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Everything posted by Muahaha
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well it's understandable for us to shoot at the tyres, but AI are not that smart, they shoot only at the side of the APC or the main driver, while waiting for the main gun to open up on em. There is another variant of vodnik that has a turret instead of gunners turned out, not possible to take out the gunner w/o blowing up or forcing out the crew. In the event of only 1 vehicle and no other armor threat is around, won't it be easier to use that AT weapon and kill it asap without letting it having any chance of killing any of your squad.
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Think both of the mods works fine with ACE, but ACE wounding system is very hardcore, if you plan to have auto healing by AI why bother with such feature anyway?
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I think his next campaign is based on the NAPA insurgency. Patiently waiting....:rolleyes:
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well all you need to do is ASK...check out DAP's auto healing mod http://forums.bistudio.com/showthread.php?t=111819
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???? What are those?
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Get ASR AI mod if you are lazy like me... AIs does their own reloading and searching of ammo.
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Tutorials that teach how to use the different menus in various situations
Muahaha replied to Joe98's topic in ARMA 2 & OA - SUGGESTIONS
Most important menu in my opinion is ... 5 - 4. I'm injured! -
I do experience more stuttering in this beta, havent experience before this, and also the 1 sec artifact.
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Confirming the above as well. malloc =3.
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sounded like another great campaign heading our way, I truly enjoy your campaign.
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Any plans to add in voice acting soon?
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Not mistaken it stands for finite state machine, various states of behavior by which an AI will select upon certain event triggered. but yeah, what is the use of disable FSM? for making some AI dumb at far away land from the player location to save CPU cycle?
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great to hear thanks buddy
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cool, thanks for making it.
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I hope this is SP compatible... is it?
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Someguywho's North Koreans
Muahaha replied to someguywho's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
onwards to victory for the glorious leader! nice mod, be trying them out. -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
Muahaha replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Some help needed, i know it's an old issue. Recently got the error message "missing bb script" with missing dsound.dll ingame. I've copied the dsound.dll from arma2 folder into expansion\beta still the same. Got the latest acre and jayarma2lib from sixupdater and running OA CO. Any pointers is appreciated. -
Interesting, will it be release here in BIS forum?
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you sure bout it? I've tested but seems to be the same, infact after you use TOH you will have a entry named preferredObjectViewDistance.
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ARMA 2: OA beta build 82346
Muahaha replied to carlostex's topic in ARMA 2 & OA - BETA PATCH TESTING
The AI driving is superb in this beta, puts a convoy of humvee and trucks to a waypoint with several obstacle on the way, they seems to be smart enough to route through the obstacle and still maintain formation under "safe" mode. Will test further -
What is Combat Patrol and how would it end? [Mission Concept]
Muahaha replied to mr_centipede's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Combat patrol can be spiced up in my opinion to go to a few way points with specific objectives, such as village 1 for talking to the elder, village 2 to investigate on intel given by HQ and waypoint 3 to help setup a temporary observation post etc. Maybe you can try watching documentary such as ross kemp in afghanistan for ideas. -
Well it was actually 2 parties, until 1 decided to kick the other to a small island called Taiwan. :rolleyes:
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Was checking out the arma2OA config file and found this line : "preferredObjectViewDistance". I know it's meant for TKOH engine but can't help wonder whether it will make any difference on OA engine if it would to be configured. Edit: apparently does nothing on OA engine...
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+1 to the above.
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sad truth indeed.