Jump to content

kyfohatl

Member
  • Content Count

    247
  • Joined

  • Last visited

  • Medals

Everything posted by kyfohatl

  1. Just when the player thinks the mission has ended and the allied transport chopper is landing to pick him and his squad up, an AA rockets hits the chopper (so now the player has to get back on foot). Currently I am using a unit called "enemyAA" and the script: waitUntil {chopper distance enemyAA < 650}; enemyAA selectWeapon "Stinger"; sleep 1; enemyAA doTarget chopper; sleep 0.5; enemyAA doFire chopper; However, as the distance gets greater than the 650 meters, I've found that sometimes the AA soldier may not fire. So distance has to be 650 meters or less, and the AA soldier has to be in a reletively clrear spot (no trees or buildings blocking his view) according to my tests. This puts the exposed AA soldier in the danger of being spotted and killed by the player. So, instead, is there a way to create a rocket somewhere (without a visible in-game source like an AA soldier), that hits the player chopper? Thanks in advance for any help.
  2. kyfohatl

    Petition against racism and holocaust denial

    Everything is banned in Iran. It's pretty much routine by this point. If you ever lived there you'd know exactly how many f**ks would be given for the official "ban" list. All a "ban" means is essentially when you go to the cd store and the guy asks you, "Hi sir what would you like to have a look at today?" you reply with, "I'd like to see your banned games today thanks." It's no real loss anyway, BI wouldn't have made any money selling physical copies in Iran since copyright laws do not apply to most foreign games, so there are companies that professionally crack, re-label and sell games for 4-5$, and that includes "banned" games. So for example you'll probably find physical copies of ArmA in stores but they won't be under the BI banner, instead they'll have some random company's logo on it, with that company's own custom packaging. Only way to get ArmA legit in Iran is digitally - with or without a ban - which the government can't block, so i doubt BI lost any money (or sleep) over that "ban".
  3. kyfohatl

    Warfare BE

    Well, if I remember correctly the next version (2.074) was going to be released on August last year, and since then there has been barely any updates. I tried to ask for info on the BECTI thread but I had no luck there either since Benny seems to be inactive in that thread too at the moment :/ Sooo... no news so far
  4. Hi, sorry if this question has been asked before but... is it possible to join a random AI infantry squad as a member? I would like to just join an AI squad and play as a rifleman and not have to command any AI every now and then.
  5. kyfohatl

    [SP/MP] BeCTI

    And this children is how rumors get started... He's probably just taking a break. All of us get sick of playing the same game over and over - even our favorite games. Maybe six months down the line he'll get some arma cravings and we'll see him around again!
  6. kyfohatl

    [SP/MP] BeCTI

    I really hope that eventually this gets fixed. Thing is, even the shortest warfare BE missions go for over 5 hours, and by that time most of the AI is either glitching somewhere or has gotten stuck behind a tree or in the middle of the sea (LOL). I don't think I have ever had a game where the AI didn't glitch from mid-to-late game. Of course this is not Benny's fault, but rather a problem with the buggy arma engine; I just wish there was some sort of "anti-AI-glitch" script that detected when the AI was acting retarded and "force-fixed" it by for example resetting the AI... but maybe that's not practical :/
  7. kyfohatl

    [SP/MP] BeCTI

    Hi, sorry if this has been asked before, but will there eventually be a conversion for arma 2 as well? Not sure if this is correct but I remember benny saying something about focusing on the arma 3 mission but being able to convert it relatively easily for arma 2 as well once he has done a full release. Is that still happening? I am really REALLY keen for the re-written AI, because currently the warfare BE AI bugs out really bad after a couple of hours.
  8. kyfohatl

    No Women=Disturbing

    NO it should not. Lack of sp content at release can detract significantly from the experience, lack of women DOES NOT. Sure, it may be a little more immersive to have women, but it's not a big deal. It's small thing and honestly, I'd much, MUCH rather they spend their time on making a good SP experience (+maybe some good warfare missions) than waste time making female models. So no, lack of women in this game should cause ZERO outrage... absolutely NON. Why? Because it's not at all important when compared to all the other things that need to be worked on at the moment. If it's such a big deal, just wait for a modder to add them; because someone will. ps. Reading through your posts on this thread, you call a lot of people "bigots" when all they are trying to do is to have a logical argument... Also: NO; no no no no no no no no no. Nooooooooooooooooooooooooooooooooooooooooooooooooooo. Nope
  9. kyfohatl

