-=Firewall=-
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Everything posted by -=Firewall=-
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The damage system really needs an improvement. It doesn't matter where a tank is hit, the tracks take damage every time for example. Or a T72 could take out the gun of my M1 with his MG??? Could I load only parts of the ACE mod? E.g. the damage system? I don't use ACE, but SLX.
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Thanks for the update. I discovered two bugs: 1) the ai is fireing with the M203 on tanks... 2) I got short freezes in battles. about 1 sec all 30 to 60 sec. I will delete gl3 soon to test if it is the trigger again. Edit: the freezing happens everytime when the enemy recognizes me. is it possible to fix the healing of an enemy soldier with command menu? If I give the command , the enemy is shot down after he is healed. (I use ALL your modules. If it doesn't work, plz disable the command if possible. Edit 2: I healed an enemy soldier and he surrendered. I told him to follow in the action menu, but then I got a script error! (toggle follow: invalid expression)
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Warfare Balance in Operation Arrowhead
-=Firewall=- replied to gossamersolid's topic in ARMA 2 & OA - MULTIPLAYER
Well, the Tusk is a bit better than the T90. The T90 will explode immediately after getting hit, in a tusk you will survieve the hit and could escape. But this reflects reality. (Maybe the armour of the M1A1 is a little bit weak ingame.) But east is really overpowered in the other heavy equipment. West has nothing compared to bmp 3, btr. I don't have to mention the tungi.... And the metis could be fired from very close to far range, while the javelin has a min distance of about 100 m or more (dont remember). West also has its advantages in equipment(Tusk) and helis (Apache and cobra :cool:) But the human players will make the difference! Its all about tactics. I don't like uncoordinated games, where everyone is playing on his own. -
Dynamic-AI-Creator (DAC) V3.0 released
-=Firewall=- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I found a bug, when you load a safed game. If you reload the game, the message "no player selected" occours, but you could play anyway. But then every time you kill an enemy a script error is displyed. -
Ok, I dont use your wounds system. Is it possible that you add an option to disable the blood and the screams. How do I know the enemy soldiers name, which I want to heal with "Give first aid to XY".
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Cool! :cool: At the weekend, an already known bug appered again: Some enemy soldiers surrendered and I told my medic to heal them. After they were healed, they stood up(still surrendering) and were shot by my men immediately....
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Well, it's difficult for me to tell what the conditions were. It happens randomly, luckily not too often. For example, there was a small tank battle. An enemy tank was hit and the crew jumped out of it. Then an AAVP fired on the crew(grenade launcher) and killed them. But it kept up fireing on the wreck for one minute or two. (strange thing, happens mostly with AAVP....). Im not sure if it happens without the mod too, but it could be a vanilla issue :confused: Well this is a minor bug, but its annoying. I discovered another issue. It's good that the inf use its grenade launchers and RPGs /M136 more often. But when they use it in the woods, the grenades often explode in the trees before hitting the enemy. Maybe the units have target better. But I can imagine that its very difficult to calculate if the flight path is clear... Your idea for gl3 is very good. I will see, if I could get it to work, but I just started to write some scripts.
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Sometimes a unit constantly fires a weapon on a target, which is already dead, or which couldn't be hit. Could it be a vanilla issue? About gl3: The idea of the system is very good, but when you use it, often AI units are called for help, which already have own missions and waypoints. So they wont complete their mission... Maybe it would be better, if units could be called by GL3 only when they have a special waypoint set. -> a pool for supporting units Thank you for this great mod. Will you stay active after completing this mod?
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The waypoint behavoir was: "Engage", "slow" and "stay alert". The unit skill was set to 1. I set some waypoints on the road, because we all know that the tanks are "not so good" in staying on the road. By the way, in MP warefare, I ordered my driver (Hummer) to move to a far destination. There was a good road to the destination, but the driver moved away from the road after a while, directly into a lake!.... Hummer got stuck and i had to buy a new one.... There are few lakes on the map, but he had to drive into 1 of them. :rolleyes:
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:cool: I wasn't able to find my war speeches book fast enough ;) Could I upload the mission in the froum? Otherwise, you could build this mission yourself very quickly. Near Tulga there is a road from Kamyshivo(?) to the north. Place a tank in the woods on that road where it is a straight line to the north. Add a M1 and some inf in the group, and give them some wapoints up the road to the north.(slow moving) The mission is not avaiable right now to me, I could get it at the weekend at the earliest.
