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bluesilence

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Everything posted by bluesilence

  1. bluesilence

    Need help about usage of unit orders

    the F keys (including F4) select which units you want to give orders to. You can select everybody by pressing ~ (between the Esc and Tab keys). Then you navigate through the menus with the number keys and move back with the backspace key.
  2. bluesilence

    Need help about usage of unit orders

    Wow, your videos are gold!! They helped me a lot!!!! Thank you so much!!! :bounce3:
  3. With the guns' default ammo, me or any AI squad member can fire with pinpoint accuracy. However, if I load special ammo (laser guided, SADARM, smoke...) the arty computer (and pretty much the arty itself) becomes useless. If I order the AI to fire at a position, it tells me that it cannot fire there. If I try to use the arty computer myself, my rounds land somewhere else. I can only hear a distant explosion.
  4. bluesilence

    Need help about usage of unit orders

    Thanks for the replies. That additional info about combat modes will be very useful. I have a few more questions, but they will be the last ones since I don't want this thread to become too extended. 1 -If I want my soldiers to shoot enemies on sight, I should set them to open fire and engage at will, right? 2 - And during stealthy missions, I should use Stealth mode with hold fire, so they only fire at threats? 3 - What's the AI criteria for using grenades? Sometimes the enemy AI, when I try to hide behind cover, instead of suppressing me, they bombard me with grenades. It could be very useful to have a "grenade bombarment" for use when attacking fortifications. And I've never seen an AI use smoke grenades... About disengage, it doesn't make units return to formation while they're in combat. And Fire doesn't replace the Fire order from the commander. If I give the normal "control+left click", the gunner will fire. But giving the Fire command from the Engage orders doesn't do anything... And suppressive fire remains a mystery. I've seen a few (long) threads about it, so I suppose it's time to do some reading... ---------- Post added at 04:07 PM ---------- Previous post was at 04:04 PM ---------- If you read the manual or run the commander tutorial mission, you will see that you can enter the advanced commands menu from both the quick contextual click orders by pressing a number key (not the numpad ones), or by pressing backspace. To issue a command, you need at least a unid selected with the Function (F1, F2... F12) keys.
  5. It's kind of working now, but its very basic. Kylania, the mission you posted is for OA, which unfortunately I don't have. If you can make it for Utes, I would appreciate. If you can't, nevermind. Take a look. version=11; class Mission { addOns[]= { "CAAir", "CABuildings", "CACharacters", "CAMisc", "CATracked", "CAWater", "CAWeapons", "CAWheeled", "cacharacters2", "ca_modules_silvie", "CA_Modules_Alice", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "CAWheeled2_MTVR", "camisc3", "chernarus" }; addOnsAuto[]= { "cacharacters2", "ca_modules_silvie", "CA_Modules_Alice", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "CAWheeled2_MTVR", "CABuildings", "camisc3", "chernarus" }; randomSeed=16042499; class Intel { briefingName="Clear Kabanino"; briefingDescription="Clear the town"; resistanceWest=0; startWeather=0.61678594; forecastWeather=0.61834592; year=2010; month=10; day=13; hour=2; minute=0; }; class Groups { items=8; class Item0 { side="EAST"; class Vehicles { items=8; class Item0 { presence=0.4998804; position[]={5319.6733,333.29865,8596.2354}; id=2; side="EAST"; vehicle="Ins_Soldier_MG"; rank="CORPORAL"; skill=0.33333331; }; class Item1 { position[]={5321.6733,333.20059,8596.2354}; id=3; side="EAST"; vehicle="Ins_Soldier_AT"; skill=0.2; }; class Item2 { presence=0.50292379; position[]={5323.6733,333.10251,8596.2354}; id=4; side="EAST"; vehicle="Ins_Soldier_AT"; skill=0.2; }; class Item3 { position[]={5325.6733,333.11618,8596.2354}; id=5; side="EAST"; vehicle="Ins_Soldier_AR"; skill=0.2; }; class Item4 { presence=0.50292379; position[]={5327.6733,333.16583,8596.2354}; id=6; side="EAST"; vehicle="Ins_Soldier_AR"; skill=0.2; }; class Item5 { position[]={5329.6733,333.21552,8596.2354}; id=7; side="EAST"; vehicle="Ins_Soldier_2"; skill=0.2; }; class Item6 { position[]={5314.6733,333.50983,8601.2354}; id=0; side="EAST"; vehicle="INS_Soldier_CO"; leader=1; rank="SERGEANT"; skill=0.46666664; }; class Item7 { position[]={5317.6733,333.3967,8596.2354}; id=1; side="EAST"; vehicle="Ins_Soldier_MG"; rank="CORPORAL"; skill=0.33333331; }; }; class Waypoints { items=1; class Item0 { position[]={5314.6733,333.50983,8601.2354}; id=0; type="DISMISS"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4285.1523,316.43359,8581.5186}; id=8; side="LOGIC"; vehicle="SilvieManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4288.5371,314.6312,8437.8574}; id=9; side="LOGIC"; vehicle="AliceManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item3 { side="WEST"; class Vehicles { items=4; class Item0 { position[]={5268.4614,353.83273,8111.7085}; azimut=37.211201; id=10; side="WEST"; vehicle="FR_TL"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=0.46666664; text="playerUnit"; init="task1 = playerUnit createSimpleTask [""ClearTown""]; task1 setSimpleTaskDescription [""Clear <marker name='dangerzone'>Kabanino</marker> of Chedaki presence"",""Clear Kabanino"",""""]; task1 setSimpleTaskDestination (getMarkerPos ""dangerzone""); task1 setTaskState ""Assigned""; playerUnit setCurrentTask task1; removeAllWeapons this; {this addMagazine ""30rnd_9x19_MP5SD""} forEach [1,2,3,4,5,6]; {this addMagazine ""15Rnd_9x19_M9""} forEach [1,2,3,4]; {this addMagazine ""HandGrenade_West""} forEach [1,2]; this addMagazine ""SmokeShellRed""; this addMagazine ""SmokeShellGreen""; this addWeapon ""MP5SD""; this addWeapon ""M9""; this addWeapon ""Binocular""; this addWeapon ""NVGoggles"";"; synchronizations[]={16,17,15}; }; class Item1 { position[]={5267.8291,353.47421,8105.9111}; azimut=37.211201; id=11; side="WEST"; vehicle="FR_R"; rank="CORPORAL"; skill=0.33333331; init="removeAllWeapons this; {this addMagazine ""30rnd_9x19_MP5SD""} forEach [1,2,3,4,5,6]; {this addMagazine ""15Rnd_9x19_M9""} forEach [1,2,3,4]; {this addMagazine ""HandGrenade_West""} forEach [1,2]; this addMagazine ""SmokeShellRed""; this addMagazine ""SmokeShellGreen""; this addWeapon ""MP5SD""; this addWeapon ""M9""; this addWeapon ""Binocular""; this addWeapon ""NVGoggles"";"; }; class Item2 { position[]={5269.4204,353.40063,8104.7026}; azimut=37.211201; id=12; side="WEST"; vehicle="FR_R"; rank="CORPORAL"; skill=0.33333331; init="removeAllWeapons this; {this addMagazine ""30rnd_9x19_MP5SD""} forEach [1,2,3,4,5,6]; {this addMagazine ""15Rnd_9x19_M9""} forEach [1,2,3,4]; {this addMagazine ""HandGrenade_West""} forEach [1,2]; this addMagazine ""SmokeShellRed""; this addMagazine ""SmokeShellGreen""; this addWeapon ""MP5SD""; this addWeapon ""M9""; this addWeapon ""Binocular""; this addWeapon ""NVGoggles"";"; }; class Item3 { position[]={5271.0127,353.32693,8103.4937}; azimut=37.211201; id=13; side="WEST"; vehicle="FR_R"; skill=0.2; init="removeAllWeapons this; {this addMagazine ""30rnd_9x19_MP5SD""} forEach [1,2,3,4,5,6]; {this addMagazine ""15Rnd_9x19_M9""} forEach [1,2,3,4]; {this addMagazine ""HandGrenade_West""} forEach [1,2]; this addMagazine ""SmokeShellRed""; this addMagazine ""SmokeShellGreen""; this addWeapon ""MP5SD""; this addWeapon ""M9""; this addWeapon ""Binocular""; this addWeapon ""NVGoggles"";"; }; }; class Waypoints { items=3; class Item0 { position[]={5330.7236,332.96918,8589.5527}; completitionRadius=100; type="SAD"; description="Clear the village"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={5140.709,347.50113,8562.9414}; synchronizations[]={1}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={4966.6938,338.12979,8134.8789}; type="GETIN"; synchronizations[]={2}; class Effects { }; showWP="NEVER"; }; }; }; class Item4 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={5263.7817,355.53571,8137.6758}; id=15; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={10}; }; }; }; class Item5 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={5262.3403,354.5202,8122.7798}; id=16; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={10}; }; }; }; class Item6 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={5245.8516,354.3038,8121.98}; id=17; side="LOGIC"; vehicle="AlternativeInjurySimulation"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={10}; }; }; }; class Item7 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={4261.1851,308.86459,8119.5703}; azimut=95; id=18; side="WEST"; vehicle="MTVR"; leader=1; skill=0.60000002; }; }; class Waypoints { items=4; class Item0 { position[]={4490.189,314.53223,8250.5811}; synchronizations[]={0}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={4949.3008,337.20795,8142.73}; type="LOAD"; synchronizations[]={2}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={4465.2886,313.88702,8228.6865}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3870.1648,308.31055,8188.2642}; class Effects { }; showWP="NEVER"; }; }; }; }; class Vehicles { items=1; class Item0 { position[]={5333.5078,333.86798,8558.6436}; azimut=118.11903; id=14; side="EMPTY"; vehicle="MASH"; leader=1; skill=0.46666664; }; }; class Markers { items=9; class Item0 { position[]={5334.2603,333.75122,8559.4844}; name="hospital"; text="Field hospital"; type="hd_warning"; colorName="ColorBlue"; }; class Item1 { position[]={5329.459,333.47446,8569.7461}; name="dangerzone"; markerType="ELLIPSE"; type="Empty"; colorName="ColorRed"; a=150; b=200; angle=-60.531429; }; class Item2 { position[]={5269.4233,353.79211,8111.0249}; name="start"; text="Infiltration Point"; type="hd_start"; angle=37.211201; }; class Item3 { position[]={4959.8306,338.05103,8138.4551}; name="exfil"; text="Extraction Point"; type="hd_end"; }; class Item4 { position[]={5315.2188,356.03925,8154.5771}; name="arrow1"; type="mil_arrow"; angle=37.343315; }; class Item5 { position[]={5388.3564,348.50079,8345.127}; name="arrow1_1"; type="mil_arrow"; angle=10.395315; }; class Item6 { position[]={5424.1626,338.46548,8425.9189}; name="arrow1_1_1"; type="mil_arrow"; angle=24.610594; }; class Item7 { position[]={5373.8804,356.95532,8236.8955}; name="arrow1_2"; type="mil_arrow"; angle=6.8523555; }; class Item8 { position[]={5430.2578,330.48175,8511.2842}; name="arrow1_1_1_1"; type="mil_arrow"; angle=-21.714836; }; }; class Sensors { items=3; class Item0 { position[]={5329.3862,333.25842,8574.5195}; a=180; b=180; activationBy="EAST"; activationType="NOT PRESENT"; interruptable=1; type="SWITCH"; age="UNKNOWN"; text="ClearTown"; expActiv="task1 setTaskState ""Succeeded""; task2 = playerUnit createSimpleTask [""Exfiltrate""]; task2 setSimpleTaskDescription [""Move to the <marker name='exfil'>exfiltration point</marker>"", ""Exfiltrate"", ""Exfiltrate""]; task2 setSimpleTaskDestination (getMarkerPos ""exfil""); task2 setTaskState ""Created""; playerUnit setCurrentTask task2; [WEST, ""HQ""] sideChat ""Town is clear. Move to the extraction point"";"; class Effects { }; synchronizations[]={0,1}; }; class Item1 { position[]={4541.3169,316.61597,8232.918}; activationBy="VEHICLE"; interruptable=1; type="END1"; age="UNKNOWN"; idVehicle=10; text="Finish"; class Effects { }; }; class Item2 { position[]={4954.8628,337.62314,8140.2715}; activationBy="VEHICLE"; interruptable=1; age="UNKNOWN"; idVehicle=10; text="exfilcomplete"; expActiv="task2 setTaskState ""Succeeded"";"; class Effects { }; }; }; }; class Intro { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=10354179; class Intel { }; }; class OutroWin { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=702467; class Intel { }; }; class OutroLoose { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=5679107; class Intel { }; };
