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NakedSquirrel

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Everything posted by NakedSquirrel

  1. I've been trying to get AI to do more 'hit and run' style attacks for some of my missions, but I've found myself at a bit of a road block because I've mostly been using triggers and waypoints. The trouble with the in game AI is that they will usually do a full on assault and maybe flank the enemy, but they tend to try and stay in the engagement until the enemy is dead or until they've taken considerable casualties. I would like it more if I could get the AI to do a short attack (maybe a minute or two of fire) and then disengage (maybe to come back later once they've re-grouped). Does anyone know of a script that would make the AI do more of a hit and run style attack instead of a full on assault? Or does anyone at least know of a script I can use as a starting point to try and get the AI to do this sort of behavior? What I would basically want to do is get a script that sets their behavior to 'danger' and give them a seek and destroy waypoint near the player group (or nearest enemy group). (Perhaps give the AI a suppressive fire command for more volume of fire) Then after a minute or two, have the script set a waypoint far away from the player group and in the opposite direction.
  2. Cool stuff Sam. Good luck! I thought of making some UNSUNG missions with ToH helicopters thrown in, but it is difficult to find a map that gives me above 10fps in ToH. I think a jungle map would need some very severe LoD steps for the vegitation, so that distant trees would be easier on the Graphics card and CPU.
  3. I am wondering if it is possible to add a variable or limitation to the AI aiming (accuracy) parameters. I've noticed a common problem in Arma 2 where AI shoot wildly in the air or at their feet, especially when their skill level is reduced. I was testing a mission last week (AI skill was set to low). I hear loads of gun fire around a corner and I look to see 2 AI standing about 3 meters apart. One is shooting at the others feet while the other was just laying around and staring at the birds. These are probably the two most annoying problems I have with AI. I've found that the LOS script has done a really nice job of increasing reaction time and target acquisition for AI units, but AI aim is unusual. AI seems to aim at a designated character/target, and it selects random points around the target to shoot at. The radius of dispersion increases as the skill level is reduced. Now, this is how most AI seem to aim, but my problem with ARMA is that both X and Y coordinates are treated equally. The result is that AI wind up shooting 2 feet in front of them in rough terrain, or way above their target. I'm wondering if it is possible to limit the Y coordinate, so that AI 'strafe' their targets horizontally instead of just randomly shooting in a circular target area. It's just an idea. I'm not sure if it's possible (or if my assumption on how ARMA AI aims is correct). So let me know what you think
  4. I modified the RUG_DSAI mod. Although I would like to know how the other missions accessed the voices, I didn't see it in any of the ones I unpboed. I haven't had time to hunt down where the voice over sounds are in the mod or how to reference them.
  5. Just posting some [HIP] porn for appreciation ;) Enjoy. I don't quite have the time to polish these missions up to finished products yet, but maybe after exams. [HIP] + a crudely modified RUG_DSAI for ambiance. (One side note, I also wasn't seeing flames coming from the flame thrower. It looked like an arty or grenade strike when the invisible flames hit something.)
  6. NakedSquirrel

    MARSOC Marine Special Operations Team

    I didn't realize you were trying to make them look kitted out and customized. I was just trying to be helpful. I was going to send you some more info on some of the uniforms, black IR patches, and other gear, but obviously you're already in the loop ;). Semper Fi
  7. NakedSquirrel

    MARSOC Marine Special Operations Team

    Great work Meatball Just a quick critique though, Marines do not wear the US flag on the shoulder of their uniforms. The US Army does, but Marines do not.
  8. NakedSquirrel

    Invasion 1944 v2.6 (CO)

    I goofed. I did a re-install of the mod and the voices do work. However, I do get an error when I walk up to a British unit and they salute me. With script errors on, it says that it can't find the language file...
  9. NakedSquirrel

    Invasion 1944 v2.6 (CO)

    I'm getting an error with the new British Army (Winter) troops. The game can not find the BAF language (voice) file, There may be a typo somewhere in the unit config. Has anyone else seen this, or did I have a bad install?
  10. Take On Helicopters seems to have a significant FPS impact on my system even when I use the "Setviewdistance" command. This isn't so much of an issue with the larger maps like Chenarus or Takistan, however it is a large impact on jungle maps with a large number of objects. I am wondering, is there more than one draw distance command for objects as well as terrain? The game must be rendering more objects, longer terrain distances, or objects at different LODs, because I am getting a significant FPS drop when running Take-On at the same view distance as Arma2 (IE from 60FPS to 25 FPS)
  11. NakedSquirrel

