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Mysteryman5150

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Everything posted by Mysteryman5150

  1. This is a mod I have created that simply allows the user to set the values for the AI stealth and reconition skills within the game. Please note that the mod is currently running the vanilla settings and you must adjust to your own preferences;). Infantry Stealth and Recognition Skills Mod v1.00 Links below: Filefront http://www.filefront.com/15612095/Inf%20Stealth%20and%20Recognition.7z Armaholic http://www.armaholic.com/page.php?id=9604 ADDON REQUIREMENTS: None Description: - This mod allows the user to adjust several specific AI variables that effect the stealth movement and recognition skills of the game. - It comes with a file an HPP file that goes into the userconfig folder, which is where the adjustments are made (instructions are located in the file). - Attributes that can be adjusted: -Audible - How load a unit is when moving -Camouflage - How easy a unit is to see -Sensitivity - How well and how far the given unit senses other units -SensitivityEar - How well can the given unit hear others units - Units defined: -All vanilla factions/units - Then broken down into 3 categories each (if required) -Categories include: -Basic Infantry units -Snipers, spotters, marksmen, scouts and units with silenced weapons -Launchers including AT, AA and RPG units Fun testing results: - With Audible at 0 enemy units cannot hear you at all, unless you fire a weapon, but can still see you (good for stealth adjustments). - With Camouflage set to 0 enemy units cannot see you at all, unless you fire a weapon, but can hear you move (you can run around them in a circle, LOL) - with both set at 0 enemy units cannot see nor hear you, once again unless you fire a weapon. INSTALLATION: Extract the PBO file you find in the archive, and stick it the ArmA2\Addons folder, or the mod folder of your choice (Prefered way to install addons). Install the userconfig folder into your arma2 directory (if one does not exist then your just need to copy the userconfig folder in zip file). Run the game. BUGS: -None so far. Notes: - This addon may not work correctly with certain units when using the Zeus Spotting PBO as there are some values defined at the same level by both addons. FIXES: v1.00 - - Initial release. CREDITS: BIS - For an game that both awesome and moddable. Anyone who has helped me by answering questions or giving feedback. As always the entire moding community- Without you all putting info out there and having your mods available for us this game would be a lot more empty. As always have fun and I hope you enjoy it:).
  2. Hi all, first off let me start by saying I am not starting this post to peddle my mods. I am simply trying to get some community involvement in helping with this because I am not very good at this part of what I want to do as I will clarify below. The Plan: I have 3 different mods I am looking to merge into 1 final mod. The idea is to create some realistic differences between different forces i.e. Special forces, standard militaries and local insurgents and malitias. The Situation: The current mods all come with files in the userconfig folder so the user can set their own variables. The reason I did this is because I am not very good at coming up with the most realistic settings. Therefore, I just created the mods to allow the user choose. I would like to make a final mod that uses all 3 mods (maybe more if new ideas arise from your responses) into 1 more complex mod that would have permanent settings based upon the given feedback here. If I do not get much feedback I will probably not do a mod like this and I will more than likely just continue to make the simple mods like I have been doing. The Mods: Infantry Armor: http://www.armaholic.com/page.php?id=9550 Weapons Dispersion: http://www.armaholic.com/page.php?id=9576 Infantry Stealth and Recognition Skills: http://www.armaholic.com/page.php?id=9604 Infantry Using Adjustable Dispersion Weapons: http://www.armaholic.com/page.php?id=9626 Feedback Information needed: Overall: -Looking for people to tinker with the adjustable values to help with the following items in each mod below as well as extra input on how to make this even better:). Infantry Armor Mod (keep in mind that distance the bullet travels before impact does affect damage): -Adjust values in the userconfig file and help to come up with reasonable values to create a realistic feel to wearing combat armor. -What values should insurgents and local malitias have since they usually have no armor? -Adjust values to help create realistic amounts of damage to be taken to arms and legs Weapons Disperion Mod: -Adjust the variables in the userconfig file and help to come up with some realistic values for Highly trained Special Forces units, standard military and insurgents/local malitias. -I can asign AD (adjustable dispersion) weapons to lets say Special Forces and insurgents to give them higher or lower accuracy and keep the standard weapons for the standard military forces. This should give some effect accuracy being different based on training. Example- I think Insurgents should have weapons with higher dispersion which would simulate that they are not as highly trained as military personnel, especially since there is no way to really set accuracy by each unit type. Stealth and Recognition Mod: -Adjust the variables in the userconfig file and help determine good settings for varied unit types and factions. Example- I think Special Forces should have realy good stealth and recognition. I also think snipers should have excelent camo and sensitivity. Conclusion If I can get some input on this we should be able to come up with a pretty good final version for everyone to enjoy. If not, like I said earlier, I will continue to work on smaller mods. Thank you to anyone who may be interested in this and wants to help.
