-
Content Count
974 -
Joined
-
Last visited
-
Medals
Posts posted by Muahaha
-
-
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?
-
I think his next campaign is based on the NAPA insurgency. Patiently waiting....:rolleyes:
-
well all you need to do is ASK...check out DAP's auto healing mod
-
BTW love the new movement rets overlays, very nice.
???? What are those?
-
Get ASR AI mod if you are lazy like me... AIs does their own reloading and searching of ammo.
-
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.
-
Confirming the above as well. malloc =3.
-
sounded like another great campaign heading our way, I truly enjoy your campaign.
-
Any plans to add in voice acting soon?
-
Could someone just elaborate on this a little more, is this script/mission based or a global config line entry? Also what is FSM? Sorry I have had a brain fart and cant think what it refers to at the moment :)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?
-
It will be yes - initially I will build it for mp dedicated server and then convert. I will not do a non ace version though - it's going backwards to do that. However, users can wind it back and I'll arrange for a version to go up here.great to hear thanks buddy
-
cool, thanks for making it.
-
I hope this is SP compatible... is it?
-
onwards to victory for the glorious leader!
nice mod, be trying them out.
-
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?
-
Just use the Take On preview and set the draw distance to your normal level, then set the object draw to match it.It carries over into AO if you have used the same player profile for both Take On and AO. ;)
They just need to add the functional slider into the AO graphics interface.
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.
-
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
-
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.
-
You know China is a one party state, right? The party essentially created the state, and ideologically speaking, the state was a nightmare before the advent of the party.Well it was actually 2 parties, until 1 decided to kick the other to a small island called Taiwan. :rolleyes:
-
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...
-
+1 to the above.
-
sad truth indeed.
AI don't use AT weapon on Vodniks
in ARMA 2 & OA - GENERAL
Posted
Been fooling around in the editor and discovered that AI with AT weaponry do not engage Vodniks (Russians or Takistani) with AT instead they shoot the APC with their rifles.
While other armor vehicles such as T72/BMPs/Tunguska/Shilka do not seems to have such issue, the AT team will fire their AT weapons upon detecting the vehicles.
Is this something intentional or am I looking possibly at a bug?
Simple way to check is to put 1 vodnik and 1 AT fireteam and find out.