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lazerath

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Posts posted by lazerath


  1. This is driving me absolutely crazy.

     

    I am in M2A4 Slammer Up version.  I have AI in Gunner and Driver positions while I sit in the commanders position.  I swing my view to the right (doesn't matter if zoomed in or not) and when I stop moving my mouse to the right (as well as UP and DOWN), instead of the turret stoping it springs back the opposite direction (like its attached to a rubber band).  Same thing happens when I move to the left. As soon as I stop moving my mouse to the left, its springs back to the right.

     

    I am not using Turret Stabalization and nothing is targeted. The same thing happens when I move to the gunner position.  I can even have my AI disembark, then I disembark. Wait a few minutes and climb into the tank, move to the gunner position or the commands position and the same thing happens. I have also checked to see if it was because the AI was swinging the Turret the opposite direction at the same time but that is not it either....

     

    Any ideas?

     

    I tried:

    Left Ctrl+Rmb

    Left Ctrl+T

     

    The turret will even start moving on its on (rubber banding to the right or left as well as UP and DOWN) at times...

     

    I have no AI mods installed but I do have other mods.

     

    CBA_A3

    CUP (and Maps)

    Bloodlust

    Advanced Rappelling

    Advanced Urban Rappelling

    Advanced Towing

    Achilles

    Actionbuilder

    Advanced Train Simulator

    Alive

    Spyder Addons

     

    Any help would be greatly appreciated if any of you have run into this problem and know how to fix it.


    Thanks

     


  2. Okay... I found the culprit of the problem BUT not how to fix it.

    I did not realize, the Single player campaign I was playing is "In Our Time" which is NOT the main campaign but one I downloaded. The problem is still there though after I removed GetTactical and Virtual Arsenal Mods from the game. I even reverted the mission I was on (started Fresh) and the Debug Console is still there.

    So I left the campaign and opened up the editor as it was suggested I do. I hovered my mouse over all the icons and wrote down the Keyboard Shortcuts for all the items. Debug Console is infact Ctrl+D. I pressed Ctrl+D at the settings screen (Debug console did NOT close) I even tried it in the campaign mission and then hit "Escape" but the Debug Console is still there. Could this be a Glitch or Error in the game that is causing it to show up?

    Should I be reporting this as an error in the game to the devs? The debug Console should close with the Keyboard Shortcut shouldn't it?

    Again, Debug Console shows up when I hit the "Escape" key to go to the Menu to Save, Load, Restart Mission, Save and Exit menu screen.

    Please help!


  3. Thanks... I will check. I only use a few addons. I wonder if its virtual arsenal addon.. I use it to test different weapons on single player missions I download that only have a few weapons in them.

    My addons are:

    CBA A3

    GetTactical (AWESOME SAUCE)

    sthud

    st stamina bar

    VA (Virtual Arsenal)

    [sP Campaign] In Our Time (Single Player Campaign Mission)

    Thanks.. Still wonder what the key combo is.. would make it a lot easier to fix this then to remove addons!


  4. I am having a very irritating moment in Arma 3 right now. Somehow, when I was playing, I hit the "Escape" key so that I could save my campaign mission progress and that's when I somehow "Activated" the debug console. Now when ever I hit "Escape" to save, reload or change settings that damn debug console shows up. I cannot figure out how to make it go away "Close". What Keystrokes or button on the keyboard do I use to make the debug console go away?

    I have searched the internet and this website for an answer but unable to find it. I am sure this happened to me before as well but I am unable to find any post on it. I have included a thumbnail image and you can click on it to see a larger image of what I mean (debug console).

    arma3debugthumbnail.jpg

    Please help me remove this from the ingame Menu Screen/Settings

    EDIT: Thumbnail did not show up... :( Still isn't for me, maybe its a profile setting for my account...!... BLAH.. now its showing up.. :(qq


  5. Edit Post: Not sure how I posted the same thing twice. Removed double post and responding to another post!

    Do you mean .338 instead of .308? 9,3mm is stronger than .338 but less precise. I made a list for vests and uniforms and put it on the steam forums but not everything is up to date. I'll wait for the next main branch update because it will most likely change a lot of mass values. You can find it here: http://steamcommunity.com/app/107410...9150703398110/

    Yes, typo was my fault. I meant the .338. So it goes after the .408. Thanks for the info guys!

    Strongest to weakest round chart

    50cal

    12.7mm

    .408mm

    9.3mm

    .338mm

    7.62mm

    6.5mm

    5.56mm

    9mm

    Okay, that should be correct now!

