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Otterbear

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Posts posted by Otterbear


  1. 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.


  2. My programming experience is only 6502 assembly (probably not many around here that even knows what that was, err, is :p), and minor experience with other stuff. No c, c++ (trying to learn basics of c++ now though), java, lisp, scheme, or any of the proper high level languages. Doesn't mean that sqf was out of reach, although I'm by no means an expert of it (or good coding skills - when it gets the job done, I'm typically happy :p).

    Biggest difference is that proper language function libraries are generally replaced by a huge set of keywords which may look intimidating. And that we don't have to worry about type declarations or allocations. If you have experience with other high level languages, getting into sqf scripting should be easy.

    Solve the problem on a small scale, then expand as needed. Just jump into it, you can't expect other people to do something this massive for you. Write some code, then ask for help.

    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.)


  3. By default I think he means without having to script anything. That requires making an addon that redefines the default loadout. I'll just outline my scripting (not addon) approach to it, how I would try to solve it.

    Make a scriptfile, and put it for now in your general script folder (not mission script folder).

    During the startup phase of the mission, execute it without any parameters, but wait until player == player, in case one of them is supposed to be a player character. Check that script (init version) is complete before overriding it with any specific loadouts to suit the mission.

    During a forEach all units that filters the correct faction, remove everything (incl items) and re-equip them based on their unit class in a switch do case statement. I would try to make some of the repeating stuff functions. Classnames can be found in a sticky at the top of this forum.

    Now, here is the clue. After this script is done in this way (init), set a variable to signal this. And/or check what _this contains. If it is nothing, it does the init method in a forEach all units way. If it's a single unit, you execute it on this unit only. If it's an array of units, you execute it forEach those units. In other words, store the "who result" in an array you can use in a unified way. This way, you have a way to re-equip any scripted units as well, by calling the same script but providing it with different parameters. Problems will arise when other scripts (i.e. the SOM module) creates units, I don't think there is a good way to intercept those.

    Sorry to break it to you, but what you ask is not a trivial task. It's not hard per se (but as always, harder than you first expect :D), it's just a lot of typing.

    Now, I know this isn't a direct answer, more a guide to help you help yourself. I don't think anyone wants to spend too much time on a problem they don't experience themselves. Sorry for not being all that useful.

    :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:


  4. 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.


  5. 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.)


  6. It has been probably 8+ years since a gear or loadout menu was first suggested and it has been asked for, ever since.

    Is it time?

    Here's what I think it could look like...

    This is just one possibility! Better ones probably exist.

    Feel free to change/add to the image.

    Class names in this mockup are inaccurate.

    arma_Loadout_concept_a.png

    The main reason for this style (over eg the ingame gear menu) is it's universal - meaning it would work for any type of unit: infantry, vehicle, ammo crate, etc.

    Are you sceptical?

    1. Automatic indexing of available gear

    BIS item class names can be found on assorted wonderful sites like ofpec, armaholic, some of them even on the biki. But what about mods? Needing lists from all over is a bother.

    A loadout editor could (should) most probably be able to index it it all for you, and be able to tell you exactly what magazines fits where.

    2. Streamlining = Polish

    Polish is what sells games and it is also what will make people use the editor. An addition such as the loadout editor could help a lot of people do something very basic that probably ought to be easy and intuitive.

    discuss

    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.


  7. I think it would be more realistic if player stays as group leader when he changes units in that group and only when leader is playable. Now its almost impossible to sneak or plan any attacks, since ai leader gives orders every time i change unit and it might result mission failure(stealth missions).

    If my only AT unit is stuck behind hill and all other units are in fire positions, i cant move that unit myself since leader giver "open fire" command and whole squad get killed by tank. Now i need to move all units so far that they wont see enemies even if they move little so they wont open fire and then i can move that AT myself. It just took over 10min to get all units to good positions and then other 10min to move them back.

    But if i stay as leader i can switch to that AT and move it, that would took maybe 1 min.

    I cant get units to buildings where are no positions, even if i move them there my self. If i try this leader gives move order and when i switch back to leader, i don't have time to give stop order(or more important: "hold fire") and that unit jump down from roof, get all killed or move so he cant shoot.

    Sniper start to use pistol even if he has ammo, if i switch to that unit to drop that pistol from hes inventory ai leader gives engage and move orders and all move away from cover.

    Now only option is to ignore whole team switch and load game if ai get stuck or wont act right on critical moment.

    Either fix ai so we wont need team switch or make it so it works, i think first is easier to do. If i stay as leader i can go around these multiple ai bugs, but now its so hard that its not fun.