  6. I want to build a search and destroy mission. The goals sound quite simple: Start the mision outside the town and clear it of enemies Once there are no enemies left, a waypoint will appear otside the town and a truck will go there and wait to pick me up When the truck gets away from the town, the mission ends I tried to build the mission with a combination of waypoints synced with triggers and scripts. I'm having some problems The Search and Destroy waypoint overlaps with the first task. I could not use any waypoints, but then I would have to use complex scripting to call the evac truck. Sometimes, the "town clear" trigger sets off and there's still some enemies in the town. What kind of trigger should I use instead? I've tried to create a diary in my unit's init, but I get the error message "type diary expected nothing". The game is a clean ArmA 2 1.07 from Steam. PS: I've been looking for a good reference manual with all the functions, parameters and stuff. The wiki is good, but it's a bit confusing sometimes. Google for some html reference manual and you will see what kind of manual I'm talking about.
  7. I have a trigger about the same size as the town called "Alarm". It is BLUFOR detected by OPFOR. It's Switch type. In its effects it has the Alarm sound effect. The other trigger is called "killAlarm". Its none present, type none. Its Countown with 10, 15 and 20 (for testing). Its condition is "triggerActivated Alarm;" and its onAct is "deleteVehicle Alarm;". But it doesn't work... I tested it with a hint command besides the deleteVehicle, and it shows up. Maybe deleteVehicle doesn't work with triggers, or maybe the alarm keeps going even if the trigger no longer exists. The diary thing still doesn't work. I know the double quotes breaks it, like in HTML. I still get the "type dyari expected nothing" message. The good news is that by adding the magazines before adding the weapons does the job.:)
  8. That doesn't work. What type of trigger the alarm shutter has to be? Plus, I'm trying to change my group's weapons for MP5SD's and M9s. I remove their weapons and put the ones I want, but I can't add the magazines. I've tried "30rnd_9x19_MP5SD", "MP5SD", "MP5SDmagazine".... nothing works. Same happens with the M9. Wait... what the hell? Now it works!! This thing is teasing me... Anyway, now everyone has to reload his gun at the mission start, but it's not a big deal. Is there a way to create a weapon already loaded? And finally, I still can't write a diary. "Type Diary record. Expected nothing"...
  9. Thanks WoodyUk. I've found that a Dismissed waypoint also works, and unit routes are more random than in a preplaned patrol. An alarm on the trigger effects is a good detail, but how do I make it stop after a few minutes?:butbut:
  10. Thank you a lot kylania. That will be very useful. Anyway, in this case I have the Search and Destroy waypoint, then a Move waypoint and finally a Get In synced with the truck's Load waypoint. The truck also has a Move waypoint before the Load. Both Moves are synced with the Town Clear trigger. That should be enough, right?
  11. Hmm... I thought cycle waypoints were used to go back to the initial waypoint (for making a route for a sentinel). The Wiki is very sketchy about some topics, including triggers... It only covers triggers on OFP, and only partially on ArmA 1...
  12. bluesilence