    Warfare BE

    Hi beagle I think I am misunderstanding what you are trying to say... because what I understood from that statement doesn't sound like a very good idea. From what I gather you want the AI to do... not much? So the AI squad leaders should just sit on their back-sides at HQ? Of course this may not be a problem for people who play on populated multiplayer servers, but have you thought about people who play this game coop, or even SP sometimes (a small portion I know, which does include me sometimes)? Even the smallest warfare BE map is still way to large to be populated by only a few people, turning it into a game of chase each other in circles while capping flags. Besides, in all the times I've played coop, all the players are usually on one side, so it is crucial to have a good AI on the other team to give them a challenge... an AI that just sits in HQ would make the game pretty boring wouldn't you agree? And by the way the sp community may be small, but I do think there is a significant coop community who play warfare BE. I personally know quite a few people both in RL as well as forum members who play warfare be coop with their friends. So I think it's a step backwards to remove AI just for people who play on populated multiplayer servers. Besides you can do that already; you can just disable AI as squad leaders in the server options... which is why I am almost sure that I have misunderstood your point, so my apologies if I just went on a random rant that had nothing to do with what you're trying to say. @benny: Would it be possible to save a game in the next version of warfare be? My friends and I would be so so so, SO keen for that because it's almost impossible to finish a warfare session in one sitting. Currently our sessions consist of capturing the first couple of towns, and just as the heat builds up and the two factions start to meet each other on the battlefield we have to end the session; which is a real shame.
  10. kyfohatl

    Warfare BE

    I always enable UPSMON... ok so I guess they don't really "freeze", they just become painfully slow. I mean, they move a couple of hundred meters, then they stop in one spot for something like 5 to 10 minutes, then move forward another couple of hundred meters. I'm sure you can imagine how long it takes the AI to reach an objective at this pace, especially when the next town is 3k away. It's like the AI is constantly moving in combat mode. In 0.73 - after about 2 hours in - I just get this feeling that everything is inactive and nothing is happening. And I'd also say fast travel. I always set it to free to encourage AI to use it, but fast travel is I think the last upgrade the commander does, so I have never seen the AI use it. However I agree; waiting for AI to do a 10k run up from base so that it can help me capture a town really slows progress. I was thinking maybe aside from transportation, the AI could set up FOBs closer to objectives so they could respawn there? And maybe purchase some basic units at FOBs as well? Rather than being forced to respawn at base every time.
  11. kyfohatl

    Warfare BE

    While you wait for the AI revamp, play 0.71 and NOT 0.73 if you play solo/coop with lots of AI (like me), because the AI in 0.73 is bugged. I've done lots of testing/fiddling, and I think it makes a big difference; if you leave the 0.73 AI running for two hours on it's own, it'll maybe capture one town at best and then freeze for some reason, while in the same time the 0.71 AI has captured half the map and is still going strong.
  12. kyfohatl

    J.S.R.S. 1.5

    A friend of mine has combined ops but arma 2 and OA are installed in separate directories (he is a steam user). How would he go about installing JSRS? I'm asking this because he tried installing isla duala before and it wouldn't work (kept getting error along the lines of "file Utes/sounds is missing"), and I suspect it has something to do with the fact that he has separate installation directories. So before downloading JSRS (1 gig is a big deal for his internet) he wants to know if it's possible to run JSRS while having separate installation directories; he'd rather not reinstall arma.
  13. kyfohatl

    Warfare BE

    UPDATE: ok I have playing/testing 0.71 a lot recently - and I have to say - most of the problems I mentioned in my last post do not apply. After a couple of 3 hour sessions, the AI did not slow down, or freeze, or go retarded. So it seems that most of these problems are only associated with 0.73 (except for the saving/loading problem). In general the AI in 0.71 seems a lot more reliable than the one in 0.73; they defend towns better, they capture objectives much more swiftly, etc. Does anyone know what change between 0.71 and 0.73 is causing these problems? p.s. Unfortunately my attempts at locating the issue on my own have been futile. Benny's scripts are just way too complicated for my tiny little brain to comprehend :(
  14. kyfohatl

    J.S.R.S. 1.5

    yessssss it worked Thank you very much to both sik and tom3kb. The problem was the mod-folder name. I changed it from "JSRS 1.5" to "JSRS_1.5" and put that in my shortcut parameters and it worked! Then I put on my astro a40 and lauched the game... I have to say, it's amazing how much of an effect a sound mod has on the game; the game feels so different it almost feels like I'm playing the game for the first time! I love it, especially the sounds of far away combat. Thanks a lot
  15. kyfohatl