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AC-130 Script for ARMA2 (0.3)
-=Firewall=- replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
First, thx for the great work. I set up some missions with the AC130, but it always uses the 25mm gun. It doesn't matter if the target is a tank or something else. There was no random use of big guns... -
Arma 2 1.06 Patch Suggestions
-=Firewall=- replied to Archamedes's topic in ARMA 2 & OA - SUGGESTIONS
Well, its really annoying, that you cannot shoot through a small leaf with a SABOT... I experienced this turret turning issue again. I gave serveral waypoints to a tank and walked beside of the tank. I syncronised the waypoints with the waypoints of a inf squad, which had to cover the tank. Everytime the tank waited for the inf to reach the next waypoint, the tank turned his turret to the west. When it moved, it turned its turret to the front.... Another inf squad had the same problem. Everytime they had to wait at a waypoint, the whole squad turned west(! everytime the same direction) . -
Good evening, I just did some tests with AI on a small road in the woods near Tulga. I placed an enemy T72 near the road and a M1 (Squadleader) with some inf should clear the road up the hill from the seaside. The tank and its inf squad moved slowly up the hill on the road, until they discovered the T72. Instead of attacking the T72 , the M1 (and the inf) retreated and the tank moved nearly all the way back to the sea. The tank then returned, and moved back again??? I made the same test with only a M1 coming up the road, and it moved to the T72 and destroyed it. Why does the tank behave differently?
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Great!!! :bounce3: I hope the Gepard will be released soon! I play the mod with SLX (yep, not everyone is using ACE), and its a intense experience.
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Arma 2 1.06 Patch Suggestions
-=Firewall=- replied to Archamedes's topic in ARMA 2 & OA - SUGGESTIONS
One bug I often experienced in editor single player missions: I placed some tanks in the editor, defending a position into a certain direction. At first the turrets faced to the front. After some time the tankgunners turned around the turrets, watching west, despite the tanks where facing to the south, and the enemy is attacking form there. When a tank discovered an enemy the gunner turned around, fired at it, but then the gunner turned around to west again. So it took a long time to shoot a the target... This happens with all types of vehicles. -
Well, I just started 5 warfare games on different servers and everytime there was a player who killed the mhq of his own team. Some people are really weird. We need some mechanism to stop this idiots. There should be a skript to prevent teamkilling your own mhq and a mechanism to expose these guys. What experiences do you have and what suggestions?
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Great job! :) Can't wait for the Gepard being released! I found a bug with the marder. If you order your gunner to target an enemy and the target dissapears from your field of view, the gunner will always look into the direction the contact was lost. He wont look into another direction, only if you order him to do so! Normally the gunner would search for new targets, if he lost contact with the target.
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Well, I deleted the GL3 version, which was in the complete pack. But with your last fix, it works without freezing. But I deleted the GL3 anyway, because the units got uncommandable. I made a mission in highcommand mode and started to command my units to strategic positions. But as 1 AAVP discovered the enemy it started to directly attack the enemy ignoring all threats(It drove directly into a mine field!). The unit also ignored all my commands... As it was shot by all sides, the unit seemed to call an other unit of my army for help. The LAV also drove directly into the enemy town.... I deleted the GL3, and it worked. The units seemed to support eachother still, but they react on my orders. I also experienced, that AI AT soldiers have problems, when using the RPG(or similar) lying on the ground. They shot in all directions, but not at the enemy....
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No, it was in a simple singelplayer mission. Respective the freezing issue: I deleted the GL3, and the problem was solved.
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Good morning, I discovered a problem with healing enemy soldiers and taking them captive. 2 times in different missions, I ordered my medic to heal an enemy soldier. 1 time the healed enemy took his weapon right after he was healed and started to fire at my soldiers dispite he was surrounded by my men(he didn't make it more then half a sec after that). I thought he would surrender immediately after he got healed. The second time the healed soldier surrendered, he stood still and I was about to ask him for information. But 1 second after he was healed my men started fireing at him. It seemed they thought he was a "normal" enemy. ...? Regards
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The AI makes good use of available arty support! But is it possible to specify a unit or a group, which is only allowed to use a certain arty? The freezing appears in normal singleplayer missions. If I make a mission in the editor, I can play about 1 min without any freeze, but then the game freezes for about 20 to 30 sec and after that I have constant 3sec freezing (interval ~30 sec). I will try to delete the GL3 tomorrow. Before your last fix I had freezes even in the editor, but now it works fine there.
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I still have the constant freezing! (latest version) Especially with vehicles on the map!
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Teamkiller in warfare game
-=Firewall=- replied to -=Firewall=-'s topic in ARMA 2 & OA - MULTIPLAYER
HI, May be this could help: -Make the mhq and buildings invulnerable to friendly fire -Mostly they tk with scripts, so we need a server which allows only the mission scripts. Other scripts wont affect the server and the game. I don't know the game mechanics, but perhaps this could work. What do you think? -
I have the same problem. The first 30 sec of a game it works all right, but then the game freezes for about 20 sec and after that constant 3sec freezing. Dispite this, great mod ! I just placed two inf squads in the woods and the firefight took about 15 or 20 min.( With vanilla arma perhaps 5min). Is it intended, that the LAV still has the radar?
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Teamkiller in warfare game
-=Firewall=- replied to -=Firewall=-'s topic in ARMA 2 & OA - MULTIPLAYER
Teamkilling is an enormous threat! At least at all preceding weekends, 1 or more tk were present.They tk every warefare game, its impossible now to play. We have to do something against it or it will ruin the warefare game mode!