    Thank you!


  6. First of all I don't buy the bs about it being against protocals.

    US special forces and most other countries DO use enemy uniforms in conflict and its been happening since ww1, ww2 and most other conflicts including Afghanistan, Iraq, and currently in the Ukraine by Russia. As far as people noticing faces, come on guys. In war you don't know everyone and like I said its proven fact they all do this, only uninformed and naive people don't know or believe this!

    Anyhow, moving on!

    Strongest to weakest round chart

    50cal

    12.7

    .408

    .308

    9.3

    7.62

    6.5

    5.56

    Okay, does that look like the correct order of strength for the rifle rounds? I checked in the virtual arsenal and I think I have it correct. Could someone confirm this?

    Thank you in advance!


  7. Thanks for the replies.

    As far as being against the geneva convention and it not supposed to happen in real life, thats a mistake.

    Terrorists do it all the time (wear enemy uniforms to infiltrate the opposing side). It happened in ww1, ww2, and most major cpnflicts since. So to me that should be part of the game. USA, Russia, Vietnamese, Alqueda (not sure on spelling lol), ISIS and many other countries/factions have all employed this strategy in wars.

    I will check the virtual arsenal out but I was actually looking for a list/guide but I suppose nobody has put one together.

    As for question number 3 I think my question was misunderstood. What I was looking for was something like this:

    Strongest to weakest round chart

    50cal

    7.62

    6.5

    5.56

    Listing the rounds from strogest to weakest or vice versa. That way I know which weapon in general is more powerful then the next etc. That way I can choose the right weapon for each mission etc. I have no idea which is stronger except 50 cal being one of the strongest except for the new marksmen weapon that shoots a subsonic 50cal round.

    Cheers


  8. Hi folks,

    I have a few questions I would appreciate some help with!

    Question #1

    As a player we have different options for the gear we can have our guy wear such as uniforms, vests and backpacks. It appears to me as though some of those gear store more or less objects in them. Example: some back packs can store more stuff then others and some vests can store more or less stuff then others.

    My question to you is there a guide some where that lists all the different gear your player can wear and how much each piece of gear can hold?

    Question #2

    In the campaign or player made missions if my player can get ahold of an enemy uniform and wear it, will it help me get near/closer to the enemy without/before they attack me verses wearing my factions uniform?

    Question #3

    I don't know very much about the different ammo sizes and there strengths vs each other. Could some list them in order from strongest to weakest or vice versa for me? (Talking about ammo for infantry guns, not launchers or other weapons)

    Thank you for your help in advance! I love this game, good job Bohemia, all the modders and others who help support it and make it the best fps sandbox game in the world (My opinion)!


  9. This addod has to be my favorite for arma3. I was shocked and suprised it did not place for a top 3 ranking. Should have won a prize in my opinion.

    I really do hope that you are able and willing to keep supporting this fantastic add on for the life of arma 3. It is one of the reasons I still play this game and in my opinion it should actually be integrated into the game as one of its main features for single player!

    You are awesome in my opinion sir!


  10. Well personally, I think it brought out the best in you. Your Get Tactical AI Menu is a MUST HAVE Install for me. I cannot bring myself to play the Single Player game now with out using it. It just seems like Arma 3 is naked with out it... and not in a good, sexy, curvy way either... More like a cellulite contest! LoL *Sorry... should have kept that to myself LoL*

    Okay, so I finished playing with the tactical skirmish and restarted the mission so I could try the campaign.. It loaded up with NO problems at all.. (I am clueless as to why it gave me so many problems before). The only thing I can think of is either my PC is having some issues and I need to do a fresh Windows Install or else Arma 3 itself is still bugging out (which it still does have problems).

    So on a bright note, I got to try your campaign mission. It seems very good so far. I did however run in to a possible bug (unless it was intended that way).

    I will put it in spoiler tags incase it was not a bug and instead I just did not understand what was supposed to happen..

    After I spawned at the Air Base, listened to the cool intro story and all the aircraft, helo's flew over. Another plane straffed our position and dropped a couple bombs. No problems so far. I then awoke some distance away in a farm house with a buddy watching over me. Again no problem so far. However, when we left to go and get a weapon for me, another AI showed up who was friendly. His name was "Taylor" if I am not mistaken. He offered to mark a spot on my map with some goodies at it. This never actually happened though. I brought up the PDA to try and add him to my squad and was not able to. I clicked on his name, nothing happened but a quick bong type noise. I tried clicking on the plus sign to add him, again nothing happened. I tried dragging him over to my group... still not able too... Thats the part I am unsure if it is a Bug or if you simply cannot add him to your group.. Or maybe I am doing it wrong... Also, my map was never marked. A message did appear before I brought up the PDA *Hint* of sorts. Telling me to either accept his gift or not... but I could not accept it I guess or I did something wrong.

