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kiberkiller

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Everything posted by kiberkiller

  1. It's definitely COSLXs fault. I tried disabling COSLX, leaving all other mods on and the TAG system started working properly again. TAG doesn't work even when I disable all mods except for COSLX, so it's not a compatibility issue, it's something COSLX does. I suppose that it's a bug and not intended feature? ---------- Post added at 02:03 PM ---------- Previous post was at 12:48 PM ---------- The bug was caused by slx_ai_difficulties, I removed it since apparently it doesn't even do anything for those who use ASR_AI, and it works correctly now. My guess is that it overrides Enemy TAG difficulty setting.
  2. No problems, I was just juggling some ideas. I'd love to know what specific feature I can look forward too, though.
  3. I think I can do that some time this week. I'll be glad to help because I really enjoy your mod, it's already on my "must-have" list. I have one more question. It seems like when I'm using COSLX, the TAG System (built-in ARMA 2 feature that highlights enemies/neutrals/friendlies with red/white/greed dots directly on your screen, for blind people and those who are awful at this game, like me) doesn't seems to work properly. It still shows the dots at the edges of the screen (simulating peripheral vision) but not when I'm looking directly at an enemy/friendly. Is it a bug or a feature? I haven't managed to find anything related to that, in your feature list.
  4. Great mission, I love playing it when all I want to do is to shoot some dudes. Is there any chance we could get 1.21 version of Utes map soon, though?
  5. Alright, this is how I would do it if this was my mod (I'll write some extra optional stuff as well, to give you some flexibility to adjust it to your likes). First of all you want compatibility with any ARMA 2 version (Vanila, OA and CO) thus you can't just pick one vehicle. I'd make a list of vehicles with "(HQ)" on the end (since they're well armored, don't have powerful weaponry and they have Unpacked versions of them) and allow the player to pick one at the start of the mission (saves you the trouble writing stuff like "if player team is X then cache vehicle is Y"). If player decided that his team will start on the ground then his MHQ spawns right next to him, at the start of the mission. If player decided that his team will have to be dropped in normally then he gets an MHQ either automatically when he gets close to his first friendly camp OR he can ask for it to spawn (but only once!) anytime when he's near a friendly camp. MHQ spawns without any crew. When MHQ is destroyed it's destroyed and everything that was in it is gone. If MHQ is destroyed (and ONLY if it's destroyed) player can order a new one to spawn at a friendly camp but he'll have to pay for it with his support points (cheap, 500 or lower, it's the most important unit after all). MHQ have two states, mobile and static (there are models available for both). While MHQ is mobile it works just like a normal vehicle with only special function being "Unpack" when MHQ is standing still or it's engine is shut off (optionally, you also have to be near a friendly camp, in that case that camp cannot be captured by enemies unless the MHQ is destroyed first). Packing and unpacking should take some time, around 10-15 seconds should do it, to prevent possible exploits and to add at least a bit of realism to a "magic cache box on wheels". After unpacking MHQ becomes a static building, while it's static the player cannot enter it or drive it but instead he gets access to most of it's special functions, like AI management and loot sweep. (I also want to add that if I was making this mod, I would also allow player to build extra buildings when MHQ is unpacked, using Construction module. Each building would cost a certain amount of supply points to build but would stay on the map until destroyed by an enemy. Buildings like: Strategically positioned tactical defenses, like MGs or AA Pods. Recruitment Center where you can hire local resistance that doesn't have to be dropped by chopper for cheaper price but with crappy gear Service Station where player will be able to repair his vehicles. Medical Tent where he'll