  3. Hi all, I am working on an addon that I hope will interest some people. I am trying to adjust the AI so that formal military units will have better skills and hopefully weapons also, then non formal military units. I am trying to create the feel of a highly trained military force facing less organized insurgents and terrorists. I am also looking at adjusting infantry armor ratings for military forces that should be wearing some form of protection as well as possibly create a little more differential between between being shot in the arm or leg and in the chest, i.e. how the hits effect overall health (armor). I would appreciate any feedback if you have an opinion about this mod idea or maybe even a different perspective about which units should be adjusted and how much. Please note that the mod is currently running the vanilla settings and you must adjust to your own preferences;). First part released: Infantry Armor v1.02 Links below: Filefront http://www.filefront.com/15606313/Infantry%20Armor%20v1.02.7z Armaholic http://www.armaholic.com/page.php?id=9550 ADDON REQUIREMENTS: None Description: - This addon adjusts armor values of all military soldiers on both the east and west sides. This does not include insurgents and guerrilas, nor does it include the CDF soldiers. - It was designed to create a simulation of the military soldiers wearing combat armor vs the non military. - Forces affected: -USMC classes -FR Classes -RU classes -RUS Classes -MVD Classes Test results for ver 1.0 as follows (results now will depend on the variables you set): - 545 x 39mm= 1 shot to the chest kills to approx 50 meters- 2 shots to the chest kills above 50 meters - 556 x 45mm= 1 shot to the chest kills to approx 75-80 meters- 2 shots to the chest kills above 75-80 meters - 762 x 51 % 762 x 54mm= 1 shot to the chest kills to approx 450-500 meters- beyond that they layed down so I couldn't verify a 2 shot chest kill but I know the second shot killed no matter where it hit:). - 12.7 x 99 & 12.7 x 108 mm= 1 shot kill no matter what - Shots to the head are not changed at all - shots to the arms and leg will vary by side (see bugs section) and caliber. the 545x39 &556x45 take about 3-5 hits. Higher calibers require less rounds. I didn't think this was too unreasonable. As stated before I am open to suggestions and Ideas. I am still working on this mod. I am currently trying to make 2 new sets of weapons, one will have higher dispersion values for to be given to the terrorists and guerrilas and one will have lower dispersion for use with the special forces being released. The vanilla ones will remian with the standard military forces in the game. It will take me a little bit to do this, as this whole modding thing is new to me, so please be patient;). BUGS: - there is a slight variance between the east and west side soldiers. This seems to be due to the way Arma @ calculates damage. If I set all sides with equal values, what happens is the east side has a stornger damage resistance. Through much testing I have only been able to come to the cunclusion that Arma 2 favors the East side with the damage multipliers. If anyone has any other insight on this please feel free to let me know. - This error was found to be incorrect and has been adjusted for in v 1.01. - This mod could potentially clash with SLX or Zeus if they have any armor adjustments. I looked into SLX and I don't think it will as the armor values I adjusted are at a lower in the inheritance lineage than where they were adjusted in SLX- I could be wrong. FIXES: V.1.01 -Adjusted armor values for all troops making the even. After further research I found there is no difference in multipliers, the error was on my end. V1.02 - Added and HPP file that goes intor the userconfig folder that allows the user to set all the armor ratings for each faction in the vanilla game (instructions are included in the HPP file CREDITS: BIS - For an game that both awesome and moddable. Snake Man - For practically walking me through how to build the a config file. Binkowski - Thanks for answering my PM's and giving me direction where to look for information. The entire moding community- Without you all putting info out there and having your mods available for us newbies to analize , I for one, would have been very lost. Thank you all. **Added part 2 Weapons dispersion v1.03 - More info in this thread http://forums.bistudio.com/showthread.php?t=95332 Link to download: Filefront http://www.filefront.com/15621103/Weapons%20Dispersion%20v1.03.7z Armaholic http://www.armaholic.com/page.php?id=9576 **Added part 3 Infabtry Stheath and Recognition Skills v1.00 - More info in this thread http://forums.bistudio.com/showthread.php?t=95484 Link to download: Filefront http://www.filefront.com/15612095/Inf%20Stealth%20and%20Recognition.7z Armaholic http://www.armaholic.com/page.php?id=9604 Enjoy :D
  4. I am trying to learn how to mission edit. I am currently working on creating a usable UAV and it isn't working. I have read the previous threads and followed them as well as wiki. The following is what I have done and it doesn't work: Create a player using F1 Create an UAV terminal using F1 Create a flying MQ-9 using F1 Create an UAV module using F7 I then linked each item to the module one at a time now when I go into preview mode from the editor and go to the UAV terminal there is no option for UAV in my action menu. Please help and let me know if I am doing something wrong or missing some kind of script. Thank you for any help. Also I am doing this as a test to figure out how to use the editor, therefore, the only items on the map are the player, UAV terminal, MQ-9 and the module. When I go into the preview session I get a second crew member (F3) und he is flying in the MQ-9. I am not sure if that is normal???
  5. I know this is a bit out of the blue but, I have been playing a little BFBC2 on the PS3 and went on to their forums to check out what some people are saying. Here is a comment I came across... and a response from a console gamer... Enough said:eek:. If Bohemia ever goes console with the series, this wonderful community would be ruined by people like this guy who responded to the post. It's all over other game forums that are available on the console systems. Our forum would be over run by these immature gamers and our moderators would be overworked;). I for one appreciate the moderators work here and how they keep this forum, I mean community, running neat and respectful, Thank you. In closing, I ask Bohemia, please don't ruin this great game and community.
  6. Mysteryman5150