    EDIT: And other thing is auto switch. On harvest red campaign every time i get radio message i switch back to cooper, even if i could hear that conversation on radio.

    scenario: cooper is apc gunner, i play as driver so i can move faster. when im close to enemy camp radio message stars and i auto switch to cooper, all turn out and get killed. Best option was to use 4x speed and crawl near camp to activate radio message, then move back and start my assault. When it takes 10min to do that its not fun or realistic

    thx and sorry for bad english

    I concur with you.

    Do I really need to repeat the entire quote?


  8. 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.


  9. 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 ----------

    Right I have managed to work out how to place a construction yard etc and link it to a commander (me)... How in gods name do I give myself some cash to spend????

    I know I could add the required units within the editor, but i want to give myself a bit fo a challenge as well as practice purchasing items etc.

    I have searched on the forum for any similar posts/answers, but cant seem to find any.

    If you do answer bear in mind that i am not much cop with this scripting malarky ;)

    Many thanks

    This is the question in question. I too, would like answered.


  10. i searched everywhere but i cant find a tourial or something that explains how to make my own replacements for bis weapons and ammo .. someone could help??

    thanks:o

    never mind...I just want to be able to ADD weapons caches...with all weapons, to my mission...using the editor.


  11. 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.


  12. if the camera is zooming in when pressing right mouse then you are holding it for too long, you can rebind zoom if you wish but it may interfere with playing as an infantryman.

    Yea, I just have to get used to it.

    I see what you mean about the commanders view moving all over the place when the gunner turns the turret, very annoying and it can easily get you killed. I wonder if it works like that on real tanks.

    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).


  13. 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!


  14. Thanks Wraith_V,

    he means which weapon are you instructing the gunner to use, the gunner obviously wont fire the main gun if you tell him to use the coxial MG, which is the default weapon selected, press ctrl+f to change gunner weapon (you'll hear the guy say 'cannon' or 'machine gun'

    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.

    You can just place an empty tank with you and some guys in the mission editor, make yourself the leader and then when in game order them to enter the tank then get in yourself as commander.

    this also can be a little annoying so wait for all the ai to get into the tank before you otherwise some may stuff up and say there aren't any slots left when there really is.

    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.)

    Also make sure you tell the tank to halt otherwise the tank will try to return to formation and will keep moving away from you and you won't be able to get into the tank.

    LOL, yes, I discovered this the hard way. :)

    Just testing it then in the mission editor (its been a while since i've played arma 2) this is what i had to do to shoot another enemy tank

    press ctrl+f to change gun to main gun (ai defaulted to coax mg, open fire)

    right click on enemy tank/press next target button (default tab)

    wait for gun to lock onto target (will have a square with a diamond on in indicating the gunner has 'locked on'

    ctrl+leftmouse to tell gunner to fire main gun

    tank destroyed

    I guess, I'll have to use commander mode for this to be effective. Hey, at least it works. thanks.

    Unfortunately you'll have to live with crappy ai drivers, just try to give them simple move orders via the map - point a to point b, if you need to take control quickly you can still use W, A, S and D to instruct the driver to move in a direction or stop, its slower than doing it manually but you can at least defend yourself.

    the best way to use a tank effectively is from the commanders seat, from the drivers seat you can't shoot and from the gunners seat you can't see, but from the commanders seat you can do both

    If I have too, I guess it will have to do. At least you were honest with me.

    Thanks again.


  15. 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;


  16. If you want my two cents, go and buy yourself a xbox 360 controller for windows.

    This has everything pre-configured and is so much easier than mouse & keyboard for driving & flying.

    I still use mouse & keyboard for infantry combat as u simply can't replicate the accuracy of a mouse with a joypad but as soon as I jump in a tank/jeep/APC/chopper/plane I use the controller.

    You don't even need to switch seats, I sit in the drivers seat of the tank & set AI to fire at will & danger mode & then as soon as the AI call out that a tank is spotted I press the left stick in (same as Tab) both gunner & commander swivel to lock onto it which takes one second & then press right trigger (fire) & 9 times out of ten score a direct hit before the other tank has even spotted me. If you accidently lock onto the wrong target just keep tapping left stick in and the gunner cycles through all spotted targets, locking onto each one in turn. Works best when shooting tanks/jeeps etc but iv also taken out choppers with the main gun this way. If it's just troops Im faced with I just tap yellow button to switch to coax & let both com & gunner tear apart troops with machine guns.

    Honestly if u want ease of use get an xbox controller, makes it so much less stressful in combat situations. Only time I ever need to switch seats is if the AI don't spot something which normally happens @ either extremely long or extremely close ranges, then just use dpad, switch to gunner, aim & fire, then back to driver seat. I never have to use commander seat at all.

    Giv it a try, u won't be dissapointed.

    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 ----------

    Third person view isn't realistic anyway.

