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billycrookfoot

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About billycrookfoot

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  1. billycrookfoot

    Blake's AI Forward Observer

    Hi Blake, Thanks for the detailed responses to my questions. I solved the problem after looking at your sample mission. I mean it's such a straight forward mod only an idiot* could get it wrong ( *see below) . After updating to the latest release I re-tried my test mission and low and behold - all things working correctly. Even the script I had running to check number of missons called for a group of FOs and disable them. My stupid mistake was somehow messing up the mod copy for version 1.2 - I got the 1.2 readme into the addons directory but not the .pbo. Humiliating! Not really surprising that the synced placed arty units were simply acting as FOs! Sorry to waste your time! Thanks again for everything.
  2. billycrookfoot

    Blake's AI Forward Observer

    Hi Blake, Finally had a chance to test the new version. Unfortunately I am having a slight problem with the Sync of placed artillery units (as opposed to Module-Generated Ones). Whenever I place a group of Artillery Units and sync them to the "Blake's AI FO Mortar" module I observer the following: 1. The module remains the default 81mm Mortar and does not seem to change into the same type as the placed units. What is the expected behaviour? 2. The unit manning the mortar does however, become the same type as the unit manning the placed artillery. I used some OA US army Arty and an A2 USMC FO - unit manning the Mortar was an OA US Army rifleman (obtained from the arty units, not from the FO - although this could be the order which I did the syncing). 3. The "module-default-created-Mortar" will fire on an FO's instructions, but not the placed artillery units. Testing is a little tricky as finding an acceptable range for the mixed Arty group is difficult (although I strongly suspect it shouldn't be a mixed group - See observation 1.) I know all placed Arty units must be of the same type - as per your instructions. I also had problems getting the num_of_missions called function to return a value other than <null>. I was testing this using the module's auto generated mortars and not placed arty units? Will the function to return the number of missions called by an FO unit work on auto-generated artillery units? I was not sure, which is what led me to try some tests with placed artillery (with the intention to test the num_of_missions called function, but can't seem to get them to fire at all!) Questions before I have another go at another: 1. Do placed Arty Units need to be Sync'ed to the basic BIS ARTILLERY Module as well as yours to get them to fire? I have added Ammunition to the placed units. 2. Once sync'ed, should there still be a solitary mortar + unit at the location of your AI FO Module? e.g. Syncing 3 M119s to the module results with 3 M119s and an additional 81mm mortar - is this as expected? If this is true, should I "this setVariable [ "Size_Group", 0, false];" on the AI-FO Module to remove the default mortar to leave me with just the placed M119 units? 3. Can I use the function to find how many missions and FO has called for both Auto generated artillery and Placed Artillery units? 4. Cheeky as I am, I had other mods running at the time (P85, Sounds and some islands), so I will try again tonight with just vanilla and the AI-FO mod to see if this is the cause of conflicts for syncing placed units. Anyway, using Auto-generated Artillery pieces with Size_Group and Types defined using setVariable in the init line still works a treat. HAving a great time with this mod. Prior to this, all of my Editor set-piece battles were a little shallow as I either had to forgo AI artillery altogether or script random strikes based on arbitrary conditions (time, map markers etc). This is much, much better. Suddenly, battles have the extra dimension that was sorely missed. Thanks again and hoping you can give me a few tips.
  3. billycrookfoot

    Blake's AI Forward Observer

    Really love this Mod. Thankyou very much Blake. Seriously, this should be part of the default Game. Such a simple and elegant solution that gives such a fantastic result. I have a question though, is there anyway to re-initialise the module after mission start? I would like to be able to spawn a fresh FO unit mid-mission and then sync it to your module so it can place arty requests. As I understand it, synchronising is half the task - I still then need to re-initialise the module for the new FO unit to be recognised. Any ideas if this is possible? My apologies if I am mistaken and there is no need for a re-initialise and just sync'ing spawned units is enough. Thanks again for a great mod.
  4. Excellent Mr-Murray, Thankyou. Only last night was I messing around with placing compositions using scripts and the online picture resource at www.armatechsquad.com Thanks also for your Deluxe editiing guide. With this I am working my way slowly but surely into scripting. Thanks again. BTW - Ever though about whipping up a tool that can be used to easily listen to all of the sound effects listed up the EFFECTS / Voice drop down for TALK waypoints?
  5. billycrookfoot

    Project Reality - WIP Discussion

    Old heads looking forward to new incarnation. Good luck!
  6. billycrookfoot

    Arma 2 Addon request thread

    Wondering if anyone is interested in adding more types of shotgun ( and more civilian grade weapons in general) . Important for civilians, police and low level guerilla troops. The Benelli, Saiga and Spas-12 (ACE2) are great but perhaps a little over the top for your average Chernarussian farmer to put down a horse with a broken leg. How about: + Simple pump action - maybe a mossberg, or ithaca (pitsol grip perhaps). No animations I guess. + Simple semi-auto shotgun. Any model, any make with a wooden stock will do. + Double barrel shotgun - both side-by-side and over-and-under models (top rail goodness). How about a "Baikal" over-and-under? + Single barrel shotgun - just a simple must have tool for farmers. + Middle or small calibre bolt-action rifle WITHOUT a scope. Maybe you have a wolf pestering your sheep. + P.S. The SKS that is part of ACE2 is great - we need more of these "everyday" weapons. My two cents : Thousands of profiteers show up in any conflict zone and they're all trying to turn a profit. Not all of these international arms dealers sell Stingers and high tech gear. Thanks for reading.
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