    AI combat maze

    After watching video, I set up some AI behavior experiments.The first one was like the one on the video, with a Russian AI squad, a playable civilian and an AI/playable US spotter. After shooting at the squad and killing a soldier, I changed to the civilian and watched how they reacted. At first they did the same as on the video, but then two soldiers (a sniper and a rifleman) broke formation and started flanking the spotter for a shot. But they didn’t use the barricades or the covers. Instead, they ran to some houses and then started flanking from there. Although the way they covered each other as they advanced was quite impressive. Finally they ran into an open on the spotter’s flank, but instead of shooting from there, they kept running, and the spotter got them. The second test was some sort of “rats in a maze†test. I set various kinds of covers (H-walls, sandbags and forts) along the runway and closed the zone with wires. Then I put a US fireteam on one end, a Russian fireteam on the other and give both leaders a Search and Destroy order on the center of the area using combat behavior. Instead of moving from cover to cover, they ran along the wire, using no cover other than going prone. And when they ran along the H-walls, they stood next or in front of them instead of using them as cover. Somehow the US fireteam killed all the Russians with only a casualty… Seriously, the more I play ArmA2, the more I feel I’ve wasted 30 bucks and a precious time of my life. This game’s AI needs a SERIOUS overhaul. It might be –barely- acceptable for a 2001 game, but for a 2008 game it’s useless. :(
  13. bluesilence

    AI combat maze

    That’s it. I had enough bullshit for two days. I just passed InstaGoat’s test and… the AI is just HORRIBLE!!! They walk through walls, they don’t use cover properly, they run like mad without looking for enemies, they take a lot of time to react to enemy contact… Your argument against Call of Duty-like shooters is that they haven’t the freedom of ArmA2’s editor. But it doesn’t work! The only thing that barely works is the campaign and the armory’s shooting range. The only thing you can do in this game is run around in the armory shooting guys all by yourself, but when it comes to lead a squad, it’s just an unplayable nightmare. Then the difference between ArmA 2 and Modern Warfare 2’s campaign and special operations mode is nullified. ArmA 2 is far away from a finished product. Then, why do I have to pay for it as if it was finished product?? If BIS releases Arrowhead as a bug-fixing expansion, they must be very, VERY HIGH if they think I’m going to pay again for a game I already paid for (I and other smart people, not sheep running to the slaughterhouse like you).
  14. bluesilence

    AI combat maze

    As I understand, a demo is a smaller version of a game that shows parts of that game but doesn't have all the capabilities of it, so you pay for the full game. The difference between this and ArmA2 is that I already paid for the "demo", and the bug-fixing expansion can be considered the full game. What you call "shortcomings" I call them SERIOUS GAMEPLAY HANDICAPS.
  15. bluesilence

