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mikey74

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Everything posted by mikey74

  1. STEAM users. I'm going to update steam and it will be without userconfigs. If you know how to use userconfigs install them and so on. DL the version on 1st couple post thats NOT steam. :) A side note. The only thing using user configs at this point is Artillery. So in next few versions Userconfigs will be done away with completey. All other factors are controled via modules anyways. ;) Hopefully down the road FOA will have a menu system to give player more control over certain aspects of covering and anything else we may add in future updates. Steam update will be tonight or tomorrow sometime. .
  2. Ive not personaly tested with Alive, but should be compatible. Battle lines may not be. If you try please let us know. Veterans and PLA mod is not compatible with Battle lines module. Looks like the modders have different Faction class names for groups than units. Aside from unpboing all veterans and pla PBO's and individually putting in Class names for group factions I cant do much about that. May in future updates, or add a special config for you to do so. :D
  3. I don't think they have the Download link. But the page is up. Not sure how to fix that as I do not use PWS. :/
  4. Sounds like maybe a conflict with another mod? What other mods are you running? FOA BL is not compatible with Veterans mod. Blufor units from Veterans mod spawn, but get errors off Opfor side from Veterans mod. Not sure why. So if you use Veterans mod. Make sure you do not sync Veteran mod units on east side, set Module start count to 0 or Sync a different faction to the module that's east side.
  5. Are you talking about the sectors? So far in my test Debug markers is working correctly. If false they do not show up and if true they do show up. As to sectors. I've not hidden those makers at all, but in future updates I do want to add that. If I can figure it out. lol thanks to foxhound and kecharles28 for releasing FOA on the great sites. :) FOA now has links in Armaholic and Playwithsix.
  6. Eventually usersonfig will be weeded out. In fact I think most of the variables are used in the modules now. FOA need to run on server as well as client. It wont work with just client. Its alos not signed yet. I havent signed a mod in a while so it may be a bit before we sign it.
  7. There is now a steam versions http://steamcommunity.com/sharedfiles/filedetails/?id=644291283 @Sharpie Thanks man I'm glad you enjoy. :)
  8. We are working on a fix we found when we were building this thread. I think its about fixed. It still has a bug conserning compatibility with Veterans mod. I'll fix that next update. But Download link should be up in a minute and steam will be built tonight or tomorrow morning depending on how long I can keep my eyes open. lol
  9. FOA does not control anything but infantry at the moment. We have found a bug right before release. I'm a bit frustrated so it may be another day or two before release is completed. Exclude works in this version btw, but will be no need with air units. NOW Battle lines module may interfere with Alive if you have air units synced to the BL modules. Other than that should be good to go.
  10. Its coming. As soon as we are finished with the forums. I'll begin working on Steam version. :) Keep in mind some features may not work with other mods. I've not tested this yet, but I'm assuming FOA single player respawn and possibly AI respawn may not work with Veterans mod. Taking cover works great with Veterans mod though.
  11. mikey74

    AI Discussion (dev branch)

    Editing AI behavior is not an easy task. There are so many variables that go into what AI can and cannot do in any given situation to make them look and act like real people. I find the more code you put in to simulate a real person the bigger the hit on frame rates. You have to pick and choose most of the time to sacrifice certain behavior for performance. As with any mod maker or game developer. Its about personal taste. Thus we have what 5 AI mods now. Its not that Bis AI is terrible, or any of the AI mods out there. They have made some pretty major improvements this last update. But there are certain things I want to see out of a soldier. My taste may not agree with the authors of Arma 3, Bcombat, ASR, or even Vcom. If we combined all aspects of each. Most likely the game wouldn't run good because there is to much going on in the back ground. Could the AI be better. Yes but to who's standards and tastes? If you haven't noticed everyone in the Community does not have the same tastes in what they would like to see. You cannot please everyone and you can only sacrifice performance and enjoyment with realism so much. ;)
  12. mikey74

    Feat of Arms

    Are you surrrre you not seeing things???? :P
  13. mikey74

    Feat of Arms

    https://www.youtube.com/watch?v=pRXapTg3LnU&feature=youtu.be Not sure if I did video right but this was me stinking with foa running most of its major features.
  14. mikey74

