (or inherited) skill set
};
};
class level_1 { // sf 1
aimingAccuracy[] = {0.40, 0.20}; // skilltype = {<min value>, <random value added to min>};
aimingShake[] = {0.40, 0.20};
aimingSpeed[] = {0.55, 0.20};
spotDistance[] = {0.65, 0.30};
spotTime[] = {0.40, 0.20};
endurance[] = {0.80, 0.20};
courage[] = {0.80, 0.20};
reloadSpeed[] = {0.80, 0.20};
commanding[] = {0.80, 0.20};
general[] = {0.80, 0.20};
units[] = {
"sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a"
};
};
class level_2 { // sf 2
aimingAccuracy[] = {0.35, 0.20};
aimingShake[] = {0.35, 0.20};
aimingSpeed[] = {0.50, 0.20};
spotDistance[] = {0.60, 0.30};
spotTime[] = {0.35, 0.20};
endurance[] = {0.70, 0.20};
courage[] = {0.70, 0.20};
reloadSpeed[] = {0.70, 0.20};
commanding[] = {0.70, 0.20};
general[] = {0.70, 0.20};
units[] = {
"ibr_mutant"
};
};
class level_3 { // regular 1
aimingAccuracy[] = {0.30, 0.20};
aimingShake[] = {0.30, 0.20};
aimingSpeed[] = {0.45, 0.20};
spotDistance[] = {0.55, 0.30};
spotTime[] = {0.30, 0.20};
endurance[] = {0.60, 0.20};
courage[] = {0.60, 0.20};
reloadSpeed[] = {0.60, 0.20};
commanding[] = {0.60, 0.20};
general[] = {0.60, 0.20};
units[] = {
"bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des",
"bink_usmc_scout_des","bink_usmc_scout_l_des",
"rb_teamleader"
};
};
class level_4 { // regular 2
aimingAccuracy[] = {0.25, 0.20};
aimingShake[] = {0.25, 0.20};
aimingSpeed[] = {0.40, 0.20};
spotDistance[] = {0.50, 0.30};
spotTime[] = {0.25, 0.20};
endurance[] = {0.50, 0.20};
courage[] = {0.50, 0.20};
reloadSpeed[] = {0.50, 0.20};
commanding[] = {0.50, 0.20};
general[] = {0.50, 0.20};
units[] = {
"ibr_bodyguard"
};
};
class level_5 { // militia or trained insurgents, former regulars
aimingAccuracy[] = {0.20, 0.20};
aimingShake[] = {0.20, 0.20};
aimingSpeed[] = {0.35, 0.20};
spotDistance[] = {0.45, 0.30};
spotTime[] = {0.20, 0.20};
endurance[] = {0.40, 0.20};
courage[] = {0.40, 0.20};
reloadSpeed[] = {0.40, 0.20};
commanding[] = {0.40, 0.20};
general[] = {0.40, 0.20};
units[] = {
"ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab"
};
};
class level_6 { // civilians with some military training
aimingAccuracy[] = {0.15, 0.20};
aimingShake[] = {0.15, 0.20};
aimingSpeed[] = {0.30, 0.20};
spotDistance[] = {0.40, 0.30};
spotTime[] = {0.15, 0.20};
endurance[] = {0.30, 0.20};
courage[] = {0.30, 0.20};
reloadSpeed[] = {0.30, 0.20};
commanding[] = {0.30, 0.20};
general[] = {0.30, 0.20};
units[] = {
"ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102",
"ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195",
"ibr_rebel206","ibr_rebel217",
"ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic",
"ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7"
};
};
class level_7 { // civilians without military training
aimingAccuracy[] = {0.10, 0.20};
aimingShake[] = {0.10, 0.20};
aimingSpeed[] = {0.25, 0.20};
spotDistance[] = {0.35, 0.30};
spotTime[] = {0.10, 0.20};
endurance[] = {0.20, 0.20};
courage[] = {0.20, 0.20};
reloadSpeed[] = {0.20, 0.20};
commanding[] = {0.20, 0.20};
general[] = {0.20, 0.20};
units[] = {
"ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7"
};
};
class level_8 { // pilot 1
aimingAccuracy[] = {0.40, 0.20};
aimingShake[] = {0.40, 0.20};
aimingSpeed[] = {0.55, 0.20};
spotDistance[] = {0.65, 0.30};
spotTime[] = {0.40, 0.20};
endurance[] = {0.60, 0.20};
courage[] = {0.60, 0.20};
reloadSpeed[] = {0.60, 0.20};
commanding[] = {0.60, 0.20};
general[] = {0.60, 0.20};
units[] = {
};
};
class level_9 { // pilot 2
aimingAccuracy[] = {0.35, 0.20};
aimingShake[] = {0.35, 0.20};
aimingSpeed[] = {0.50, 0.20};
spotDistance[] = {0.60, 0.30};
spotTime[] = {0.35, 0.20};
endurance[] = {0.50, 0.20};
courage[] = {0.50, 0.20};
reloadSpeed[] = {0.50, 0.20};
commanding[] = {0.50, 0.20};
general[] = {0.50, 0.20};
units[] = {
"ibr_arl_pilot"
};
};
class level_10 { // sniper
aimingAccuracy[] = {0.75, 0.20};
aimingShake[] = {0.75, 0.20};
aimingSpeed[] = {0.60, 0.20};
spotDistance[] = {0.70, 0.30};
spotTime[] = {0.75, 0.20};
endurance[] = {0.70, 0.20};
courage[] = {0.70, 0.20};
reloadSpeed[] = {0.70, 0.20};
commanding[] = {0.70, 0.20};
general[] = {0.70, 0.20};
units[] = {
};
};
};//sets
};//sys_aiskill
};
Cheers,
D.