    J.S.R.S. 1.5

    Thank you for the response. The name of the mod folder is "@JSRS 1.5" so I tried the following: "C:\Games\ArmA 2\Bohemia Interactive\arma2OA.exe" -nosplash -showScriptErrors -mod=@CBA;@CBA_A2;@CBA_OA;@DAC;@duala;@panthera;@ASR_AI;@JSRS 1.5 "C:\Games\ArmA 2\Bohemia Interactive\arma2OA.exe" -nosplash -showScriptErrors -mod=@CBA;@CBA_A2;@CBA_OA;@DAC;@duala;@panthera;@ASR_AI;@JSRS1.5 "C:\Games\ArmA 2\Bohemia Interactive\arma2OA.exe" -nosplash -showScriptErrors -mod=@CBA;@CBA_A2;@CBA_OA;@DAC;@duala;@panthera;@ASR_AI;@jsrs "C:\Games\ArmA 2\Bohemia Interactive\arma2OA.exe" -nosplash -showScriptErrors -mod=@CBA;@CBA_A2;@CBA_OA;@DAC;@duala;@panthera;@ASR_AI;@jsrs1.5 "C:\Games\ArmA 2\Bohemia Interactive\arma2OA.exe" -nosplash -showScriptErrors -mod=@CBA;@CBA_A2;@CBA_OA;@DAC;@duala;@panthera;@ASR_AI;@jsrs 1.5 But non of them work :( Not only do I not hear any JSRS sounds, but JSRS is not listed as an active mod in the top right hand corner of the main menu (where all of your active mods are listed). There are two files in my JSRS folder: mod.cpp & mod.paa; maybe I'm supposed to do something with them?
  16. kyfohatl

    J.S.R.S. 1.5

    Hello, I've been watching some videos of JSRS mod in action and I have to say, IT SOUNDS AMAZING. So I've been meaning to install JSRS 1.5 for a while now but the installation won't work :/ I think I've done everything that the installation instructions say: game - CO, version - 1.62.95248, CBA version - 1.0.0.188/1.0.0.8/1.0.0.6 (since I don't run the latest beta patch), Audio set to 128 sample. I have also placed the @JSRS 1.5 folder in my Arma 2 main directory and have also copy and pasted the jsrs_v2.bikey into the "keys" folder in my main directory. My shortcut parameters are: "C:\Games\ArmA 2\Bohemia Interactive\arma2OA.exe" -nosplash -showScriptErrors -mod=@CBA;@CBA_A2;@CBA_OA;@DAC;@duala;@panthera;@ASR_AI;@JSRS But it won't work. I don't hear any JSRS sounds in game at all. Could someone please help me and tell me what I'm doing wrong? p.s. I have done some searching and couldn't find anything, so if people have answered this question over and over in this thread please forgive me for my very poor research skills.
  17. kyfohatl

    Warfare BE

    Hi Benny I'm back with more AI issues! By the way sorry if me constantly reporting AI issues is getting annoying. I play a lot of coop with my friends (and sp sometimes also) so I really notice the AI. Anyway onto the bugs; these bugs are mostly regarding general weirdness of the AI that comes up after 1-2 hours of play: Game info: (v0.73, INFANTRY ONLY) 1. Most importantly, getting stuck: This is different from the "all AI freezes after a while" issue that I reported before. This issue can even happen on a small 6v6 game on zargabad. Basically, after about 2 hours in AI squads will get stuck in place, mostly at base. Not all at once though. 2 hours in maybe one squad gets stuck, then another 30 min another two get stuck. They basically just stand in one spot and don't move, and even when you kill them to get them moving again, most of the time they will get stuck again shortly. I'm guessing it's due to an accumulation of errors that after 2 hours or so prevents the AI squads from functioning properly? 2. Heading in some random direction away from battle: Sometimes happens to 1 or 2 squad after 2 hours of play. They just suddenly decides to move towards the edge of the map (where they gets stuck). 3. AI ALWAYS in combat mode: yeah, even if the AI squad just respawned at base, and base is at least 2k away from any action, the still move in combat mode, which means they take forever to reach their objective. Again this only happens after about 2 hours into the game. 4. General glitchiness: Not sure if it's due to ArmA or warfare BE; but at around about two hours in the AI gets glitchy in general. You can no longer rely on them to capture towns, they take AGES to complete objectives, become unresponsive (if I am playing as commander) and in some cases jump on ATVs and start riding around aimlessly in circles until they are killed!
  18. First of all, you should post this in the warfare BE thread (although if I can help you solve this problem maybe we won't need to waste benny's time): http://forums.bistudio.com/showthread.php?138805-Warfare-BE Secondly, please clarify what you mean by "singleplayer". Do you run it as a multiplayer game with you as the server and then play on your own (I do that sometimes and I have no such problem) OR do you run it as an actual singleplayer game from the "scenarios" menu?? What you are supposed to do is to install the mission by placing it in the "MPMissions" folder in your ArmA2 directory, then run the mission by hosting it as a multiplyer mission and then play it on your own as singleplayer.
  19. kyfohatl