    This is why I hope Arma never goes to console

    This was not meant as a troll post, and I didn't think it would be percieved that way. It was an opinion that hit me hard today when searching through other forums and then remembering how great this community is. I appologize if it came across as a troll post:o
  7. Mysteryman5150

    Infantry Stealth and Recognition Skills Mod

    KeyCat- Thank you for the compliment:). In Zeus they have defined a fair amount of the units, especially the non Special Forces units. That is why I just remove the Zeus Spotting PBO from the addon folder and then my addon sets all the values for the defined variables. What I have personally done with setting my values for all my mods is Give the Military units, both SF and base military on both sides, a bump in armor to mimic wearing combat armor. I lowered the aiDispersonCoef on all the weapons used by the insurgent and guerilla factions to make it appear that the trained military has better firing dicipline and skills. I also increased aiDispersionCoef for vehicle mounted machine guns so the ai on both sides could not drive 70 KPH and shoot deadly accurate. Finally, as far as stealth and recognition, I gave the SF on both sides a bump to represent them having more extensive training and also to help them carry out more stealthy missions, i.e. Seal Team Six, I love those campaigns;). I also lowered some of the skills of the insurgents and geurillas, once again to try and create that feel of training variations between formally trained military and malitia type units. I did also give snipers and their teams a bump in audible and camoto allow them to move about a little more inconspicuously. I agree with you that while wearing a ghillie suit, as long as they stay low they stay low and move slow, they should be able to move fairly undetected. Especially at a distance and when the enemy is not using binoculars or a weapon with a scope. These are some of the tweaks I have made and have found, IMO, the game is a bit more realistic and immersive. Lots of bullets flying from insurgents but not all deadly accurate;). I acctually get a bit of that feel I got when I watched the movie Black Hawk Down, and from what I have heard they did a pretty good job on that movie depicting some of the realities of battle. Sorry this was so long. I just wanted to put out there my settings, which also basically defines my reasoning for the addons. I am glad others are enjoying them as well:D.
  8. Mysteryman5150

