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mikey74

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Posts posted by mikey74


  1. Set Force size at start to 0. If you highlight each category in the module itself it explains what certain selections do. There is also a video on one of the 1st 3 post. When we do a major update we are going to try to add more tutorials though. Hope this helps :)

     

    That being said. Do you know of a way to get classnames for groups? If I can nail that I can fix the compatible issues with Veterans mod and PLA mod. Cup and RHS works great with BL in all my test so far.

     

     

    edit:

     

    Your group??? No your group will not respawn if its players group. Use SPrespawn module for each individual unit in your group for that.


  2. Steam version has been updated:

     

    Userconfigs removed and file not found fixed.
    Units defending in battlelines will now Garrison
    Added Amibiant battle sounds module and category
    only tested by me, but should be functional
    Battle Lines still is not compatible with veterans mod and PLA mod

     

     

    If you use Steam version make sure it updates.

     

    You may have to re subscribe to make it update. If it doesnt show up as updated on your Arma 3 mod manager there is a wrench in the mods options when you click on mod in mod manager. Click that wrench. If you cannot find the wrench. Just unsubscribe then resubscrbied to FOA and it should update. Enjoy. :)


  3. 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.

    .


  4. 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


  5. Its fine with the sector markers, its the unit debug markers that shows, even if i set the "show markers" to false. I have tried on two maps with different factions, the markers still occures

     

    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.


  6. Like the new battleline module, the only thing i have problems with is the debug markers showing the units wont disapear, even if i had set the show markers to false in the battleline module.

     

    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.


  7. 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


  8. 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.


  9. 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.

    • Like 1

  10. 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. ;)


  11. does this mod still make static units randomly walk? 

     

    because thats the only thing that annoyed me a little as i didnt fancy typing this disableai move or give every static unit a waypoint lol. 

     

    or is there an option to turn it off?? 

     

    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)

    • Like 2

  12. Hey guys, latest tests look great. A real step up from what I was testing a few months back. Not sure if its been asked already but is there going to be an option to turn off the screams? Some of the guys I play with (myself included) feel its a little bit of an immersion killer. Apart from that, real nice work.

    Well we are reducing it down a good bit.


  13. 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.

    • Like 2
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