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wyskass

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About wyskass

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    Lance Corporal

core_pfieldgroups_3

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    Software
  1. Can someone explain to me the Hellfire 114-L. The description of how to target for that missile on http://ace.dev-heaven.net/wagn/Features makes absolutely no sense. I know I can use the laser and both 114-L and 114-K seem to behave the same. The stuff about fire and forget, GPS and radar guides, mapclicking, holding down right mouse for 1 second, makes no sense at all and none of that works.
  2. wyskass

    SAM / Nordin addons

    What's the deal with the coordinates on Chernarus? Easting if fine, but Northing is WRONG. GPS shows 0473 8759 which also correctly matches with MAP In the SAM window it shows 02959. First thing is I had to uncomment and add the fix numbers but that still didn't fix it, and the 15360 correction makes no sense. I tried to give it a different number by subtracting SAM indicated from the GPS but it's still not right.
  3. Checked out the video, and will need to get into the details of your code. I like what you've done with it so far. The key here is having to start gameplay on the ground with an empty chopper, creating a group where you command and enter as gunner, because by default only the pilot is able to command. I'm also curious how you were able to limit the helo speed and preventing the attitude changing stops and starts. By having the pilot under your command does he no longer choose to engage and fly toward targets? What I thought about recently would be to make helos behave just like commanded vehicles, with the pilot being driver, and gunner the commander/gunner. Mainly being able to command forward, left, right, slow, fast just like in vehicles. The 3 speeds can be configured and then I'd just add the altitude command dialog or keystroke, similar to what you've done in your script. That way you wouldn't have to learn anything new and would be like commanding tanks. Also the same commander/gunner switch key would allow you to quickly swap positions without needing teamswitch which would put you out of command when you switch. On top of that more advanced commands can be added to command your pilot to perform specific maneuvers like maybe circling or fig-8 over a waypoint, or following a selected unit on the ground. I think there's a lot of potential for improving AI control for SP helo gameplay.
  4. Where can we get this mission and script?
  5. Yes radio menu. Either way, what I mean is you need to mouse and fidget with the interface quickly to select targets. I don't know about you, but I'd rather fly or shoot then select menu items. About the helmet + right mouse, how exactly do you do that? I only had that working in land vehicles. I use TrackIR so aiming with your head movements, then trying to click never works, plus right mouse is also zoom, so it's a big mess. I'm not even sure if it works at all, I tried to do this before and it was futile, and even when I'm directly on something and click, nothing happens. What key command is that supposed to be. Many of my keys are remapped. Many things in Arma are a complicated mess of keystrokes, menu selections, key combinations, and it becomes more about keys then game play. Having Voice commanding helps but it's still the most annoying aspect of the game. And another thing, is what happens often times, is that the lock on indicator will be showing a lock, but the target is behind a building so when I command fire it doesn't hit. By being the gunner you could see that, but from pilot position it's not evident, so you waste a missile.
  6. Ya I have to agree with you. I think doing something along those lines would be best. If the pilot is well scripted, and/or with the addition of some commands you can give to your AI pilot, playing as gunner is more fun and also you have better control. The problem with playing as pilot is trying to get the gunner to target what you want, and fast enough. Also you can't see that well, and it gets annoying cycling through targets constantly. But then again, default AI pilot doesn't react very well, to situations and tends to speed up when engaging and flies right past the target which makes things worse.
  7. Let's say in a campaign where missions range from direct attacks, CAS, convoy escort, patrols, recon, night/day. Let's also say this will be with ACE and Single Player. Would you rather play as the Apache gunner or pilot?
  8. Well it's great that we established and confirmed that this issue exists. The next question is if there is fix.
  9. wyskass

    Team Shadow - Sniper Campaign

    Is anyone having problems with the SOFLAM turning on, or the spotter only crawling in the mission where you meet your spotter at the radio antenna?
  10. Yes, you can use selectLeader and you'd need to shift the unit numbers around to put whoever you want at #1 to lead. This using join command with the unit number parameter. Point is that this seems too much effort for a basic config parameter, especially since you can't do it in the editor. ---------- Post added at 02:39 AM ---------- Previous post was at 02:30 AM ---------- Yes, I know what you mean. I tend to do various things like that myself. Sometimes I like to make two lines with a weapons team 50 meters back for covering fire and to keep them safer, with a better overview and to take advantage of weapons standoff. Sometimes I like to break the group up by left/right to cover more area and pinch the objective. I also tend to like to line formation in those cases, although the problem there is that it's sensitive to my direction and sometimes they line up at in incorrect angle which actually makes it worse. I always tend to mess around with formations so that's why I'd like to have more control. Maybe I'll write up some scripting and create a command interface to improve control and make it available for use. How do you like to form your squads and unit type positions?
  11. Ya, I agree, you make missions where you're either leading the team or being led. All I'm suggesting, is providing a way to designate a different formation leader other then team leader. A squad leader doesn't necessarily need to lead the formation. Say you want to be off to the side. As an example, I give the default group formation of an Stryker or Bradley squad. By default it puts the team leader as #2 and the Vehicle commander as #1 so that the vehicle is on point. This makes sense, but there is no control over this when laying down your group or connecting units to create a group. Are you saying it would be too complicated to designate a formation leader when creating your groups in the editor? While I agree that providing formation leader switching natively during gameplay might be too much, I think being able to do this in the editor isn't asking for too much, without having to reference API, learn to program and create scripts, just to designate a different formation leader. Yes teamswitch works but it you switch out of team leader to get into a different formation position you lose command so you need to choose between better situational awareness and command ability. Doesn't solve the issue I brought up.
  12. Yes, I do use that a bit but the 50 meter granularity is a bit too much for certain situations. Integrating a vehicle for example.
  13. How can you assign someone else as formation leader? How can you change the unit numbers/orders in formation? I want to be able to assign another member of my AI team to be the point man. As a reference, when you create a Stryker or Bradley group in the mission editor, the group leader is in position 2 and the IFV is the point on the formation. Have no idea how that is done, and can't find it anywhere. All I want to do is basically make the group leader in a different position then 1. Please help. Thanks. ---------- Post added at 09:29 AM ---------- Previous post was at 08:46 AM ---------- I was able to get this figured out using scripting. I thought that being able to select unit positions in a formation should be a basic feature either in game, or at least in the editor, without having to program it yourself.
  14. wyskass

    Team Shadow - Sniper Campaign

    Which Mission are you talking about? Didn't have any problems myself with gun selection. 3. To use the spotting scope you have to switch to your spotter, and use the ACE keys to first deploy spotting scope, then "get in". It wasn't really critical to use it, but it is useful to see more details of your target area.
  15. wyskass

    Team Shadow - Sniper Campaign

    Some problems in Red October SOFLAM has trouble turning on. Keep hitting R and it just flashes and doesn't turn on. Kept restarting and retrying the same thing. Got it to work once, not sure how. Even the Vector doesn't work. Then, spotter only crawls. After meeting with the spotter, he's constantly in crawl mode and I can't get him into AUTO stance mode with Copy my Stance. I can tell him to stand, crouch, crawl, but he's unable to get into auto mode. So had to restart again, finally get him into normal mode somehow, but then the SOFLAM is broken again. I've been sitting at that field hospital for like an hour now, restarting and fidgeting with these issues. I'm about to give up due to frustration. It's too bad because this has been one of the best campaigns I've played so far. BTW, I don't like the idea of having to deal with batteries. Realism should add to immersion, fun and add challenge. Batteries are just a nuisance. (Opinion about ACE obviously, not your missions)
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