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taro8

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Everything posted by taro8

  1. Eh, I just dislike when my modded files move around and change on their own. There are issues with the update and their solution regarding launcher and mods is not perfect, so Im trying to help out by offering ideas how to make it more bearable on mod users. I think I will need to look at the mods loaded and such, now all the mod added attachments for guns are doubled. Not sure why exactly, it worked fine before the update.
  2. Cute, just a reminder: you guys made things harder for us. Im only giving you ideas how to make it easier again while keeping your precious steam cache untouched. Bedsides, the source code for the launcher is in your hands, so its not like we can do anything with it by ourselves.
  3. :banghead: All right, have it your way. However, at least give us an option to hide doubled mods that appear when you copy mod from a cache. Maybe couple of tickboxes: "Hide cache mods", "Hide copied cache mods" and "Hide mod's copies". At least it will make things a bit easier to figure out what's what. Also, an indication that copied mod is out of date would be nice along with info how the original cache mod was called. Oh, and default coping location should be Arma 3 folder and the command for local copy should be available in RMB menu.
  4. So I need to copy whole CUP vehicles with weights 3.7GB just to find it and take one of the pbo's to unpack it and and study configs? I just want to see the mod. it's not like those files are hidden, all one need to do is run a search to find a particular mod, why do you keep insisting on making it harder then it needs to be? That's just annoying.
  5. If possible, add "Open folder" on RMB for the workshop mods, with would take you to the mod folder in the steam cache. Right now its greyed out for me and I need to search the cache by hand to find mods I wish to edit. Why is that option disabled for workshop mods? It really makes things harder then they need to be.
  6. Sorry if its not a place to ask: is it possible to cook up a visual upgrade config for other mod maps? I would like to know how it was done for CUP and how much work it was. Just asking in case some of the mod maps I have installed might not get and update.
  7. Dont know if its something with settings, or with ACE, but when I kill enemies using a tank cannon and get near them, the FPS just die. I think I will give it another go, but this time I will turn off everything and just try to configure the blood to show up when shooting people, but without staying and lagging the game.
  8. taro8

    ASR AI 3

    I could only find radio report in danger.fsm, but I have no idea how to properly edit that one, so I still would like to request a configurable grace period.
  9. I have a couple of requests: Could we get "Sweep and clear" order, so I don't need micromanage AI on house sweeps? All it would need to do is make AI go through the positions in the house while standing up and ready to engage. Would it be possible for C2 to remember a plan without committing it? I wanted to try out a helicopter raid scenario in with I'm a the lead helicopter (to do some fancy flying). My idea was to create a plan at the base, load everyone up into helos, do some fancy flying for giggles, order all soldiers to disembark, hit the commit button and have them execute a raid on some mansion complex. However my planned raid did not get saved. Although there may be some button that saves your plan and I'm just dumb.
  10. taro8

    ASR AI 3

    I still would like to be able to configure that. When working with AI teammates I would like to have more time to deal with the enemies. I like to tailor the experience to my skills.
  11. taro8

    ASR AI 3

    I have a suggestion regarding AI calling reinforcements. Could you add configurable "grace period"? It would functions like this: AI spots hostile, if AI gets killed before the "grace period" is finished, there is no call for reinforcements. This would allow for better stealth as rapid takedowns would be possible. Another request: could there be a toggable setting with sets every AI teammate of player so all their skills are 1? I kind dislike the way my teammates are pretty much useless when I make AI less like bots. It should also work on units that join and leave during the mission. When unit leaves player group, its skills get the default values defined in skill settings userconfig.
  12. R3vo, whats the name of the Camouflage Coefficient that gets changed? I want to call it via script in order to see if its possible to change it during a mission. If it could be changed and the change would take an effect, then it would be possible to have an advanced stealth mod if you are laying prone your stealth goes up and enemies will have much harder time spotting you and so on.
  13. Is there any way of removing the starting friendly forces? I want whole map to be under the control of the CSAT. EDIT: Where are the custom units settings saved to? I would like to edit them as i think it would be easier to do so with a notepad. Also, I have edited the init.sqf in order to change units spawned, but when I run the scenario it still uses the default units. Nevermind, I have found the default settings. They are in SharedFuncs2.sqf file.
  14. taro8