    Warfare BE

    OMG... My friends and I have been having so much fun with warfare BE that we can't go back to vanilla warfare anymore despite the fact that we can't save/load in warfare BE. I will patiently await further updates on that :bounce3: Thanks so much benny
  20. kyfohatl

    [camp] p i r o g

    Install ASR AI and it WILL be challenging. Especially some of the later missions which I found were very difficult (and I remember breezing through them the first time).
  21. kyfohatl

    Warfare BE

    Hi Benny, I currently have a problem regarding saving & loading a game. Me and 3 of my friends like to play Warfare BE coop, but since even a small scale warfare session takes a long time to complete we almost never get the chance to complete one unless we save the game and reload later. The problem is that once I do that AI respawn in the middle of nowhere once they die (in the case of chernarus they respawn at Skalisty Island) and then they have to run (or swim!) back to HQ or the action. I know that skalisty Island is where you go temporarily when you die, but for some reason after loading a game you don't get transported to base once the respawn timer is done. Is there something that could be done to fix this issue? Thanks, kyfohatl
  22. kyfohatl

    [camp] p i r o g

    Ohhhh I remember playing this campaign ages ago.... I think it was one of the first user-made missions I played (played through multiple times) and tbh I still think it's one of the best campaigns (better than official campaigns imo). Tempted to play 2.0 coop if I can convince my friends to play it with me. I never ended up thanking you for the hours of fun I got out of it so for what's it's worth, thank you so much bardosy; I love this campaign :)
  23. Needs one more option: "I start ArmA 2 always with ASR-AI on". What I've come to notice is that some campaigns/missions are near impossible with ASR-AI because mission makers expect you to mow down an entire platoon of enemies only using a four-man fire team, which would be not too hard to do with vanilla AI but is extremely difficult with ASR imo. I suppose some people would say you don't really need to have ASR in mind when making a mission but I beg to differ; missions made with ASR-AI should expect less "rambo skills" from the player and give him support options when tackling difficult tasks like capturing a heavily defended town.
  24. kyfohatl

    ASR AI Skills

    Hey Robalo, First and foremost thank you so much for sharing your awesome mod. I can't play ArmA without it. I had a couple of questions (forgive me if they are a bit dumb; I am a bit of a noob): 1) There are no compatibility issues between UPSMON and ASR right? I have been using them together in my mission recently and so far I haven't seen any issues aside from maybe AI spamming smoke grenades, but I just wanted to check. 2) Would ASR be compatible with the headless client? After some of it's issues have been resolved (ref: https://dev-heaven.net/issues/62500) I am thinking I will be using it once it comes out as a full patch. Currently I really notice a drop in AI capabilities when I play warfare coop with my friends vs when I play SP to a point where in SP the AI (with ASR of course) is almost as good as I am and in coop I can run in guns blazing and mow AI down and not even get shot at once. P.S. For your info: I don't have 2 good PCs so I have to run the server on the same computer that I play on (hence no dedicated server) which is why I'm considering using the headless client. My pc is pretty decent though and I built it last year specifically for being able to play arma without issues.
  25. kyfohatl

    Warfare BE

    Ohhhh... I see what you are referring to Benny. So that's why when I play vanilla warfare on chernarus (superpowers) I get the same problem. Only difference is that when the AI stops working in vanilla warfare the frame rate is choppy as hell, but in warfare BE frame rate is fine, if slightly lower than what it was at the start of the game (probably due to your superior optimization skills). Another thing is that this problem never happens in the OA version of vanilla warfare (mountain warfare or whatever it's name is) but I'm assuming it's because Takistan map is a lot less resource intensive than chernarus. Anyway I've been playing some 8v8 warfare BE and I'm 2.5 hours in with no problems so far. So is there nothing I can do? It's a shame because I built my new PC last year with the specific mindset of being able to play ArmA without issues. 8v8 is fun but 16v16 is glorious! Actually can you run warfare BE 16v16 without running into the same problem? If so do you have to overclock? P.S. I just found out that you can apply and become a member of an AI squad which is awesome since in addition to my dislike of high command sometimes I don't like to lead in general (not having to worry about where number 3 is and if x needs healing and so on). That is just great... thanks so much :)
×