    AI, Guerrilla Tactics

    Ok, revisiting this old thread to let you guys know I finally figured out a way to do it. by changing the friendstate. Unfortunately, it didn't let me change the friendstate of individual units (except for civilians), so you have to do it to an entire side. It's cheating, but it seems to be the only way that I have been able to come up with that works. You simply have a trigger of 'bluefor detects opfor' set the timeout duration of how long you want the firefight to happen before OPFOR will disengage, and then on activation use the set friend command "EAST setFriend [WEST, 1];" Once they reach a secure area you can return their friendstate to 0. In theory, the AI should stop and shoot any any 'Rambo' players that sprint up to catch them, because he will lose his friendstate with them after they see him shoot a couple of comrads Domove, setting waypoints, and messing around with their courage didn't seem to have any effect. I've also tried setting a group leader that is on the other side of a map, but he seems to issue commands for them to engage (no matter what I do with "Disableai "xxx"" commands). That was my most promising because it works for the player, but the AI won't just sit there and shut his trap. The only other mild success I've had is physically removing their weapons and ammo, but I find that to be a bit extreme because if I want them to re-enter combat I have to individually re-arm them with specific loadouts. Anyhow, hopefully this helps someone else out there. I think it would be pretty useful for guerrilla warfare scenarios, convoy attacks, feigned assaults, traps, and ambushes.
  12. Sickboy, The UNSUNG team is currently working on a new release of the mod. The UNSUNG mod is a Vietnam era mod for ARMA 2. http://www.armanam.com/index.php We really like the work you've done with Sixupdater. It's an incredibly useful program for managing mods. Is there any way that we could work with you to add the UNSUNG mod on the Sixlauncher menu?
  13. How much of the Arma 2 Unsung mod works in Take-On Helicopters? Obviously I don't expect the helicopters to work without the config work, but do the units/environments transfer to Take-On? http://www.armaholic.com/page.php?id=12267
  14. I'm having trouble setting up a dedicated server. I am hosting it on a separate, dedicated machine and when I run it, everything seems to work fine on the server side. The OA and Arma 2 versions are up to date. I used Tophie's tool to set up the parameters and launch the server. I see the server launch in the lower taskbar and it says 'host initialized' but when I look for the server in the MP list, it isn't there. The odd thing is that while watching the server, I noticed someone join and leave after 16 seconds. The server is named ATAG Dedi, but I can't seem to find it. I've even tried looking by IP, but no luck =\ Sorry if this post is vague, but I'm not even sure where to start. Any ideas?
  15. NakedSquirrel

    Dedicated Server Doesn't Show

    I really appreciate your help Haz, sorry I've been busy with school so I haven't had much time to spend working on this issue. I'll give your last suggestions a go and see if I have any luck, but I might just have to find someone I can drag onto Teamspeak that has experience setting up a server. Hopefully I can find someone that still remembers the steps. I had an old squad made that talked about having 'issues' getting the dedi server started but he couldn't remember how he fixed them. Also, ever since I started messing around with the server exe, I wound up messing up six-updater somehow (god help me if I can ever get it configured again). I also see server settings on sixupdater, but I can't seem to launch a server with that program either. I thought one of these outside programs would make setting up a server easy. Oh well.
  16. NakedSquirrel

    Dedicated Server Doesn't Show

    I've been trying this on two machines.. My own and a dedicated server machine. The dedicated server has all of its ports open with no windows firewalls or anything. And with my own machine, I have the firewall open for all of the 3 utc ports required, but I'm not seeing the server... I feel like I'm missing something big... let me go over the steps I've taken so far on both machines - Install ArmA2 and OA - Download Arma 2 standalone dedicated server - Download OA standalone dedicated server - Download Battleye.dll - add server.cfg and Arma2.cfg - add default.arma2profile -Open ports 2302 2303 2305 -create shortcut to arma2oaserver with parameters: "C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\arma2oaserver.exe" -port=2302 -name=default -config=default\server.cfg -cfg=default\Arma2.cfg -profiles=default" -launch...
  17. NakedSquirrel

    Dedicated Server Doesn't Show

    Ok, I've put the correct battleye dll in all of the generated battleye folders, It's running 1.32 but I still can't see the server. I've also tried with Battleeye turned off but no luck =(.
  18. NakedSquirrel

    Dedicated Server Doesn't Show

    I've tried changing to [arma2pc.master.gamespy.com], but the server still isn't showing up on the list BattlEye Server: Initialized (v1.126) is the latest Battleye from http://www.battleye.com/download.html I've also tried a copy and paste from the Kelly's heroes website (see the second config code) It doesn't have spaces in: , but that config file isnt working either. The 1st config is just from Trophe's Arma 2 Dedicated server tool.The thing I really dont understand is why it shows people joining the server for 10-15 seconds and leaving. The server has to be broadcasting something somewhere if I'm getting 'X user connected, a list of the 'mods' they are using and X user disconnected' in the Arma OA console
  19. NakedSquirrel

    Dedicated Server Doesn't Show

    I opened the ports already and I'm not getting any security messages from windows.
  20. NakedSquirrel