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We had yet another event with this great mod.
The airstrike at the end is definitly a highlight :D
Big thx to DaOarge for recording this video and for a ton of screenshots (you can see everything on his homepage HERE)
Keep it up!
Cheers,
D.
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Yeah. Perhaps it is because 'manual fire' is available for Huey pilots?
I guess that should be removed, unless it has some special benefit that I am not aware of at the moment.
@Dimitri_Harkov - Finally was able to fix the turn out animation on m113 , now works correctly.Cheers! :)
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I use to call the following function to get an array of radios the unit (_u) has:
private ["_u","_ret"]; _u = _this select 0; _ret = []; { if (getText(configFile >> "CfgWeapons" >> _x >> "simulation") == "ItemRadio") then {_ret = _ret + [_x];}; } forEach weapons _u; _ret
You can then cycle through the returned array and remove the radio(s) using the 'removeWeapon' command.
There used to be a function quite like this in ACRE, but it is/was broken, that's why I used my own ever since.
Cheers,
D.
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Cheers W0lle!
Good luck & fun and maybe we see you again in the ArmAverse at some point. :)
D.
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Cao bang island - Can't do anything with this no source files and nobody able to crack it open and fix.M113 - No Mlods can't fix
At least, you do not need any source files to add the airfield to Cao Bang. That's a pure config issue.
I'm also pretty sure you can disable the turn out option on the M113 without an MLOD.
Concerning ACE_compact: It would be great it this file would use a different key than the rest of Unsung indeed.
Thx for response
&
Cheers,
Dimitri
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Since it looks like there will be an other patch now, here's my 'wish list': :)
Cao Bang:
-the airfield should be set up as one in Cao Bang's config too, so the AI can use it too.
-make bridges passable for AI,
-there are 2 flying bunkers in village in grid 066/075
F4 Phantom:
-people have reported it starts jumping now and then... maybe the land contact points are a bit too high (inside the model's geometry)?
M79:
-please add smoke rounds to the M79 and/or other grenade launchers (see stock M79 from OA for how to)
ACE_compact files:
-please sign the ACE files with a different key. So server admins could prevent people from joining none-ace servers with the ace files, potentially causing issues.
M113s:
-The M113s have a none working turn out option on the driver position (view stuck in the middle if the vehicle)
M48 Patton:
-shouldn't the commander's MG be useable from the inside too?
Keep it up,
it seems to me that this version of UNS is a great success :)
Cheers,
D.
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Isn't that what the latest OA beta puts out on every undefined variable - so, unrelated to UNS?
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And yet one more video of our last UNS mission, this time by DaOarge.
And IMHO the best of his screenshots with original comment:
Yeah, those were the 60ties!!Seeing funny colors while dancing armed-to-the-teeth
through mother nature after inhaling some fancy smoke :)
:) - You can see this and much more on DaOarge's Arma Site
***
Great mod guys, I hope to see it it on ArmA3 too!
Cheers,
D.
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Very nice. Love it.
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That really sounds great :)
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I guess it's far easier to script a custom or tweaked ambient civilian module...
I'll have a look at this and let you know, if you are interested.
The Unsung Vietnam War Mod 2.5 Released
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted · Edited by Dimitri_Harkov
type-o!
I'm sorry, I couldn't find the old scripts.
They would have been heavily dependent on RHS stuff anyway.
But I mashed together a quick and dirty proof of concept.
It concentrates on the range issue mostly.
I have a loop based on the position of a 'radar vehicle' that checks for air vehicles within the chosen 'radar range'.
If there is one, he starts a seperate loop for one of the SAM launchers:
This loop:
1- reveals the target to the SAM (reveal command)
2- and commands the gunner to aim at the target (commandTarget command)
3- wait for a reasonable period (so the SAM can actually point at the target) until...
4- you force the SAM to shoot at the target (fireAtTarget command)
This most simple approach works pretty well.
You just have to make sure that the SAMs are not ordered to shoot faster than they can reload.
It's hard to see that it REALLY makes a difference with the Tunguska, but the KRUG usually kills targets 25+ km (!) away.
The radar loop stops once the radar is destroyed.
If that happens, you can either remove the SAMs' magazines as eggbeast proposed.
Or you can have a seperate loop that checks if fired rockets still have a lock.
If not, replace the rockets with a new one on the same spot where they are at the moment. They replacement will spawn without any kind of target info and will just keep flying straight, most probably hitting nothing (EDIT: If I remember correctly, this was connected to an 'IncomingMissile' EH in the original script, to make it a bit easier).
I'd also recommend making the SAM units as 'blind' as possible, making it difficult for them to acquire targets on their own.
Cheers,
D.