    Please explain what is supposed to happen here and how to do it!

    Thank you again for your hard work!


  11. Approximately 5 minutes. I will try again though.

    Below are my PC Specs, So I really shouldn't have hardware issues running and loading the mission.. Will try again right away though and post my results back.

    Asus Sabertooth 990fx Mobo

    Amd FX 9370 - Stock Speed 4.4 to 4.7 ghz

    Corsair H80i AIO Waterblock

    16 GB G.Skills Ripjaw Mem

    Evga 970 GTX SSC - Stock Overclock Speeds Upgraded from Evga 580 GTX SC

    Samsung 840 120gb SSD - Windows and Arma 3 Installed

    Western Digitial 1 TB Black Edition Sata 3 HD

    Cheers!

    ---------- Post added at 11:25 AM ---------- Previous post was at 11:13 AM ----------

    Okay.. Not sure what is going on but it loaded this time (Skirmish Tutorial). It took a little under 10 seconds to go from clicking the Go screen Menu Button, to the map where you click your insertion point. From that point it took again, less then 5 seconds to load into the game and everything worked...

    I wonder if something changed last night after I had the problems. I ended up playing the Get Tactical mod with a scenario, then went to bed after posting here how awesome it is... now The mission works... and I have a bunch of mods loaded too.. weird.. Anyhow going to go play the Skirmish mission tutorial.. once I am done that I will try the main campaign (don't want to risk it not working again and not being able to play either of them LoL).. I am greedy... what can I say.. Its an awesome mod!!!

    You are the man!!!

    Oh, by the way, Please pass my thanks (and most likely everyone else here who's tried this) on to your family as well. With out their support and understanding I am sure that would have made it very difficult for you to put all the time and effort into this Fantastic Project.

    Cheers!


  12. I am having a problem with your Mission. Not sure why either.

    So I downloaded it (subscribed through steam).

    I had NO problems loading up the Mission Tutorial (Training Session).

    I played around with that for a couple hours (between doing stuff around the house).

    After practicing lots I decided to fire up the Tutorial Skirmish and it loaded up fine. Then I went out for a smoke, came back inside. Exited to the main menu so I could restart and try the main campaign and thats when the problems started. It just sat at the Initializing Mission Screen.

    So I shut down Arma 3 (CTRL-ALT-DELETE) and fired it back up. Tried again, same thing. So I shut it down the same way again.

    I loaded into the mission picker screen for your awesome mod. Tried the Skirmish Tutorial again.... Map loads up... I Click on the place I want to spawn... Screen turns Black. Menu Control on the bottom left of screen partial shows up (missing icons) but nothing else happens... So I have to ctrl alt delete again... *Cry*...

    I disabled every thing except your mission and CBA and still... same thing happens when loading Skirmish Tutorial or the main campaign. Weird thing is, the Basic Tutorial loads up fine...

    Any Ideas on what is going on?

    I have rebooted my PC several times and still its a no go..

    I will try a few other things and let you know how it goes.. If you have any ideas please let me know as I am literally squirming in my recliner to try this out....!

    Cheers!

    PS: Off to redownload the mission file again... see if its corrupted.

    ---------- Post added at 09:19 PM ---------- Previous post was at 08:49 PM ----------

    I can confirm it is not my Arma 3 Installation.

    I loaded several different missions (Single player missions I have downloaded and subscribed too through Steam) and they all worked no problem at all. I also loaded up some saved games and I even restarted several of those saved game missions from the start.

    For some strange reason, once I load into your actual missions themselves it freezes up Arma 3. All keyboard keys are frozen (have no effect) and I am unable to get back to the main menu but if I hover my mouse over your menu/icons on the bottom left of the screen some of them highlight but clicking on them does nothing. I have to open task manager and End Process for Arma 3. Another strange thing is the fact that in the task manager, Arma 3 shows a "Running", NOT the usual "NOT RESPONDING" that happens when a game/program freezes.

    Again, I have no problem loading up the Basic Tutorial Mission that introduces you to the menu and control system for your awesome little mod. Its just when I try to play the campaign or Skirmish Tutorial...