    World War II Units

    Remember to put berets on all of them :D. it's nice to see this mod released, it will at least let me create some simple battles, I really liked doing that with I44. BTW: Soviet soldiers are hard to identify as soviet, need wooden logs strapped to them.
  15. I think that for a single unit the faction class name should just be copied to the clipboard without any fuss, so you can paste it without editing into ALiVE modules and such.
  16. Try out the Australia then, its 8 times larger then Altis :D. Factories and such are done via map markers.
  17. Not enough landmass? AFAIK its 4, 1:1 scale, Operation flashpoint islands in a single map! Its MASSIVE. The variety is what really drives me to port WLA to MSKE. It has like 5 airports some harbors and quite a few military bases. Factories and power plants are harder to find, but some addons I have simply add whole factory and powerplant buildings to the editor for you to place. Although the islands may be smaller now that I look at the size data. Still the map feels larger to me.
  18. Could someone post info on what each maker type does in the editor? Im trying to port the scenario to MSKE, but its rather confusing. AFAIK: *Runway# and AirC_# is an airfield zone, *fac#, power#, pier# are the factiories power plants and harbors to capture (cna the markes be named pier_# and such)? *ZoneC# are zones occupied by the enemy (can they be named ZoneC_#_#) *EastChopStart - starting point for enemy choppers (can there be more then one?) Things I dont know: *help# *BaseR game logic *RII1 marker *insertion1 marker *startpoint maker BTW: If there is manual for that then Im sorry, by google fu failed me.
  19. Just discovered this mod, this is something I was looking for, the buying menu, dynamic whole map mission, calling in support etc. Im still confused about what's exactly happening, but Im having fun. This mod on the MSKE would be an endless fun. My only issue so far are the keybindings for actions and such. It would be great if the actions could also be activated via ACE menu.
  20. ALiVE requires faction class name to spawn units of that particular faction, it's a pain in the ass to find that one out. I sometimes need for other scripts as well. Again FACTION class name, the side is easy to figure out. Stuff like "CUP_I_NAPA" and such is harder to find. Usually I have to depbo a mod and look through the config files as I just cant find it in the in-editor config viewer.
  21. I have a request: could you add a "Log faction class name" action to the log functions? Faction class names are used in ALiVE and other scripts and they are rather hard to find. Having a button that just gives you faction of the selected unit would be a great help.
  22. Would it be possible to make AI skill settings an optional thing? I dont want VCOM AI to fight ASR AI on that front. I tried hacking up the VCOM AI code in order to remove the AI skill changes, but I couldnt do that right. EDIT: Word of advice: I discovered an issue between AI skills and UAV's and remotely controlled units (like when you use Zeus remote control). UAV and remotely controlled units (at least one in vehicles) are affected by aimingspeed AI skill, to the point if you put a number like 0.005 you can barely move the camera on UAV's. Did quite a lot of testing and its definitely aimingspeed. This is more of an issue with ARMA, but it should be taken into consideration. Maybe some script that sets all AI skill to 1 for the duration of the remote control.
  23. taro8

    Pooter's enhanced ASR AI

    Word of advice: I discovered an issue between AI skills and UAV's and remotely controlled units (like when you use Zeus remote control). UAV and remotely controlled units (at least one in vehicles) are affected by aimingspeed AI skill, to the point if you put a number like 0.005 you can barely move the camera on UAV's. Did quite a lot of testing and its definitely aimingspeed. This is more of an issue with ARMA, but it should be taken into consideration. Maybe some script that sets all AI skill to 1 for the duration of the remote control.
  24. taro8

    ASR AI 3

    Is there any work around for that? I really want to keep AI aiming speed very low. Would something like this take an effect? asr_ai3_main_levels_units = [ ["B_UAV_AI", "O_UAV_AI", "I_UAV_AI"], // 0: super-AI (only used for testing) I want to make UAV's AI have super AI skills (all 1), so at least UAV is usable. Edit: It worked, setting the UAV AI's as the super AI with all 1 in skills fixes the problem with an unresponsive camera on UAV's. Remotely controlled units are still a bit of an issue, but they are not as much game breaking as the UAV's.
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