    Infantry Stealth and Recognition Skills Mod

    Jpinard- Thank you for the compliment :). I have made no adjustments in the releases. They are all running the vanilla Arma 2 settings when released. If you want anything other than vanilla you will have to set it yourself, I appologize for that. I was thinking of releasing versions that would have predetermined settings but there didn't seem to be much feedback for this so I decided to let the user make their own settings. BTW- The Stealth and recognition addon will be overwritten, for some units, by the Zues Spotting PBO as it redefines some of the same values at the individual unit level;). I personally use parts of Zues and SLX but I just leave out the PBO's that would counteract my addons.
  9. This is a new addon that allows the user to adjust the AI dispersion for mounted MG's in the game. It affects static and vehicle mounted MG's AI Dispersion for Mounted MG's v1.00 Links Below: Filefront http://www.filefront.com/15715279/Mounted%20MG%20Dispersion.7z Armaholic http://www.armaholic.com/page.php?id=9712 Addon Requirements: None Description: - This addon allows the user to set the AI dispersion for all mounted MG's in the game, both static and on vehicles. - The addon will not affect the dispersion for any MG being fired by a Human controlled unit. It only affects AI, both enemy and freindly. - It comes with an HPP file that goes into the userconfig folder, which is where the dispersion adjustments are made (instructions are located in this file). - The variable being modified is aiDispersionCoef, which allows the user to set AI dispersion for a weapon without affecting overall weapon dispersion. - The aiDispersionCoef is a multiplier of the weapons dispersion value. See formula and example below: ***Formula - dispersion * aiDispersionCoef = Total AI Dispersion...Example for M134 - .0017(disp) * 15.0(coef) = .0255(total AI Dispersion) INSTALLATION: Extract the PBO file you find in the archive, and place it the ArmA2\Addons folder, or the mod folder of your choice (Prefered way to install addons). Install the userconfig folder into your arma2 directory (if one does not exist then your just need to copy the userconfig folder in zip file). Run the game. BUGS: -None so far. FIXES: v1.00 - - Initial release. CREDITS: BIS - For this awesome Game. Anyone who has helped me by answering qestions or giving feedback. As always the entire moding community- Without you all putting info out there and having your mods available for us this game would be a lot more empty.You all have inspired me to want to make my mods. Thank you all.
  10. Mysteryman5150

    New Mod - AI Dispersion for Mounted MG's

    Rifleman- It affects the AI accuracy for mounted machine guns, both static and on vehicles in the vanilla game. It will work for any addon vehicle or static defense that inherits the vanilla version of the gun unless the addon maker has written their own aiDisopersionCoef values for that weapon. However, it does not affect cannon's, it only affects machine guns. You will only have to set the dispersion factor you want in the userconfig file, there are instructions when you open the file:). I hope that is what you were asking.
  11. Mysteryman5150

    New Mod - AI Dispersion for Mounted MG's

    @ Blechreiz- I hope it does what you have been hoping for;)
  12. Mysteryman5150

    Limit Inventory

    I don't know for sure why they limited the medics inventory but that would probably be a good guess. As far as limiting certain weapons, I think you could remove the ability to carry launchers by removing the + 4 from the weaponSlots = line as that is the slot that allows for secondary weapons (launchers). Make sure not to remove the + 4 * 16 as that is the slot definition for handgun magazines;).
  13. Mysteryman5150

    Limit Inventory

    The following line would go under the class name of the new unit you are creating. That should give him the same inventory slots as a medic and the ability to heal;) weaponSlots = 1 + 4 + 8 * 256 + 2 * 4096 + 2 + 4* 16 + 12*131072; attendant = true; Example: class New_Unit : Old_Unit { weaponSlots = 1 + 4 + 8 * 256 + 2 * 4096 + 2 + 4* 16 + 12*131072; attendant = true; };
  14. Mysteryman5150