    Dedicated Server Doesn't Show

    Still no luck, I tried just doing the basic config from Kelly's heroes, without that dedicated.exe tool I don't understand why this server isn't showing up. I've even tried it on my home machine and I'm getting the same results. Server console: 17:33:23 Dedicated host created. 17:33:24 BattlEye Server: Initialized (v1.126) 17:33:24 Host identity created. Server.cfg /* Example ArmA2 server configuration file by [KH]Jman, 3rd July 2009. http://www.kellys-heroes.eu */ // Password for private servers. Uncomment this if you wish to run a private server // password = "set"; /* Password to protect admin access type: #login mypassword in ingame client chatbox to login as admin type: #missions in ingame client chatbox to display the mission list */ passwordAdmin = "pw"; // The name of the server that shall be displayed in the public server list hostname="NAKEDSQUIRREL"; /* Message of the day. It can be several lines, separated by comma empty messages "" will not be displayed at all but are only for increasing the interval */ motd[]= { "Welcome to my server name", "hello world", }; // Time interval (in seconds) between each message of the day motdInterval=50; /* 25% or more players need to vote for mission to become effective set to 1.5 to turn off missions voting */ voteThreshold=0.25; /* Maximum amount of server slots server will always display 64 slots if maxPlayers is >64 and server is empty */ maxPlayers=80; /* Gamespy reporting url for public server list inclusion use 127.0.0.1 for LAN server */ reportingIP="arma2pc.master.gamespy.com"; /* If specified player connects/disconnects and player id are written to file. log file is persistant and appends data on server restart. */ logfile="myserver.log"; /* Specifies the mission rotation and related difficulty settings. leave blank i.e class Missions {}; to enable player's selection from mission list & difficulty settings (voted on if no admin logged in) */ class Missions { class Mission_01 // name for the mission, can be anything { template = mymission.Chernarus; // omit the .pbo suffix /* difficulty: recruit, regular, veteran & expert as specified in *.Arma2profile */ difficulty = "regular"; /* The following options are seen in the lobby of a multiplayer game. These options can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include accelerate time, setting the mission difficulty or switching the intro on/off. */ param1 = param2 = }; class Mission_02 { template = anothermission.Chernarus; difficulty = "veteran"; param1 = param2 = }; }; // If class missions is blank start voting when 1 players connect. voteMissionPlayers=1; // Do not allow players with duplicate ids to connect kickduplicate=1; // If set to 1 players must use exactly the same -mod= startup parameter as the server. equalModRequired=0; // If set to 1, Voice over Net will not be available disableVoN=0; /* Quality from 1 to 10 refer to: http://community.bistudio.com/wiki/ArmA:_Multiplayer#VOIP_support for codec info. 7 is the best. */ vonCodecQuality=7; /* Set the timestamp format used on each report line in server-side RPT file. possible values are: none (default), short & full */ timeStampFormat=full; /* Enables persistent battlefield dependent on the mission specifiying persistence, otherwise has no effect. missions must contain either instant respawn or base respawn options located in the missions description.ext file */ persistent=0; /* Enables signature verification for addons this will prevent pbo hacks by only allowing pbos that pass servers public key checks */ verifySignatures=1; // Signature timeout fix regularcheck="{}"; // See ArmA Biki for additional signature commands // EOF
  21. NakedSquirrel

    Dedicated Server Doesn't Show

    This is the tool I was trying to use. Here is the config it generated: I'm not using any mods yet, but the end goal is to run mods.
  22. I was hoping to get some help swapping some missions from SP to MP, but I need help re-doing some of the scripting I had. So far I have 3 major lines of script that I've been using that I am not sure if they will conflict with MP missions 1: Join Player command I use this simple on activation line in triggers, but will it work if the original player is dead? Also, will this work with JIP scripts or is there something else I need to add? Can units still join player or do I have to assign a different group type? [uNIT] joinsilent player 2: BIS Play function Has anyone tried using the BIS Play/record function in multiplayer? They make it convenient for helicopter paths, but is there anything special I need to do or are they good to go? Path1= [0, [####, #.......]]; [Heli2, Path1] spawn BIS_fnc_UnitPlay; 3: This script play's a sound through the entire mission (just some background gunfire sounds). It loops constantly, but I wasn't sure if this would cause a problem with JIP players. while {true} do { playsound "c1"; sleep 124; };
  23. Is there any way to tweak the AI's spotting ability? I realize there are a few Mods out there like SLX or Zeus AI, but I would like to be able to do this without using a mod file and the extra overhead that comes with them if at all possible. I am working with some Jungle maps, and I find that the AI have Superman's vision. They can many times see through hills or hundreds of meters of heavy trees and brush. I've tried finding simple variables I can change like 'camouflage' or 'hearing', but I haven't had any luck in that area. One thing I have been able to play around with with relative ease (and that may be an easy solution) is the AI's ability to spot objects at night under different lighting conditions. This can be as extreme as a complete inability to spot the player, even if he runs into him: (IE:Overcast + night) to relatively diminished ability (Clear skies + Full Moon) So I'm wondering, is there a way to force the AI use night-time parameters in the daylight and blind them somewhat? Or are there any ways to tweak the AI's spotting ability.
  24. NakedSquirrel

    AI Spotting Ability

    Thanks. It isn't quite as powerful as I had hoped, but these help a lot! For some reason, spot distance didn't seem to do much anything to the AI's spotting ability, but spot time did
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