be able to heal his team mates. Supply Center where player would be able to buy gear.) Optionally, you could allow player to order as many MHQs as they want(for a price obviously), creating a strategic supply web using MHQs, all around the battlefield. In that case you could also allow players to fast travel between them (for a price). When player dies, he could have an option to either respawn at his (or one of his) static MHQs OR dropped in with a chopper normally. Also optionally, enemy forces could also build MHQs on their side, next to their camps (you have to adjust the rarity of those according to your likes). When an MHQ is unpacked next to an enemy Camp it cannot be captured until it's destroyed. Destroying an enemy MHQ will award the player with extra support points and the MHQ wreck will leave some enemy gear behind (you could just spawn an ammo box with some enemy gear next to it to simplify it). Enemies should also get a support point boost when destroying player MHQ. (If player can build static defenses with his MHQ then enemy should also be able to do that with their MHQs.) (If enemies are able to build MHQs then allies should be able to do that as well but they shouldn't be usable by the player.) I think I covered every possible angle, let me know what you think or if some of those things wouldn't be possible to implement. Also, about respawning. Operation Flashpoint allows you to switch to any other friendly unit on the field. Operation Flashpoint - http://forums.bistudio.com/showthread.php?134399-SP-Flashpoint-Instant-Action-Dynamic-Missions-Release-Thread Deep Sandbox drops you back into the action by a helicopter, after you die. Deep Sandbox - http://www.armaholic.com/page.php?id=14442 I can't help you with any of the actual code because I don't know anything about Editing but I'm sure you'll be able to extract those missions and check the scripts.
  6. Hmm, I did some testing in the Editor. ACE + COSLX, without ACE Wounds Module: SLX_Wounds seems to work perfectly, without any problems. ACE + COSLX, with ACE Wounds Module: ACE Wounds overrides SLX Wounds but seems to work perfectly. There are still SLX Wounds actions available but they doesn't seem to do anything. It seems like the problem I had was caused by some other module, specific to MSO missions only. Let me know if there's any other combinations or anything specific you want to know, I'd be glad to help you out.
  7. The thing is that it doesn't even work when ACE Wounds are disabled in a mission and it's using standard wounding system. Are those modules still interfering with each other even when one of them isn't enabled?
  8. My bad, I forgot that Apocalypse supports like a billion mods. I personally use only BIS factions. Thanks for looking into other issues though. I also had another idea. I recently noticed that I always abandon my Cache after deploying it and equipping myself properly, because it's a chore to look for a vehicle large enough to carry it and then drive it all the way back to where you started. I was thinking maybe it would be possible to replace the cache with either a Supply Truck or a Mobile HQ-style APC (that way you can carry your squad in it as well)? Mobile HQ could also solve another issue that annoys me personally. Lack of respawn. I understand that I'm allowed to save whenever I want but sometimes it feels like cheating and there are often situations where I save in such a manner that I get killed no matter what. It would be MUCH better if you could either 1) Teamswitch to any other friendly soldier on the field, like what Operation Flashpoint does 2) Respawn at your deployed Mobile HQ 3) Respawn in as a reinforcement (there are some SP missions that do that, so it's not impossible).
  9. Günter Severloh, I'm having some issues with the mod, maybe you clear a few things up for me. I'm using complete COSLX with SLX_Wounds and ACE (but without ACE Wounds). I have a problem where Medic AIs don't heal wounded teammates and I can't heal them either. Telling a Medic to Heal someone with Action menu makes Medic walk to the wounded teammate and follow him but he never heals them either. SLX_Wounds is working because at the same time things like dismemberment are working and I can bandage myself when I'm hurt. What am I doing wrong?
  10. kiberkiller