    SLX Mod WIP

    Thanks for the update and detailed description for each PBO:D. Excelent work Solus. I loke how you make your addon very modular. That way I can mix parts of it with parts of Zeus and add my personal addons with no problem;) Thanks again
  15. Hey all, I am creating a complete infantry overhaul mod, well hopefully I can complete it:). Along the way I have began to create a completed new set of weapons, actually I'm only doing rifles, sub-machine guns, light machine guns and sniper rifles, that I have released as a stand alone mod. During this process I have found a way of creating a file that can be placed in the userconfig folder to allow the mod user to set their own disperion values these weapons:bounce3:. Like I said I am trying to create a complete infantry overhaul that would make some true variance between the true armed services and the terrorist and insurgent type malitias:D. Please note that these are currently running the vanilla settings and you must adjust to your own preferences;). Weapons Dispersion v1.04 Links Below: Filefront v1.04 http://www.filefront.com/15697437/Weapons%20Dispersion%20v1.04.7z Armaholic http://www.armaholic.com/page.php?id=9576 ADDON REQUIREMENTS: None Description: - The (Inf_Weapons_Dispersion) pack creates a new set of most of the hand held vanilla weapons in Arma2 and allows for the user to adjust the dispersion value of these weapons. (This is not a replacer) - It comes with a file an HPP file that goes into the userconfig folder, which is where the dispersion adjustments are made (instructions are located in the file). - There is an ammo box that comes up in your editor under empty/ammo- Modified disp weapons box and it includes every AD weapon (Adjustable Dispersion) I made as well as the required ammo for all the weapons. feel free to use it for testing purposes or whatever you would like to use it for. - The weapons should import any sound mod you have running for the vanilla weapons. I didn't come across any porblems during my testing. - Weapons included: -All rifles (excludes Xm8) -All machine guns (hand held) -All sniper rifles *** New to Ver1.01 *** -Added a stand alone pack (Vanilla_Weap_Dispersion) and userconfig that allows for the dispersion adjustment of vanilla Arma2 guns, that were used to make the new set for the original pack (see above in features). -Both of these mods should run together without conflict since the vanilla mod only affects the vanilla weapons and the additional weapns pack redifines the values for each individual gun in the pack therefore the vanilla values would be overwritten. *** New to Ver1.04 *** -Added a new variable (aiDispersionCoef) which allows the user to set AI dispersion for a weapon without affecting overall weapon dispersion. -Changing the dispersion value modifies the overall dispersion of the weapon class defined (affects user as well)and/or changing the aiDispersionCoef value modifies only the AI dispersion (both freindly and enemy) of weapon classes you wish to modify. -The aiDispersionCoef is a multiplier of the weapons dispersion value. See formula and example below: Formula - dispersion * aiDispersionCoef = Total AI Dispersion...Example for M16 Single Fire - .001(disp) * 6.0(coef) = .006(total AI Dispersion) INSTALLATION: Extract the PBO file you find in the archive, and stick it the ArmA2\Addons folder, or the mod folder of your choice (Prefered way to install addons). Install the userconfig folder into your arma2 directory (if one does not exist then your just need to copy the userconfig folder in zip file). Run the game, BUGS: -None so far. FIXES: ver 1.04 - Added a new variable (aiDispersionCoef) which allows the user to set AI dispersion for a weapon without affecting overall weapon dispersion. - The aiDispersionCoef variable is a multiplier to the dispersion variable and is explained, with more detail, in the hpp file inside the userconfig folder. Ver 1.03 - Fixed error with the G36 and G36k not having any fire modes. Ver 1.02 - Fixed error in config.cpp for vanilla weapons PBO that was causing some conflict when running with the other weapon pack included. Ver 1.01 - Added a new pack that allows for the dispersion adjustment of vanilla Arma2 guns, that were used to make the new set for the original pack (see features above). **Please see updated read me for additional info.** - Cleaned up the config.cpp file for the Inf_Weapons_Dispersion PBO. v1.00 - - Initial release. CREDITS: BIS - For an game that both awesome and moddable. Wolfrug- For the idea of adjusting weapons dispersion and giving me permision to utilize your concept. Anyone who has helped me by answering qestions or giving feedback. As always the entire moding community- Without you all putting info out there and having your mods available for us this game would be a lot more empty.You all have inspired me to want to make my mods. Thank you all.
  16. Mysteryman5150