    This suxors big time (it freezing, not your mod.. I think your mod is awesome)... I just want to play it..

    Again, This happens to me with the latest update downloaded through Steam (Subscribed) as well as manually adding your mission to the Arma 3 Mission folder after downloading .9 from your site "Here".

    Please help :(


  13. I guess this is as far I got. Midnight, bambam.

    I uploaded the last version @23:56, after correcting some more bugs.

    Oh well, I hope the game breaking ones are ironed. I found some just 20 mins before end. :)

    lazerath: Black Rain Project is a mission. A non-handholding, open world one.

    It uses the GetTactical view ( I made that for the sake of this mission: I wanted to encourage singleplayer team play). It is available as an Addon, which you can use with any infantry SP missions. Official campaign, HunterSix, Pilgrim, you name it.

    Ahhh.. Okay... I think my dumb moment is over now.. well.. sorta...

    Get Tactical is the Addon, This is a mission that uses the Addon...

    Correct?

    And by the way, Congrats on getting your last minute fixes uploaded!

    I truly wish you and the other awesome mods that have been developed the best of luck in the competition.

    My only disgust with the competition is that there are so many great mods/missions etc that have been created, I would have much rather seen that the top 10 or 20 would have been able to win a nice prize of $50,000.00 each, rather then one person getting the whole shabang!

    That way you and others would all get something for your very hard, dedicated and incredibly talented work instead of just one person!

    Cheers and best of luck! I hope you stick around for a long time and continue to support the work you've created here. You are an Inspiration sir! Truly fantastic..

    Okay, enough butt kissing, I am off to enjoy your mission and mod :D I am giddy with excitement!:o


  14. This looks awesome.

    I have a question for you (sorry if its been asked or if you already answered this in the opening post but my brain is really not working right now (only 5-7 hours sleep in the last 72 hours)).

    Is this add on available to use with the Single Player Campaign and Single Player Missions (Scenarios)? or is this just for the mission/missions you have created?

    The reason why I ask, I've been looking for something like this for a VERY .... VERY... VERY... Long time to make controlling the AI in the BIS Single Player Campaign as well as All downloaded Single Player, Coop and Multiplayer games that include AI!

    BTW This looks freaking fantastic!

    Awesome work! Definitely should be a TOP Contender for the MANW challenge!

    Cheers!


  15. I have run into a BUG with this awesome, and I mean AWESOME Addon! Please look in to fixing this issue as I find it very difficult to play this game with out all the awesome things your Addon does!

    Problem: Turn Laser On/Off does not function. Error is displayed.

    To Reproduce.

    1 Select AI

    2 Press [9_num] or what ever you have bound to open menu for WWAI

    3 Press 2 (Option 2 => Weapon Accessories)

    3 Press 5 (IR Lasers On) This was the first *Bug*. NO lasers turned on. I then switched everyone into Danger Mode (as that automatically defaults to Lasers On (its Night Time). All there Lasers turned on, So I tried to turn off their lasers.

    3 Press 6 (IR Lasers Off) => At this point the following Error is displayed and they do NOT turn off their lasers, "Script WW_AIMENU\suppressorsOn.sqf not found". All Lasers stayed on, None Turned Off.

    But I chose lasers not suppressors... and again, lasers do not turn off but the Error talks about suppressorsOn.sqf

    PS: Also I have a question about your Waypoint setup. I set up waypoints for an AI, chose Wait for one of the waypoints in my set (Waypoint 4 out of 8). However, I cannot figure out how to make the AI move to waypoint 5 now that he is waiting at waypoint 4. Please help!

    I am running the Latest version of Arma 3 that is up to date through Steam. I am NOT on the Dev Branch so it is just the default updates that I receive through steam.

    Arma 3 Version Steam Info=(Content Build ID: #410815) Patch 1.32 (With Campaign 1.32 Hotfix).

    I am using the following mods for the game:

    @CBA => V1.0.9.14907

    @STHUD => Latest Version Shack Tactical Hud

    @WWAImenu => V2.15

    @TPW Mods

    @TMR

    @SPCONTROLMOD

    I hope this helps!


  16. Even if you had an "absolutely no fire" option it would not make any difference in the case you described because, as explained, the AI opened fire because it was detected and it sensed it. The AI opening fire is not the reason for your detection, it is the result.