    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 ----------

    Well there is your Problem. The commander is not supposed to drive the Tank!

    When you are the commander, then its up to you to choose targets for your gunner, not to drive that tank. If you want to drive, then make a mission in the editor and choose Player as driver for your Tank. Your guys will then engage enemy tanks at their own

    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 ----------

    Otterbear sometimes you have to look everywhere, try things out till they fit and practice more. As commander you are responsible for the crew and the tank. You may change the key "swap gunner" in controller options to gain a little bit more control over the AI gunner. ;)

    hint for beginners: don't order the AI in vehicles to "scan horizon" until you know how to stop them or to look to a certain point/area. Learn step-by-step with only few enemies around.

    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 ----------

    The AI gunner fire at targets by direct order from commander and/or on his own. Just make a simple test on Desert/Utes eg tank vs tank! :)

    OK, I'll give that a go. thanks.

    Do you order the gunner to use the main gun or is he on the coax MG?

    I have a full complement of crew. Do I NEED to tell someone to operate the main-gun?

    Since when tanks have to drive through woods? Would be good if tracks and electronics/sensors could be damaged too...

    Yes, they do. If your being hunted or have been located by air assets...you had better find cover...somewhere.

    Do you know how long it takes for an tank to turn the turret?

    Yea.

    Place yourself as team or group leader/commander and you can order your AI mates from any position/seat. If you are only a driver/gunner in a 3 men crew - you can't command the tank.

    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 ----------

    Problem is the turret direction isn't updated properly. Watch in 3rd person - turret is in one direction. Switch to gunner, and turret is immediately somewhere else. Operate a HMMWV M2 CROWS solo with no 3rd person, and you spend a lot of time figuring out where the hell the M2 is actually pointing. Especially bad in lousy light conditions at night. I've actually had to exit the vehicle, light it up with my gun mounted flashlight to figure it out.

    If I can say "turret was pointing ahead last time I used it, therefore it should be pointing in that direction when I enter gunner again", then I'll agree with proper turret speeds as well.

    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.


  17. 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.


  18. 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.:)


  19. There should be context sensitive commands. Its not hard to detect that the player is in a vehicle and to program menu's that are available based on the current position in vehicle. Sometimes drilling down through the menu's takes critical seconds that mean life or death for the tank or who it is covering.

    Commander of tank could get an instant menu with relevant commands and be able to actually play the game as a tank commander and not driving and gunning all by himself. You can move and you can shoot by yourself but to be able to do both smoothly takes a crew. The commander makes the decisions that are best in his judgement and the crew should carry out the orders given to them. You cant jump to a driver seat and back up fast enough to avoid an incoming rocket but with a driver you can instantly order REVERSE and duck the hull back into cover or at least increase your odds of survival.

    Again, the gunner should be fast and effective if he is skilled enough and is looking in the right direction based on the tactical parameters. If your tank is on one side of a valley and the tank is on a downgrade angle, there should not be any issue with the gunner looking for and shooting at targets both down in the valley and up higher on the opposite ridge. If I put myself in the gunners seat and I was commanded to look forward, I would scan up and down in that situation simply because its the sensible thing to do. AI has no look up and down command so all the commander can do is set a watch direction (and its not hull relative direction but should be). If I'm driving forward and have targets on the left of the tank I should have an aim left command instead of checking compass for the current global direction.

    I think BIS or community can just rework or add some things a small amount and we could unlock some serious gameplay potential. Ive been meaning to make a tank specific mission like this and if it had all kinds of enhancements for commander such as this it would be really great. Also gunship pilots and door gunners could use this enhancement as well.

    "Gunner cover that area/direction or heading."

    I want it all.....

    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.


  20. 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.


  21. Out of curiosity, are either of you using 1.55 Combined Ops? I saw people on another heli related addon talking about how, supposedly, the patch messed up some things with the way choppers land and behave in general.

    Yes, I have the combined ops package and its patched up to 1.55.

    Thanks for the heads-up.

    I still can't get the normal Spec-ops reinforcements to arrive.

    EDIT:Ok, it worked once. :)

    Just discovered that the "spec-ops" module ALONE, includes support such as Medic, repair, ambulance and so forth. (I did not know this...nor have I finished testing is accuracy/effectiveness.)

    EDIT:They are listed under "call Support" but there are, in fact, NO support assets, unless you add them yourself.

    On the other hand...I did notice, that although I am the ONLY unit on the map with the "spec-ops" and "ACM" modules active...whenever I get a "downed pilot" scenario, the support choppers come to their aid as well as mine. (and no they did not leave afterward...I waited 30 min's.) I even overheard the pilot say "ready"...I even said "ready". Still testing...and praying.

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