    AI combat maze

    @Rayers12: That's just what I'm talking about. I paid almost 40$ for this game, so I wanna play a game that's 40$ worth. @Sick1: That's true... sadly. There isn't any military game comparable to ArmA2 at the moment. ArmA1 is the closest thing, and Dragon Rising is just another Call of Duty. @InstaGoat: Very nice testing and very nice comments. You're right when you say that only big companies can afford the testing that a modern, complex game needs. I have two things to say here: The first Operation Flashpoint was a good example of game-making ,and how a big company with money and a small company with means can join forces and make an excellent game. Too bad that nowdays big companies care more about money and only release "one time" games. You will pass them, and that's it all, the only thing they will be useful is at occupying one place in the shelf. I still think that ArmA 2 doesn't deserve 40$, speciall when there's gonna be an expansion which will be supposedly better and will cost another 30 or 40$. It's like paying for a demo! It's like I sell you a game and tell you "Ok, I will give you half of the game for 40 bucks, but it's not working. If you want it working, you'll have to give me another 40 bucks". That's bullshit.:mad:
  16. Hello everyone. I like to play combat patrol missions because they're the most dynamic ones. The problem is that a lot of times my entire squad gets creamed by a single squad leader with a scoped AK-107. :( He injures one of my men, and then I tell my squad to wait and seek for cover and I run to drag my injured squadmate out of the danger zone, which often results in myself also being shot. If I send another squadmate to heal the injured, they don't drag him out, but instead they heal him on the spot, becoming sitting ducks for the squad leader's dreadful scoped AK. The sequence at which issues are ordered in ArmA and Arma2 is quite bizarre. After a lot of years I somewhat learned how to lead a small fireteam consisting only in riflemen, but complex squads with fireteams are still out of my reach. On combat patrols, when attacking an enemy position from an open area, I order formation line (gives the best front coverage), weapons free, stay alert and keep low. When the enemy is in sight or the team takes fire, I order danger so my men run from cover to cover as the team advances. I thought this sequence was fine, but my men don't fire at opportunity targets, and most of the times I have to issue attack orders to individual soldiers. To do so, I have to see who is in the best position for shooting at a specific target, select him, issue the order... that can take a very long time :mad: There are still some orders I don't understand how they work. For example, I often order my machinegunners to lay suppressive fire, so they spray with bullets the general area where the enemy is. But it never does anything. Maybe I need to issue a "look at" order before giving the suppressive fire order? I don't know... Another question I have since ArmA. The team has been running towards north for some time, so the formation is pointed towards north as well. But suddenly enemies start firing from the right, and I want the formation to point east. If I order to watch east, the only thin my men do is look over their right shoulder, and the formation keeps pointing towards north. How do I order the team to pivot the formation from north towards east? Another thing I don't really understand what engage at will and disengage do. I think what "engage at will" does is when you order a man to attack a target but it is or moves out of sight, then my man breaks the formation and/or changes position to get the target back on its sights, right? But I have no idea what "disengage" does at all. And finally, what do I do to tell my men to take cover from, lets say, an enemy APC coming our way, and we don't have AT weapons? You could think that the thing to do is to order them to take cover, but what happens a lot of times is that they go prone next to a wall, BUT ON THE APC'S SIDE!!!! :j: So, lets sort things: 1.- injured teammates on a clear 2.- letting the men attack targets of opportunity vs issuing individual attack orders 3.- suppressive fire 4.- pivoting formation to face incoming enemy fire 5.- engage at will and disengage 6.- dumb cover I think I don't forget anything. I know it's a lot of reading, but those are things that are killing my gaming experience the most at this time. Thanks for the help! Have a nice war, and don't shoot yourself on the foot!;)
  17. bluesilence

    Best orders for combat missions?

    With or without useful tips, BI's commands system is a 10 years old frustrating mofo, and it needs a deep overhaul, or even a replacement. After reading some reviews, i think ArmA 2 was rushed to beat OF2 on the release stage, but the game's less obvious details were left behind. I installed patch 1.05 because it supposedly improved performance, specially on large cities. But the campaign mission where you help retake Chernogosk is a slow bumpy nightmare (even without any combat, my FPS in that city drop from 40 to 25 average). And it has the combat-mode-stuck AI problem.... Should I uninstall the game and stick to 1.04 until 1.06 comes out, ir 1.05 is worth the pain?
  18. bluesilence

    Best orders for combat missions?