    I mentioned what happened because it is getting to the point of being extremely aggravating to me now. I also know and understand why they fired as we've already discussed that at length. However, having a "Absolutely NO Fire" mode would have made a big difference. Just because the AI detects you does NOT mean that they automatically fire at you (How I've experienced this). It seems to be somewhat dependent on your proximity to them but that still doesn't matter to me. I simply would like BIS to implement a (Preferably) "No Fire" mode or a (2nd Choice) "Return Fire Only" mode.

    I'd also like them to remove that damn "Auto Danger" mode from the AI. So all of us who play with AI in Single player, Co-op and Multiplayer don't have to deal with all the issues that arise from whats been mentioned ;-)

    Certainly. Three modes should be availble:

    1. Fire at will (not to be confused with engage at will!!)

    2. Return fire only

    3. Hold fire no matter what

    I personally feel that Option 2 & 3 would have made a difference! But thats just my opinion ;-)

    Anyone else think AI is a bit careless when firing? If there's a friendly standing right in their line of fire, in front of the enemy, they don't seem to care, and friendly fire happens a bit more often than it should.

    In my opinion, there should be some rules they have to follow, for example, if friendly is within a 45-90 degree cone from where the AI's barrel is pointing, then they should hold fire. IRL soldiers have to follow such rules so it should make perfect sense.

    Yup, I had one of my AI shoot his teammate right in the back of the head last night. I stood there in shock for a moment because I've seen my AI get team killed before, but that was the first time I actually saw one of my AI shoot another one of my AI standing in front of him (about 4-8 feet ingame) right in the back of the head while trying to shoot an Enemy AI 180-220 meters away.

    Sometimes they begin firing before they've even turned to face the target, and if the unit has an automatic weapon that usually means spraying a burst in a 90 degree arc.

    I will have to watch for this, usually I am to busy dealing with other issues so I haven't noticed this (never looked for it before either)!

    Yep, there's that!

    Then there is AI drivers trying to navigate vehicles through formation's of friendlies, and often kill and/or injure several friendlies as a result.

    Friendly AI is just as dangerous as the enemy! :)

    I've experienced this ever since Arma 2. A couple things I have found that help a little bit in Arma 3 with commanding troops in vehicles are the following.

    Player in control of lead vehicle, 2-3 AI driven vehicles in players AI squad need to be set to the following formations.

    1. Formation Column: Seems to help with AI being a little better at not running over AI ground troops as they follow a little further apart from each other.

    2. Formation File: AI do not seem to get lost (having to ask for your position all the time) but this makes driving with AI Drivers following you very nerve racking. They will constantly play bumper cars with you, They will knock you off the road, They seem to run over AI Foot Troops more.

    Just what I have noticed in my game anyhow ;-)

    There should be a "return fire" option which only allows AI to fire if fired upon... just shooting because somebody detected them (how do they even know that!) is less then ideal in some situations.

    This should be the standard behaviour if you set hold fire. Automatically open fire IF fired upon, but not any sooner.

    Thats the exact point I have been trying to make ;-) You sum it up nicely!

    Also happens with turret mounted vehicle weapons... they kill their target in first or second shot, and turn to default position while continuing their predefined burst amount... They should not change firing direction until they finished their burst.

    Again, this is something I have not noticed but I also haven't been watching for it. I'll definitely keep a look out for this as well!

    Good discussion everyone, lets just hope the Developers who have been watching and commenting on this subject will actually do something about this and fix it soon (as in yesterday)!

    Cheers


  17. yup... ands its frickin retarded that you, their leader cannot change that... :(

    edit: btw.. just had my damn AI open fire again while on "hold fire" when i was sneaking up to kill some enemy ai..... had to freakin reload because they got me and them killed because of it.....

    when do we get a darn 'Absolutely No Fire" option?


  18. Perhaps my phrasing came across as dismissive, that wasn't intended so sorry about that.

    I believe in helping others to help themselves. I don't usually believe in spoon feeding. I gave you the search terms to find what you needed. Instead of searching for those myself and pasting you the results, I suggested how to find them.

    There is nothing wrong with that approach.

    I posted at the same time as Belbo so did not see his until after mine had gone through.

    Having said all that, you are in the right because it seems I did not read your opening post. In fact, it seems like I didn't even see it: I am reading forums via an app on a small device. The app jumped to the most recent post and for some reason I assumed it the first in the thread. So, thread topic + your second post = my reply.

    Your first post was well written and very clear. I apologise for missing it.

