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Otterbear

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Everything posted by Otterbear

  1. OK, So I just learned how to add support way-points for support units. I thought "I know, I'll link an AH-64D and an A-10 to my Medical support chopper, and I'll get a realistic group of support aircraft to come to my pos and help me."...not quite. For some reason linking them causes them to move from their "assigned" positions in the editor to some arbitrary location at startup/preview. So most of my "brilliant" plan ends up as "Crash debris" before I've even mounted up and set off. When I could get them to actually stay put...(I had grouped them in the wrong order...I think), the chopper never takes off. The A-10 and the Apache Longbow circle waiting - I think, for the Support chopper to leave but he apparently never does. Has anybody gotten something like this to work? Or can you think of something I may have done wrong? I placed the support Helo at the airport, along with the A-10 and the Apache. I placed the A-10 at the beginning of the runway. (cuz he tends to get lost.) I placed the support way-points for the support chopper. I grouped the A-10 and the Apache to the Support chopper. I placed a section of troops about 2 clicks away in open terrain. I made the section leader the player. I start preview and call for an ambulance. I either end up with a pile of wreckage at/near the airport, or I get nothing at all. Sometimes the air assets start airborne...is this a clue or normal? Any help would be greatly appreciated, thanks.
  2. Giving my team the "crouch" command NEVER seems to work. (in my experience). Giving them the "copy my posture" command only works if you, as the leader, go prone. Otherwise, they just stand around like usual, unless you put them into "danger" or "stealth" modes, obviously. I'm relatively new so this is just based on my limited experience.
  3. Otterbear

    Troop loadout

    Fantastic! Thanks so much, Günter Severloh! I dont know why I couldn't find that thread for weeks now. :rolleyes:
  4. Otterbear

    Editor Unit-Loadout concept

    I also concur with all of CarlGustaffa's suggestions. I registered to vote for them, but something is amiss with my setup or something as I cannot log on at the moment. It is important that we keep the "New" player in mind. Firstly they are the ones who BUY the game, and as has been mentioned before, will quickly loose interest when they realize that its not a Game but a new language that they will be learning. Lets face it; the game isn't that hard after a little practice. Adding in more modules and an intuitive interface; as suggested, would make this much easier for newcomers and INCREASE the desire to learn more about the incredible flexibility of this game. The improved editor scripting sections would also solve a tremendous amount of headaches for me.
  5. Otterbear

    Troop loadout

    Thanks CarlGustaffa; So this scripting language is SQF? I guess I should have guessed by the .sqf extension. I just thought that was an extension they had decided to use. If this is the actual language, then there should be a site or book on how its used. Then the long list of Special names and such that arma has provided would indeed be useful. My experience:Some Assembly way back in the day (my 10MB HD was the size of a lawnmower - and SOUNDED like one.) :D Some COBOL, Lot of DBMS, DOS, BASIC, HTML, even dabbled with C++. To be honest, I had a hard time grasping C++ because it seems counter-intuitive. What I've spent years learning was a function call, turns into a procedure, ectra... I am/was familiar with SQF years ago, but never needed it at the time, and therefore never even learned much. So, even though I'm not thrilled at the idea of teaching this Old Dog, new tricks...at least now I know what direction to be looking. Thanks! EDIT: It does look like a lot of functionality could be implemented by the use of more modules. I guess this is what the modders are doing. BIS seems to be on the right track by incorporating them into the editor. I hope it continues to expand. (I'm not comfortable adding new mods to my current set-up as this can cause conflicts, but knowing that these are incorporated(modules), that work within the original game, does make me more comfortable using them.) PS: Do you know of anyplace that explains what all the different modules do? (vanilla, that is. I know that a whole lot of stuff can be done using scripts.)
  6. Otterbear

    Troop loadout

    :eek: The defense rests its case. :D To be totally fair, if I knew scripting...that would have been a tremendous help. As it stands..for me...It's Pig-latin. I am very grateful for the helpful assistance CarlGustaffa. *What I'm trying to get across is that your explanation was very thorough and concise...as a former programmer in several languages; I can see what your getting at...but not being familiar with "scripting" language...I'm still at a loss. But thanks anyways...you tried.:bounce3:
  7. HI, I'm trying to create a scenario where you can build bases and recruit men and such. I have finally figured out how to make a basic scenario, with the SOM. However, I can't figure out how to make money so that I can build bases and the such. I would like to add ALL the available Offensive support units as well; however using the "SSM" (Simple Support Module), it overwrites my Repair, medical support units and I cannot access them using either of the communications menu options. I have searched till my eyes are crossed for anything related to this, but cant seem to locate the right area or thread.
  8. Otterbear