    Feat of Arms

    Yup all that broke the campaign. I finally broke down and played the campaign to find it unplayable. SOOO lol yes I got rid of that stuff. At release FOA will do automatically This is only AI units not controled by player ie in his/her group 1)control stances during contact 2)help vanilla find cover for AI units this is only an enhancement of the good job done by bis. 3)AI may still use Artillery 1 and 2 are simulating units taking cover under fire as seen in video above. If you shoot them or close to them they will be suppressed. Making them harder to spot and kill. Hopefully we will have a player vs AI video on this soon. FOA comes with these modules Single player respawn Module (will be explained on release) AI respawn Module (will be explained on release) BATTLE LINES gameplay Module(s) This will be in ALPHA. (will be explained on release) FOA exclude Module (will be explained on release) FOA Garrison Module (will be explained on release) FOA Patrol Module (will be explained on release)
  15. mikey74

    Feat of Arms

    Well we are reducing it down a good bit.
  16. mikey74

    Throwable Satchel Charge!

    I will need to re work it sooner or later with the stuff I've learned and make it less CBA or non CBA dependent.
  17. mikey74

    Feat of Arms

    Got update coming soon. So far rewrote everything about cover and suppression. They now act more fluid and intentional. Just working out the modules for the game play modules I am adding to FOA and few more test from testers and I think We will be release ready very soon.
  18. mikey74

    Throwable Satchel Charge!

    Hi imager. I've got a release coming hard for FOA. Once that is complete I'll give TS a look. I havnt updated this one sense I moved it into Airborne. Thanks for letting me know. :)
  19. mikey74

    Feat of Arms

    Working with Dev Brach stuff... I'm liking what I'm seeing. :)
  20. mikey74

    AI Discussion (dev branch)

    ohhhhhh please please pleasssssse!!!!!!! Disable autocombat may be the thing We need. :)) Either that or a moveherenowIdontevencare command.
  21. mikey74

    AI respawn script

    http://www76.zippyshare.com/v/12475526/file.html updated 8/27/2013 Now mind you this is set on Atlis. But you can still use these scripts on stratis. This is a respawn script from Arma 2. Its not completely mine. I looked at a few and edited them to my liking and mostly for learning. Norrin AIrespawn script, Murkspawn script And had help long long time ago by ArmaholicII, and cobra. It basically respawns any AI you put on map after they are killed or incompasitated. _nil = [this, 7, 1, "spawnMarker", "operationMarker", "Operation", "start"] execvm "Init_respawn.sqf"; this is the actual AI unit, AI Vehicle, or AI group you want to respawn. 7 is how many times you want the AI to respawn. 1 is how many seconds delay before AI respawns. "spawnMarker" would be the name of the marker you wish them to respawn at. "operationMarker" would be the area you want the AI to operate in. "Operation" would be the operation you want them to perform ie "attack", "defend", or "patrol". "start" will start Operations before respawn, and nothing there will start operations after respawn. This way if you want them to do something else at start you can. Good for counter attacks, or simulating reinforcements. Remember quotes on the last four expressions you want to achieve. Don't forget to put both Init_respawn.sqf and AI_respawn.sqf scripts in your mission folder. Or else when the game makes the script call it will not know what you want it to do. ;) This works with groups of AI with men, but on the vehicle end it only will do 1 vehicle at a time. So far I haven't figure out how to respawn groups of vehicles so just use one vehicle unit per script call. IT will work with groups of men though. ;) More details in my latest post. Feel free to use as you want as I used it to learn and make mission with my son. I've never really shared anything before. Hope it makes your gameing experience easier and less taxing on your PC. :)
  22. mikey74

    JSRS4 - APEX 1.2

    As usual LJ you have out done yourself. Love IT!!!!!!!!!!
  23. mikey74

    Feat of Arms

    ahhhh ok yeh thats an easy fix. I thought you was in a group and not squad leader. ;)
  24. mikey74

    Feat of Arms

    ok so its in cover script. Will add option for player to take that out in user config. I prefer that as I hate micro managing stuff, but can understand why others may not want to have that. Thanks for pointing that out. :)
  25. mikey74

    Feat of Arms

    Where you under fire, or was there an enemy that was spotted?
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