    And won't take offence to your caps and extraneous punctuation :p ;)

    LoL. :o

    No worries. I need to add a signature to my profile with a disclaimer. I've been suffering from bad insomnia for close to two months now. Unfortunately a bad side effect of that is not always seeing things clearly or thinking clearly. I am actually an easy going person but it probably doesn't show at the moment. Thanks for clarifying and I will read over your original post a few more times until it clicks in my mind what the search terms are that you mentioned.

    Cheers! ;)


  19. I don't disagree with you regarding what happened (i.e AI opened fire). I was only trying to explain WHY your AI opened fire. My disagreement is about what should be expected from the AI when it is detected. Because AI does not just arbitrary overrules the hold fire command, it does that only when it sees (or senses due to AI broken detection capabilities) an enemy that detected it. That's just a fact.

    Regarding the "Fire" command - This orders the AI to fire only at the unit it targets, and immediately assume hold fire right after.

    Sorry Bud.. My bad. As I had mentioned, I was very tired (suffering from insomnia for the past two months) and it appears as though I completely misunderstood you (hence my previous disclaimer in a post.

    PS: If any of this comes across snarky, rude etc. Its not meant to be, I'm tired and ma brain is not working too well...

    No hard feelings I hope :o

    There are researches going on. Concerned is a soft word.
    Thats why multiple "Hold Fire" options would be the Ideal Solution.

    I wouldn't say so, things need to be kept simple, easy and fast to reach. "Hold Fire" & "Return Fire" ROE modes do however make sense. I can imagine situations when you don't want the AI to return fire at all (retreating in the dark and giving up positions by the muzzleflashes ...)

    But it would still be kept simple, easy and fast. There are multiple ways this could be implemented where it was not a cumbersome endeavour for the player to initiate the different modes. I also feel that there should be at a BARE minimum 3 modes. Variable has made excellent sense in what he has suggested and if it could only be changed to three modes then I would assume (Yes assume) that most, if not every player here would agree that what variable has suggested would be best (at a minimum anyhow).

    PS: Wouldn't a change from simply, "Hold Fire" to "Hold Fire" & "Return Fire" essentially be the same as "Multiple, Hold Fire modes"?:p (Return Fire being the same as, Hold Fire unless Fired Upon!)

    Certainly. Three modes should be available:

    1. Fire at will (not to be confused with engage at will!!)

    2. Return fire only

    3. Hold fire no matter what

    This would definitely be a huge improvement! While this may not cover all the different aspects I could think of it would make things 200% better in regards to control of the players AI. At a minimum I would suggest implementing what Variable has said here. This would definitely help to solve what I would consider a MAJOR FLAW of the Player AI control currently in Arma 3 as well as Arma 2 (don't remember how it was in Operation Flashpoint.... been to many years since I played that game).

    Actually there are many reasons you may need to quickly disengage or not engage at all. Armor or air threat inbound but no ability (or desire) to counter; outnumbered; a piece of terrain nearby that would greatly benefit or shield your group etc.....The ability to round up your group and get them to run hard at command would open up volumes of new tactical gameplay.

    Yup, Couldn't have said it better! How about a spec ops force moving in to stealth kill/wipe out a group of insurgents. You also wouldn't want your squad giving away their position because you snuck up and killed a enemy and left your team back a ways to cover you if something went wrong, but instead they start shooting because your first shot missed/or did not instantly kill the enemy and you take a few more..then your group opens up like the Fourth of July (or First of July if your from Canada like me :P )

    that is why sometimes you hear ROE weapons red/yellow/green

    Red do not fire even if fired upon, yellow if you get shot at return fire

    and green fire at will.

    Know that this is are very basic rules which would correspond to riflemen

    not opening up on enemy as soon as he sees enemy element (despite weapons green)

    he would rather communicate to the others and move to better position and engage as

    team if CO/game plan allows it.

    That right there somes it up perfectly for me!

    I want to be able to tell the AI when to shoot in certain circumstances. Its not all about letting them shoot wildly all the time...! It depends on the situation.... The MISSION at hand!

    Good posts everyone!

    Edit: Don't forget, the AI Auto-Danger mode NEEDS to be REMOVED! That is also a MAJOR problem with trying to get your squad to move or follow you in a timely manner! It can and does completely ruin missions that are on time limits and game play in general! I don't need to waste 5, 10, 20, 30 minutes waiting for the damn AI to get out of Stealth/Danger mode when there are NO enemies around... Even if there are Enemies, it makes it impossible to move quickly as a group! VERY BAD!

    PS: There are other things about the AI that are very good too though, just want to mention that as well ;-)

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