    Arma2 beta builds 1.05.6xxxx

    I don't mean to sound stupid but how does someone go about creating a ticket? :o
  17. I have updated the Weapons Dispersion mod. See link in first post. There is no need to redownload the Infantry Using AD Weapons if you want to use the new Weapons Dispersion as I haven't changed any of the class names, only some of the values. The main thing changed is that I have added a new variable (and instructions) that allows the user to set the AI dispersion without affecting the overall dispersion of the weapon:D.
  18. This is a new mod that utilizes my Adjustable Dispersion Weapons. It gives certain unit an AD weapon therefore you can set the dispersion values for those units to create some variance between trained and untrained units. Have fun and I hope you enjoy this :). Infantry Using Adjustable Dispersion Weapons v1.00 Links below: Filefront http://www.filefront.com/15630319/Inf%20Using%20AD%20Weapons.7z Armaholic http://www.armaholic.com/page.php?id=9626 ADDON REQUIREMENTS: Weapons Dispersion v1.04 (Inf_Weapons_Dispersion) http://www.armaholic.com/page.php?id=9576 Description: - This addon gives AD (adjustable Dispersion) weapons to certain factions in the game. - This addon not create any new soldiers, it simply changes their weapons to AD weapons. - This allows for adjusting the dispersion factor on weapons for those particular units (Using Weapons Dispersion Addon) without adjusting all weapons in the game. - Units included: -FR units (Force Recon) -RUS units (spetsnaz) -MVD Units (Russian Specialists) -GUE Units (Guerilla) -INS units (Insurgents/civilians w/guns) - Gun classes that can be adjusted broken down into factions: -FR - M4 classes, DMR & MK48 -RUS - Bizon classes, AKS classes & VSS Vintorez -MVD - AK-107 classes, Pecheneg & VSS Vintorez -GUE - AK-47 classes, AK-74 classes, Hunting Rifle, RPK, SVD & PK -INS - AK-47 classes, AK-74 classes, Hunting Rifle, RPK, SVD & PK Final Notes: - This addon will work properly with my Infantry Armor addon as well as my Infantry Stealth and Recognition Skills addon - Compatability with new unit addons would be determined by 2 things 1)Where the class cfgvehicle lineage the addon maker made the new unit inherit its information from 2)If the new unit has it's own weapons defined by the particular addon maker INSTALLATION: Extract the PBO file you find in the archive, and stick it the ArmA2\Addons folder, or the mod folder of your choice (Prefered way to install addons). Install Weapons Dispersion Mod (Inf_Weapons_Dispersion) as instructed in that addons readme file. Run the game. BUGS: -None so far. FIXES: v1.00 - - Initial release. CREDITS: BIS - For an game that both awesome and moddable. Anyone who has helped me by answering questions or giving feedback. As always the entire moding community- Without you all putting info out there and having your mods available for us this game would be a lot more empty.
  19. Mysteryman5150

    Weapons dispersion.

    Updated to ver1.04. See front page for details and link. I appologize that there have been so many updates to this file. I have just recently figured out how the new variable worked:o
  20. Mysteryman5150

    Infantry Stealth and Recognition Skills Mod

    I follow what you are saying now AliMag. You are correct that if you set those 2 settings to 0 you are right there is no chance for the AI to detect that unit, unless it fires a weapon. Somehow this is determined as an absolute by the programming code;). However, if the settings are anything above a 0 the other factors should come into play when set in the editor. i.e. I can get a certain distance to a target while laying down, but if I stand up or go to crouched I will be detected. Also, in the editor if I set an enemy units skill higher or lower it has had an affect for me in how well that unit is able to detect me. I cannot elaborate on other factors since I haven't done alot of testing with environmental factors being altered or even time of day, so I will not even attempt to make an educated guess about those things:)
  21. Mysteryman5150

    Weapons dispersion.

    I will be releasing an updated version to this later today or tomorrow. I have found how to make the guns dispersion only be effected for the AI and not the user if he were to pick up an AD weapon;).
  22. Mysteryman5150

    Infantry Stealth and Recognition Skills Mod

    @AliMag- I think he was trying to sum up that the individual unit settings are done in the editor with the skill level setting and that other environmental conditions would effect the ability to spot an enemy as well. At least that's what I got out of it;).
  23. The AD weapons are tweaked for everyone. That is the one downfall to the AD weapons. I am working on realeasing a new version that will only effet the AI dispersion. It should be out later today or tomorrow:).
  24. Mysteryman5150

    Infantry Stealth and Recognition Skills Mod

    Gnome- I have a page going in the discussions for all my mods (very little feedback so far though, aside from a few people:(). Would you mind posting any results there as that is the page where I am looking to release a complete package like you are mentioning above;). The link is... http://forums.bistudio.com/showthread.php?t=95554 ...I would really appreciate as well as anyone else willing to provide any feedback. Maybe if I can get some feedback going over on that thread a little bit, other people may be more inclined to give their feedback:D
  25. Mysteryman5150

    Infantry Stealth and Recognition Skills Mod

    Thanks Myke and Gnome. My thinking on this was very similar, in that setting an individual unit needs to be done in the editor or in an init.sqf file. If I understand correctly you are saying that the user controlled settings is the better idea but also maybe adding a few non adjustable pre-made setups, for simpler use and those who don't like to do tweaking themselves. If that is what you mean I was thinking of that. However, I have had a difficult time coming up with good variables that are realistic as I have no real life military experience to base my settings on. This is the same problem I have had with all my mods and is the main reason I have left it up to the user to set them to their preferences. I would like to come up with some good settings and release an option that way so it would be usable for MP as well (altough it only affects AI abilities), as I don't think they could be used in MP the way they are. I may be wrong about this though, since I haven't played MP yet.
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