    Troop loadout

    Short answer: 1) Learn a new programing language called "Scripting(?)". 2) Hope you have LOTS of friends that KNOW Scripting(?). 3) Spend hours and days talking to them about how to get what your trying to do to work. 4) search the forums and read till your eyes are crossed...then hopefully find somebody with a phone. 5) Try and test your "script" for days until it finally does work...if ever (my experience.). 6) Then when your done and its working...you'll be so sick of THAT scenario that you'll never play it. :D You could try option #4 first...then find a nice BIG bottle of headache medicine, and complain to everybody you know about how pathetically hard it is to find the right place or answer to your problem. (My favorite option) :) Hope that helps. (If I'm wrong; please feel free to tell me where.)
  9. Otterbear

    Editor Unit-Loadout concept

    Obviously a bit basic, but I TOTALLY agree. The editor, and possibly other areas of the game SHOULD HAVE an area that allows you to personalize you load-out and those of your squad mates. I understand that Picking a TYPE of individual solider helps, but I always end up lacking vital/important gear, such as a laser designator, or binoculars and other such equipment. I have no desire to learn a new programing language just to switch gear!:rolleyes: I have been playing this game for about a month now, and reading post till my eyes cross, and STILL cant figure out how to place a weapons crate on the ground to change load-outs/weapons at my base. I'm fairly hopeful that BIS is working on this. Dealing with all the various mods and their setups may be another whole ball of string to deal with but, it COULD be done.
  10. OK, So I'm driving an M1A1 tank with full complement of crew...A tank shows up 100 meters to my front...one of my guys shouts out "tank ,12:00 med range"...what does my gunner do?...you guessed it...continue to scan the horizon for something better to shoot at.:eek: SERIOUSLY?:confused: I'm I missing something? Why will they NEVER shoot at targets directly in their sights? I watch troops run around 50-100 meters in front of my tank all day...I think some of them are laughing at me. Honestly though, it really doesn't matter what vehicle I'm in...If I don't punch the 17 keystroke combination to shoot the dag-on enemy myself, I'm as good as dead... it hardly EVER happens that THEY do. To be more precise...they will shoot at every enemy right up to the point that the target just happens to have the weaponry to be able to turn your vehicle into Swiss cheese! That's when they come down with a case of "I don't give a crap" or something. I bought this game because everybody was raving about how good it is....I think maybe they were thinking of how good it could BE! From a single player perspective...Its a whole lot of work...for very iffy results.:(
  11. Otterbear

    Player stays as leader in SP

    I concur with you. Do I really need to repeat the entire quote?
  12. I have searched high and low and either don't have enough lifetime left to peruse the 900 threads and when I try I'm getting nowhere with this question. I have created a simple mission in the editor. I added the "Spec-ops" module (SOF?). Some of my guys got killed and HQ asked if I want replacements. I say yes. 90% of the time they never show up at the designated rendezvous point...and no its not a hot LZ. Do I need to add something to the editor for this to work properly? I have the "ACM" and "civilians" modules added, as well as some support vehicles with their corresponding "support" way-points. Also, how do I add weapons caches, so that I could change load-outs? EDIT: Reason was BAF "BETA" does not reinforce troops. You must your other types of troops to be "properly" reinforced.
  13. I hope this is the right place... I have created a simple user mission and added the SOM Module. The trouble I'm having though, happens in EVERY mission I create using the SOM. I'm engaged in taking a position/securing a position, or any of the other varied missions the SOM assigns. Problem...If I loose a man,(or more), I HAVE to OK the reinforcements...or time runs out and they RTB on me. More often than not, the reinforcement chopper, flies directly over the ONLY active enemy position on the map and gets shot down. Leaving me PERMANENTLY short of men.:butbut: Question: Why is the reinforcement query response time so darn short? Warning: Common Sense statement coming: I'm obviously not doing well if I've lost men... and most likely I've got bullets whizzing past my head...so its probably not the best time to say..."Do you want me to send reinforcements?...Huh? ...Huh? ...Huh?...TIMES UP!:eek: This then cause the other completely unnecessary result...loss of more men while the chopper is in route, because I had to OK the replacements before I was even in a position to properly do so. The player/commander should be allowed to call for replacements at the time of his choosing. NOT in the middle of the engagement. He should have the option of Breaking off the engagement or finishing the assigned task and THEN dealing with the issue of losses. Sorry I forgot to add the common sense warning here. Mods please feel free to do so.
  14. Otterbear

    Adding funds???

