Jump to content

sowens

Member
  • Content Count

    280
  • Joined

  • Last visited

  • Medals

Community Reputation

65 Excellent

2 Followers

About sowens

  • Rank
    Staff Sergeant

Profile Information

  • Gender
    Male
  • Location
    South Carolina
  • Interests
    Fishing, Hunting, Software Programming

Recent Profile Visitors

852 profile views
  1. sowens

    [Request] Counter-arty script

    Vcom AI 3.0 might be helpful.
  2. Soon as we get back in to town we will fix the bugs. Thanks for the input.
  3. 1 - its an ambulance 2- BluFor defense spawns when the sector is attacked. Usually they just die off to anything more than a few infantry. 3 - AIS will only work if you direct them to heal via commands. That's how it was designed with the new changes. It's a new version, but the older version will do what you are asking. The new version may get to that point as well. Me and Scud's dad died Friday so I will be offline for a week or so. Pardon us not being fast to respond but it was sudden and unexpected.
  4. 3cb should have an ambulance that works as a mobile respawn. We will have a 3cb BAF Heavy version that uses CUP BAF vehicles, we just haven't put it in yet. Thanks for the feedback!
  5. Not sure mate. We have had a fob up for a week and can pull up the arsenals. I will look again.
  6. Myself and "SCUD" are working on deploying remote sensors to the battlefield today. This is our first step into OpFOR AI reconnaissance for the more tech savvy enemies we have in ARMA 3. We just finished adding FFAA and AEGIS. If you haven't looked at those addons, you should. FFAA adds Spanish forces to ARMA3 and has some really great features. AEGIS extends NATO forces and adds Future British forces to ARMA3. It adds remote controlled weapons, new aircraft, and so much more that should have been in ARMA at release. The next release might make it this week, depending on if we can figure out how to randomly deploy the sensor via scripting. Still re learning ARMA... We changed the way Battle Groups spawn. They will now spawn near Large cities and Military Bases. Taking those sectors now reduces the OpFOR AI Commander's choices on where, and if, he can deploy his offensive groups. Currently we know about the pricing in the presets being wrong in some areas. We fixed those and it's my fault as I like to copy paste a little to much. The injury code in [WarFighter] Liberation breaks ACE. There is a work around listed on the front page. There are currently no other known bugs but I am sure they are there. Enjoy your week!
  7. West is already disabled in vcomai I'm not sure what you mean on line 2 But I will take a guess. Based on your selection of Preset, it loads the arsenal type used for those units. So Aegis-USForces has no arsenal, it just loads everything. 3cbBAF loads British equipment, weapons, etc.
  8. Version: 1.01 Released Fixed: VCOMAI and building defenders code clashing. Fixed: CSAT Preset forces were acting up. We taught them to behave. Added: New Sectors are now explained in the tutorial available at your starting base. Added: Randomized AI calls for Artillery Support to simulate calls for fire support - ongoing modification. Added: Created randomized OpFOR AI Fire Teams for use in sectors that doesn't require larger OpFOR forces. Added: Parameter to enable ACE scripts within Liberation. If you run ACE, set this to yes. Changed: Added new/moved sectors on the LYTHIUM map. Removed: Changed Friendly AI at FOB Martin to Default ARMA 3 AI to remove dependency for those not use 3cb BAF. Download link on Page 1 of this thread Known Issues: You have to disable items in description.ext to get ACE to work. We forgot the mortars...OpFOR AI Artillery should be enabled next release.
  9. It's actually in fn_preinit.sqf. There is a line that should exit the script if it detects ace but something isn't right, of course. The new parameter will take care of turning on different areas of the scripts that the config file now initiates. if (isClass (configFile >> "CfgPatches" >> "ace_main")) then {
  10. Still looking for a fix. It's not as simple as adding a parameter. Disabling the below in description.ext will enable ACE interactive keys within the mission.pbo if you want to use ACE while you wait for a fix. #include "AIS\Effects\BarDlg.hpp }; class CfgFunctions { #include "AIS\cfgFunctions.hpp" };
  11. I can confirm this is indeed happening. Here is the report I have: I am having some issues with ACE compatibility. It seems like ace is deactivated by the mission (no windows key context menu), but the default medical system does not activate even with ace not working. I still see the ace bandages but am not able to use the medical menu or the context menu to check/bandage players. If I disable ace medical the default scroll wheel med system works again. This is on a dedicated server with no headless clients. I will grab the rpt file tonight when I get back from work but just wanted to check if this was a known issue or I am missing something in the config files. Disabling the below in description.ext enabled ACE interactive keys within the mission.pbo. #include "AIS\Effects\BarDlg.hpp }; class CfgFunctions { #include "AIS\cfgFunctions.hpp" };
  12. It is a reported bug and I believe we will add an ACE Parameter so you can disable to the medical system. That should be a temporary fix for now.
  13. constance68w has joined the team and will be handcrafting [WarFighter] Liberation maps for the community. We also have a new release coming out later today that correct a bug with OpFOR AI either not entering or leaving buildings before the should. We also increased the randomization of OpFOR AI calls for fire missions (if artillery is available) to simulate calls for support. With that comes the inclusion of static (mortars only) to some sectors. We also broke down some squads in some sectors into fire teams of 4 OpFOR AI. This allows us to use far less AI in some sectors that wouldn't really call for the full court press by the OpFOR AI commander which furthers the realism we are heading towards and is the first step in CQB enhancements we are trying for in built up areas of the map.
×