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Hachiman

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Everything posted by Hachiman

  1. I got sick of this guy killing me, it was time to get serious. hrZfDaaKXik
  2. I had an exchange of fire with an enemy AI and pinned him behind a small wall on a building rooftop, I was just about to hurl a frag over the wall when I spotted one of his buddies walking past a window. A quick grenade dual ensued. PWVlkt9qgO4
  3. Hachiman

    I neeeeeed this!

    Guys I am begging for your assistance. I just finished watching this outstanding ARMA video on Youtube - http://www.youtube.com/watch?v=7yxkWYkPoEg I need this map! I own a copy of ARMA2 and have installed the latest patch, please can you tell me what mods and maps I require to create a mission just like the one in the video. I loved how all the sparks showered off the explosions and the gun and combat sounds were simply pure awesomeness. Please tell me any mods I need to replicate that awesome mission. Any help will be much appreciated.
  4. If anyone else here is a computer illiterate dummy like myself and wants to know how I got ACE 2 to run then allow me to explain my method. Download the @ACE zip file from Armaholic, extract all the contents into a folder and name the folder @ACE. Download the @ACEX zip file from Armaholic, extract all the contents into a folder and name the folder @ACEX. OK now open your new @ACE folder and inside it you will find a folder called 'addons'. Copy all the files from inside this folder into another folder called 'addons' that is already inside your new @ACEX folder. Now create another folder inside your main ArmA2 userconfig folder called 'ace'. It should look like this- 'C:\Program files\Bohemia Interactive\ArmA 2\userconfig\ace' Ok now go back into your @ACE folder that you created earlier and inside it is a folder called userconfig, copy all the files from inside this folder into your new 'C:\Program files\Bohemia Interactive\ArmA 2\userconfig\ace' folder. Now move both your @ACE folder and @ACEX folder into your main 'C:\Program files\Bohemia Interactive\ArmA 2' directory. Now all you need to do is make sure that when you right-click your ArmA 2 desktop shortcut and select 'properties' the text inside your Target box says "C:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@CBA;beta@ACE;@ACEX I know this isn't the most efficient method of getting ACE 2 to run but it worked for me and hopefully it might also help somebody else that is desperate to try out this marvelous new mod.
  5. It works perfectly!!! A big thanks to all those involved in creating the ACE mod. :notworthy:
  6. Ah, this means even I might be able to do it. Downloading now at a furious rate.
  7. I highly recommend installing the Avgani map if your interested in simulating realistic urban combat. The vast majority of houses and buildings can be entered and rooftops can be accessed via stairs or ladders. The multistorey buildings are a snipers paradise. H0FCyWNIljc
  8. I script most of my enemy AI AT infantry to take cover inside random houses and buildings, they wait for tanks to approach to within firing range then pop-up and engage the tanks from windows and rooftops. This makes the game much more realistic in my opinion as it forces the human player to use a combined force of infantry and tanks to clear urban areas.
  9. Now I'm confused. :confused: At Armaholic they call them scripts. Anyway regardless of whether it's called script or code I'm sure we can all agree that we need it in order to enable the AI to acheive it's full potential.
  10. ncUIUUmQFPE As our platoon slowly inched it's way forward through the city my SAW gunner suddenly found himself caught in a dangerously exposed position when a handfull of determined enemy AI started firing at him from a building directly across the street. Should I take cover, or should I move forward and help my buddy fight his way out of the trap. A short sharp firefight ensued. Did I make the correct decision? Watch the video and decide what you would have done....
  11. I don't use the 'group' function when playing on urban maps, it really limits the effectiveness of the AI. I much prefer to place the enemy AI in mutually supporting positions and use a combination of triggers, waypoints and scripts. Scripting and triggers is the key, you can script the enemy AI to continually move from house to house, room to room so you never know exactly where and when they will strike. This makes the enemy AI very unpredictabe and challenging, one minute everything can appear calm and quiet, then all of a sudden the place can erupt in violence as enemy snipers, machine gunners and RPG gunners are firing at you through windows, from doorways and from rooftops, which can in turn trigger an enemy counter-attack from multiple directions.
  12. I find when playing in an urban environment if you select all the highest possible difficulty settings, set the enemy AI skill level to maximum, set thier behaviour as 'combat' and use the Random House Patrol script then the enemy AI is absolutely merciless. The AI isn't invincible but there is little room for human error, particularly if the fighting takes place inside a house or building. Maybe it's because we use different combinations of mods, addons, scripts, patches and beta's that our AI's behave differently?
  13. n5t4nfFxm4Q I find the enemy AI performs best when the difficulty settings and skill levels are cranked up high as possible. If I can get the jump on unsuspecting enemy AI troops then I have a reasonably good chance of surviving the firefight, however if the enemy AI is aware of my presence inside buildings then it's absolutely essential to frag each room before entering otherwise I will be leaving the building in a body bag.
  14. I use the Random House Patrol script and have been very impressed with the enemy AI's close quarters combat capabilities, it's a real adrenaline rush assaulting multi-storey buildings occupied by ten or more enemy infantry. I'll post a video compliation of some very intense close quarters combat gameplay when I get a chance, hopefully some time tonight.
  15. mnROM_lf8Kk After testing the enemy AI's urban combat capabilities I found the enemy becomes 100% more aggressive when using the Random House Patrol script. When I tested the AI without the script they assumed a prone position almost immediately after being engaged and continued to stay in that same position for a very long time. This made it far too easy for a human player to quickly suppress enemy infantry then safely move within hand grenade range and throw a grenade through a window or on a rooftop where the enemy was still hiding in a prone position. When I tested the enemy AI with the script they became far more aggressive, as soon as my men moved their suppression fire from one location to another the enemy would re-emerge from behind cover and give the human player one hell of a fight. Here's some gameplay footage of the enemy AI using the Random House Patrol script. In each of the 6 short scenes I only used one enemy AI soldier so I could record it's behaviour from the human players perspective without being promptly killed. When fighting against multiple aggressive enemy AI using the Random House Patrol script it makes for some very intense action, particularly if they are all firing from different directions.
  16. Hachiman

    Squad won't follow.

    If your playing in a claustrophobic urban environment then a compact formation is vital because the AI are often unable to regroup once seperated by walls and fences.
  17. Maybe you need to change the enemy AI settings. When I use the Random House Patrol Script and set enemy waypoint orders to 'destroy' the enemy AI immediately engages my forces upon sight, will only drop prone or completely behind cover whilst under accurate suppression fire but will quickly re-engage my forces several seconds after suppresion fire ceases, usually from a kneeling position if they are behind the cover of a small wall like those found on Avgani rooftops. I can post some gameplay footage if you would like to see how the enemy AI behaves when using those settings.
  18. Yeah I'm using CAA1, the graphics look much better when I have the texture detail option set at 'very high' but I change it to 'high' when recording gameplay because my P.C struggles to maintain 60fps during large engagement's when I record with FRAPS. I noticed that when I'm recording with FRAPS I can't see my machine gunners tracers during firefights. It's very annoying because it looks absolutely awesome when my machine gunner opens up with the M240 and tracer rounds ricochet all over the place, it makes the game feel very realistic.
  19. You guys rock! Thanks so much for your help. :286: ---------- Post added at 12:09 AM ---------- Previous post was Yesterday at 10:46 PM ---------- EYTWBpwereM
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