    Could somebody in "the know" please answer this question? I have the exact same problem within the editor and much the same skill level when it comes to scripting. Thanks. ---------- Post added at 09:34 PM ---------- Previous post was at 09:33 PM ---------- This is the question in question. I too, would like answered.
  15. Otterbear

    replacements

    never mind...I just want to be able to ADD weapons caches...with all weapons, to my mission...using the editor.
  16. ROFLMBO!!! I have the same dilemma.:D
  17. Otterbear

    Tank "dead ahead" and other stupidity.

    Yea, I just have to get used to it. Yea, In third person view your view typically follows the tanks direction of travel...usually what you want. In command view the view stays put, so driving becomes difficult, and as you say, scanning around the tank while it's moving is not an easy task. I have played other "tank" simulations and the commander/machine-gunner view was centered ON the tank...but driving and searching was still a learned art. I'm getting better at just jumping to the gunners seat, when I hear of, or see a target and killing it myself. There is still the problem of the third person gun view (while being aimed at the target), it changes to about a 20-30deg difference once you jump inside the tank. Which means you have to re-acquire the target. (this is a bug, and I assume has been sent to BIS, for them to fix).
  18. Otterbear

    Tank "dead ahead" and other stupidity.

    Cool, thanks for the info. I do have armaII and OA, I did realize that if I just placed a tank and made myself subordinate that the commander does his thing. But like you say, If I'm starting outside of the tank then its up to me. I spent most of last night tying to get the hang of the new commands. (still working on it.) (part of my problem is the inconsistent use of the right mouse button....sometimes it reverts back to the head in mode, other times it zooms, still other times it backs you through the commands you've given. So, at the moment I spend a lot of time RE-acquiring the target. :o But thanks for the information. Now I KNOW what I have to do. Cheers!
  19. Otterbear

    Tank "dead ahead" and other stupidity.

    Thanks Wraith_V, I just noticed that last night. I assumed as "gunner" he would switch guns appropriately. If I was the driver or rather if I had switched to driver. So switching to driver and letting somebody else sit in the commander's seat really doesn't do anything for me as far as the "new" commander assigning targets and "commanding the tank"? I had assumed that the "new guy" in the "commander's spot" would become the acting commander. That is what I usually do. This brings up a couple of issues: How many slots are in an A1M1 or A1M2? Yes, sometimes my guys refuse to get in, or at least I can't. I have yet to see a loader position in any tank...is there one? I currently have a 4 man crew, me and 3 others. (I tried 5 but then I couldn't get in so I figured I had too many men.) LOL, yes, I discovered this the hard way. :) I guess, I'll have to use commander mode for this to be effective. Hey, at least it works. thanks. If I have too, I guess it will have to do. At least you were honest with me. Thanks again.
  20. OK, Im using OA; patched up to 1.55 I'm in the editor; I created a marker so that no OPFOR are spawned in my "base of operations". I created a trigger to KILL all OPFOR that enter my "base of operations". ALL units start within the "base of operations". so I have my units ...a crew of men and an empty M1A1, ...Several/all of the necessary support units, (MED EVAC unit(s), Repair truck, fuel truck, ect.) ...I've given them their respective "support" way-points. (just a ways in front of the vehicles.), and at least one M1A1 for protection. ...I've assigned each of the protection units as a lower rank, and grouped them to their respective support vehicle which I in turn gave a higher rank. ...I've added the ACM module, as well as SOF, and some Civilians and cars, and the animals for good measure. These are all synchronized with the Player. I made sure to remove the auto-grouping of these modules. The trouble is ...whenever the SOF module gives me the "Downed Pilot" scenario, the pilot is assisted by MY assigned medical support vehicles. Usually, resulting in their demise long before I need them. I called for support, and waited and eventually 13 crew members of the various tanks and trucks - showed up, but without their vehicles. I can only assume they lost them to enemy action.:eek: I had actually assigned 3 tanks to protect my Repair truck and ammo truck. This was who I also called for and they lost all their vehicles too. :confused: Am I doing something wrong? Is the SOF Module going to use assets I need always? How can I have more then one firefight in one ENTIRE night; if I don't use SOF...OK, granted I could place 200 individuals/groups and such I guess. But, then what is the purpose of the SOF module? Kinda frustrated. (ACM is pathetic at placing OPFOR, the SOF module uses up your support personnel/vehicles, the Civilian module works when it wants too...the Civilian Car Module works like a charm, and there is no lacking of animals)...where is the aspirin? Any help will be greatly appreciated. PS: I've tried the init.sqf script touted so much on here and it does nothing but turn off ACM completely. (When that doesn't happen, I end up with ALL the units I specifically DID NOT ask for...sheesh!) Script follows; I named my ACM module BIS_ACM. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [.25, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 100, 300] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["USMC", "RU"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", -1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
  21. Otterbear