    Multi-Session Operations v4.4 released

    Would it be possible to add an option to disable ACE Wounds when running ACE versions of the maps (I can't do it myself because I don't know anything about Editor)? Because I'm using COSLX and I like SLX Wounds system better but ACE version of the map just overrides it and makes it so that medics can't heal anyone at all.
  11. Would it be possible to make infantry reinforcements arrive via fast roping rather than uncontrolled parachutes that often drop you into the water and make you swim all the way to the coast? There's a script somewhere on armaholics that allows AI to fast rope, I can find it for you if you want. Also, would it be possible to make capture radius on camps smaller for the player (not AI)? It feels like it doesn't take any effort to capture anything, when you don't even have to leave your car or be anywhere close to the camp. I personally would've made it so that AI can still capture camps as they do right now, to make AI fuck up less, but forced players to actually walk inside the camp and wait for 10 or so seconds, just to raise immersion a bit. I also noticed a bug that sometimes choppers (especially the one that's going to drop you) just fly in circles around one place, without going anywhere, for at least several minutes, which is incredibly frustrating. Would it be possible to allow player (optionally?) to start on the ground?
  12. Hello, I'm not sure if this the right place to ask this but I couldn't find a better sub-forum. I'm looking for a mission that would allow me to try out different weapons (preferable ANY weapon) on a firing range and in combat-like training tests. I want to compare how different weapons behave in different situations (to find ones that work best for me) and to practice using them properly. Normal AI doesn't cut it and I don't know much about using the Editor for more complex stuff than drag-n-drop. Thanks in advance.
  13. kiberkiller

    Degeneration-Redux- Zombie Invasion -

    Where can I download the latest version? Link in the OP doesn't work.
  14. I'd like to have all of these things as well. Particularity changing separate houses into single Town entity, Warfare style. To be honest, I stopped playing Apocalypse and went back to playing Lost. Apocalypse doesn't really have any structure or that same sense of progression as Lost does and it gets dull after a while.
  15. I'm using COSLX (all of it), ACE, ASR_AI and TPWC_AI and I haven't noticed any real problems except that dead bodies rarely behave a bit funky but that's probably a COSLX issue.
  16. I'm currently using ASR_AI, TPWC_AIS and all of COSLX and the AI is much much smarter and more responsive now. Thanks for a great mod.
  17. kiberkiller

    SupportCall - "Cheat" module

    I personally don't think that there's any point to try to add "balance" to what basically is a cheat menu. Ordering an RPG-18 drop when facing a tank as a non-AT character, is still cheating for people who care about "playing fair" but being restricted in choices and option will juts annoy people who don't care about "playing fair". But hey, it's your mod, not mine. It's up to you to decide what to do with it, I'm just stating my opinion.
  18. I haven't thought that COSLX was compatible with ASR_AI, I was expecting there to be a lot of conflicts between them but I'll definitely run your suggested config now. Thanks a lot for your detailed explanation and help. Much appreciated.
  19. Oh wow! How come I didn't see this before? This is the best thing since sliced bread.
  20. I'm trying out COSLX as a replacement for ASR_AI and everything looks incredibly good so far, except for one thing. It seems like every time my group engages another group, everyone starts shouting "Take cover!" non-stop, without ever taking cover. Am I doing something wrong or is it a known bug? If it's a bug, is there a way to disable this particular feature without losing other AI enhancements (because that's what I'm using COSLX for in the first place). Thanks in advance.
  21. Since we're talking about AI mods right now, I've got a question. What general AI mod or mods works best with TPWC_AI? I really want AI to stop staring directly towards an enemy without shooting and I'd very much like to make them take cover behind stuff. Any suggestions?
  22. kiberkiller

    Patrol Operations 2

    I've noticed that in Patrol Operation 2 the radio chatter with AIs is disabled. Is there a way to enable it? It's quite annoying not being able to get any feedback from AI nor being able to hear confirmations that AI have received correct orders.
  23. I see. Thanks for looking into it.
  24. I have tried disabling all mods except for CBA, Lost and RCW. No difference, so it's not a addon conflict issue. EDIT: The sidechat says that "4 Battlemages are found" after about 30 seconds of play. This is my error log:
  25. I tried changing the line that you told be to and I also tried changing RCW_Nmbr = 1; back to 4 and now enemy AIs have their own BMs but the player still doesn't get access to any spells or BM Status. I tried playing on Utes and Zagrabad (I like smaller maps) but I'll try on Chernarus. I use CBA and ACE addons, I'm using same addons every time. Where do I check the error logs?
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