    Every time I play this game, it annoys me more. The first aid system is more a problem than an aid. Without it, if you or another squad member gets hit, he's injured, but at least you can still give and follow orders. But with it, no, you just have that blurry red vision, another squadmate gets command (and he leads the rest of my men to a certain death), and I’m all alone with bullets flying around. And the AI just doesn't obey orders! They shoot when they shouldn't, and when they should they don't shoot! What kind of testing does BI put on their products?? Has this game passed any kind of quality control before release!?!?! THIS THING CAN NOT BE CLASSIFIED AS A FINISHED PRODUCT!!!! Seriously, the more I play it, the more I regret having bought it.:( Operation Flashpoint 2 might not be as "realistic" as ArmA 2, but at least it's not as buggy.:mad:
  19. bluesilence

    Best orders for combat missions?

    Is that the reason why the game isn't automatically patched to 1.05 on steam?
  20. bluesilence

    Best orders for combat missions?

    So, i'll have to wait for BIS to release another patch to have fully working AI squadmates? :( how much time passed from 1.04 to 1.05?
  21. bluesilence

    Best orders for combat missions?

    Next problem: flaking is driving me crazy. I divide my squad in teams, each with a fireteam leader, an automatic rifleman, an antitank rifleman, and a normal rifleman. If I tell one of the teams to flank right (1-1-5), to give the enemy a bigger target and cover a larger area, some men that aren't on that team also move to the right. During testing, I had tons of problems with the AI. During the first combat test, I wanted to stay hidden on some trees for an ambush. Put my men in stealth mode, told them to take cover, and finally put them on engage at will but on hold fire. Instead of taking cover next to some trees, they moved all to the same spot on a clear and crouched there. During the second combat test, I put my men on danger mode, weapons free, engage at will. I ordered them to move to the enemy position, thinking that they would take cover on their way. But no, they ran like crazy on the open, without seeking any cover, eating enemy bullets. On that same combat, I ordered one of the fireteams to move to some trees to the left of our path and start a flanking assault from there, but they totally refused to move. During all the combat, the enemies were perfectly lined, perfectly covered and they almost flanked us a few times (but only one man per time). One of the things I most hate in ArmA and ArmA 2 is the directions system… “Move to that bushâ€â€¦ WE’RE IN THE MIDDLE OF THE FREAKING FIELD, THERE ARE A HUNDRED BUSHES!!!!! “Man, 100 meters, to our rightâ€. Oh, you must mean YOUR right, because he’s on MY FRONT. :confused: Another thing I hate is how well the Russians are armed. Both squad and team leaders have scoped AKs, and they have marksmen on their squads. Only marine fireteam leaders have scoped M-16s, and not a single marksman. :mad: On the last combat, they kicked our asses without mercy. They had me pinned down so much (they were actually putting suppressive fire all around me!) that I couldn’t move from behind a wall. I told my men (they were on danger mode) to move to the enemy position, but they weren’t moving at all. I tried a lot of things… putting them on aware mode and telling them to stand up, telling them to rejoin formation… but nothing. When two of them finally rejoined me, instead of taking any cover, they stood in the middle of a road. The next second they were on the ground full of holes. We finally took them out, but we lost all but three men, and I was hit at least three times. :(
  22. bluesilence

    Best orders for combat missions?

    Thanks for that! It's very well executed. I also had some doubts about AI behavior in MOUT, but now they are pretty clear.
  23. bluesilence

    Best orders for combat missions?

    That link is pretty good and has a lot of tactics, but it's more for squads made of human players rather than AI controlled. I'm not sure how to flank with AI. If i tell the firing element to stop there so i can move with another group to the flanking position, will the seek for another cover if they lose their current cover? Or should i order them to take cover instead? Or should I stay with them and order the flanking element to move to the flanking position? Won't they run on the open and get massacred?:butbut::confused:
  24. bluesilence

    Best orders for combat missions?

    I found this guide for Operation Flashpoint. I wonder why there isn't something like it for ArmA or ArmA 2... I have another question: is there any way to put the rifle on your back and carry it instead of having it lowered?
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