    Tank "dead ahead" and other stupidity.

    Thanks rory_pamphilon, I just may have to give that a try. I need to get a new Wheel and pedals combo anyway for my other game. Does setting your crew to "danger" cause the main-gun to swivel 360deg's all the time. I usually just give my crew the "engage" or "engage at will" command and tell ONLY the "Commander" and "Machine-gunner" to "scan horizon". Otherwise, driving through towns and trees becomes a major pain...or a whole lot of destruction. (not good I would think, if trying to evade say a helicopter or plane.) ---------- Post added at 07:16 AM ---------- Previous post was at 07:09 AM ---------- Yes, quite right. However, neither are any of the "head in" views. This is why the developers claim that they added the 3rd person view, because in reality the driver can see more then the game can portray, and the same goes for every other view. So, the developers decided to add the 3rd person view...Great. However the view doesn't "stick" it moves all over as you drive or walk. This isn't an improvement but a major distraction. If the view would stay were you have set it...permanently...or until you change it...then it would in fact accomplish both realism and ease of use. For the developers. Setting "no-clip" on the camera, or something of that nature will keep the terrain from "knocking" the camera all over the place. ---------- Post added at 07:21 AM ---------- Previous post was at 07:16 AM ---------- Thanks for the feedback Tonci87, In a perfect world, you would be entirely correct. I would love to live in that world. In the GAME, if you tell your driver to move to a point on the map...he bulldozes and meanders around at a snails pace, knocking over trees, buildings and trashcans...Real STEALTH mode...and takes forever for him to get there. So as nice as that option sounds on paper...its not that great for me in practice. I would like to take you up on the ACE assistance offer too. ---------- Post added at 07:28 AM ---------- Previous post was at 07:21 AM ---------- Good point, I guess I created my scenario a little differently. For instance at first, I created a small fire team and had THEM enter an empty tank. (still had problems), So, I created a team of Crewmen and tried that ...(still, the main gunner refuses to engage targets.) I guess, my only other option is to create a "crewed" tank and set myself up as the commander...but this raises a whole host of maneuverability, and evasion tactic problems, because of a weak AI driver...and adds multiple steps to dealing with an active enemy. (basically I end up dead.) Tying to make the player the "driver" leads to a host of issues that I haven't figured out at the moment...like when your commander says "come to my pos"...Wha?, your in the tank stupid! so, I'm still confused as to how to follow his orders ect. Great point on "scanning the horizon". I still haven't figured out how to get them to STOP. :D ---------- Post added at 07:58 AM ---------- Previous post was at 07:28 AM ---------- OK, I'll give that a go. thanks. I have a full complement of crew. Do I NEED to tell someone to operate the main-gun? Yes, they do. If your being hunted or have been located by air assets...you had better find cover...somewhere. Yea. Good point, I'm pretty sure I'm the commander by default. But, I will see ...wait, ...If I start from outside the tank...I cannot designate myself as "tank commander"...can I? ---------- Post added at 08:08 AM ---------- Previous post was at 07:58 AM ---------- I've noticed this too...so when I as driver, hear of an enemy vehicle nearby, I jump to the gun sights (cuz, he's just taking up space), and my view is totally different then what I thought, buy the looks, it should be. So not only is my gunner useless when it comes to shooting...but now he even leaves me staring into space in the wrong direction when I do decide to intervene.
  22. Great ideas NkEnNy; (I pray they are included in a future patch.) Even though changing the formation can eliminate the "over-watch" problem, that isn't IMHO the best way to solve the problem. Hopefully BIS will FIX the problem and we won't have to invent ways to get the AI to behave. :) Perhaps adding a "SPREAD" command, would allow the units to have a more realistic cohesion. As it stands (and they ALWAYS do), they are essentially ONE target for the opposition. One good HE round or machine-gun burst and you've lost half your compliment of troops. EDIT: I really have to re-address this issue of "bunched up troops"..."Flank right" or "flank left", "Echelon right" or "Echelon left" ...do not solve the underlying problem. I want my troops to "SPREAD OUT" EVENLY over a much broader area. Not JUST to my right or left or ahead or behind. I REALLY, REALLY hope that the developers look at this and fix it soon.
  23. Otterbear

    Tank "dead ahead" and other stupidity.

    OK, so I may have jumped the gun here. I didn't realize how realistic this game was. If I have figured it out a bit now...I (even if I'm the driver), have to TELL the gunner to fire. Apparently the guy in the commanders seat just looks for targets.:( Even after he says "ENEMY APC, 6:00" the gunner still isn't freed to fire, until I, (in the driver's seat), tell him to. I will test this some more...I hope his aim is good. More in a few. Thanks for the insights everyone.:)
  24. Otterbear

    Tank "dead ahead" and other stupidity.

    Thank you! This is essentially what I've been saying. Nothing is more nerve-racking then hearing "Enemy tank, 10:00!" and being in the middle of a turn...and watching the compass spinning all over the place...12:00 should be 12:00 at all times or this information is useless, most of the time. Unless given the order to "scan horizon" the Main gun should stay pointed forward or aft...whatever the proper orientation is. Should the commander or subordinates spot a target...then and ONLY then should he begin to swing wildly in the direction of the last know location of said target. Trying to navigate the forest with your main gun swinging from side to side is nuts. Is there an option to stop or better control the 90deg turns these things keep trying to make on me. ONE tap on the left key and I'm facing 90deg's to the left and vice versa. My main gunner NEVER fires...I have to do it for him. Something is not right about that. (yes, I've tried "engage at will" or "engage"...both have the same effect...nothing. My machine-gunner on the other hand is fairly good at shooting. The third person camera position is CONSTANTLY bumped around by the terrain...making navigation aggravating in the EXTREME! If it was designed, as mentioned by the developers, to give a more realistic view...staring at the back of my tank going down hill IS NOT A REALISTIC VIEW.
  25. Otterbear

    Tank "dead ahead" and other stupidity.

    OK, so I think I've gotten a little bit of this figured out. First off, I NEVER ride in any vehicle as commander. (for all the obvious reasons) a.the lag time between my brain, my finger, and my drivers response. b.The "look around" mode "commander mode" is jerky and unresponsive...and thereby dangerous. c.Any distraction of say a helicopter or enemy, leaves my driver crashing into whatever is in front of him like a kamikaze. d.the view changes if your going up or down terrain..so your in constant adjustment mode...jerky and hard to control. All this may be a result of my newness to the game interface. I usually enter a vehicle as the driver; allowing me to; a. quickly find cover, b. quickly turn to engage - aggressively c. start and stop a lot quicker. d. get from point "a" to point "b" in a timely manner without bulldozing everything on the planet. ------- *Side note: BIS states ON THE BOX: "The games simulates various aspects of Combat and environment effects from bullet ballistics, Material Penetration,..." Anybody ever see what happens in "real life" when a 60ton tank hits an outhouse? ---------------------------------------- I have been using the armory for a while, familiarizing myself with the controls. I have noticed that (as the driver), giving ALL the command to "engage" NOT "engage at will" usually results in faster response times from my secondary gunner(s). My main gunner has only fired ONCE on his own in the last 14 hours of play. EDIT: This may if fact have been ME hitting the wrong button. The first rule of MOBILE combat is "DON'T SIT STILL" Hence the word "MOBILE" in the title. However if I switch to the main gun, to do HIS JOB, the vehicle slows and stops...until I switch too driver/commander and order him to move again. So the only time I can "kill" a mobile target (so far), is if I get extremely lucky and HE stops...allowing me to find cover and fix him in place and attack from a stop...or rolling to a stop. If HE is pursuing me...I have very little choice but to switch to the main gun/ or commander and point at the target and order its destruction or do it myself...leaving me at a dead stop in front him, trying to find him and fire. (which usually does not end well for me.) Bottom line, If the main gunner is not going to work...just say so. I'll stick to foot patrols until he does. :rolleyes: As for scripting, I'm still dealing with scripts that I copied directly from here that do not work as advertised. Hopefully in future, I will learn all about this...not quite looking for a new programing language to learn at the moment....just a fun game that does what its supposed to.
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