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Everything posted by wyskass
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Have a couple questions about HC in warfare playing single player. I'm attempting to exclusively command Bear Rising to a win with just all AI units. I've looked through guides and played a few but there are a couple of things I'm still not clear on. Most guides seem to be geared toward playing with people or otherwise not explicitly stated. 1 - Does setting the Defense/Supply balance of towns increase spawn rate of the defensive garrison vs rate of SV points, or does this set a level. Meaning, if I set a high defensive value, will I be able to accumulate defenders and then be able to switch to SV gathering. Do the defenders continually spawn or reach a max determined by this value? 2 - When AI dies, they seem to always respawn at HQ. Why not at the nearest town to the action? Do they lose their additional units? Also, is HQ THE spot for respawns or is it at barracks. If I relocate HQ will the constructed barracks become useless? or will units respawn at HQ and new ones at barracks. 3 - Why are my AI teams not increasing their numbers? I've seen them with 20,000 in cash, yet still not at max unit levels. 4 - On a more subjective note, have you found it better to micromanage with waypoints, or to just create missions and let teams choose themselves. I've had cities taken away with a single enemy armor unit, while 3 of my teams wait idly in the same town. 5 - Will AI create defenses in town camps? I've been trying to drive over and setup defenses in towns myself but there aren't always men to man them. So basically I want to create more defensive players in towns, as related to question 1. Thanks. It's great how supportive and responsive people are on these forums.
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Apache Pilot or Gunner? Which would you rather play?
wyskass posted a topic in ARMA 2 & OA - USER MISSIONS
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? -
Apache Pilot or Gunner? Which would you rather play?
wyskass replied to wyskass's topic in ARMA 2 & OA - USER MISSIONS
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. -
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.
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Apache Pilot or Gunner? Which would you rather play?
wyskass replied to wyskass's topic in ARMA 2 & OA - USER MISSIONS
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. -
Apache Pilot or Gunner? Which would you rather play?
wyskass replied to wyskass's topic in ARMA 2 & OA - USER MISSIONS
Where can we get this mission and script? -
Hi, Has anyone had the annoying problem of having your mouse pointer be unresponsive when in the game dialog screens? The in game controls are fine, but in the Gear dialog, or controller setup dialog, or when on the ESC screen the mouse becomes shaky and ill behaved. It does get to where I point, but it vibrates and becomes much slower. THanks.
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Apache Pilot or Gunner? Which would you rather play?
wyskass replied to wyskass's topic in ARMA 2 & OA - USER MISSIONS
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. -
Apache Pilot or Gunner? Which would you rather play?
wyskass replied to wyskass's topic in ARMA 2 & OA - USER MISSIONS
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. -
Mouse pointer vibration in dialogs
wyskass replied to wyskass's topic in ARMA 2 & OA - TROUBLESHOOTING
Well it's great that we established and confirmed that this issue exists. The next question is if there is fix. -
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?
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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.
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How to assign another AI as formation leader
wyskass replied to wyskass's topic in ARMA 2 & OA - GENERAL
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? -
How to assign another AI as formation leader
wyskass replied to wyskass's topic in ARMA 2 & OA - GENERAL
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. -
How to assign another AI as formation leader
wyskass replied to wyskass's topic in ARMA 2 & OA - GENERAL
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. -
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.
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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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Mouse pointer vibration in dialogs
wyskass replied to wyskass's topic in ARMA 2 & OA - TROUBLESHOOTING
Ya I got used to it, until just now starting to play with ace, which relies on more dialogs, so I notice it more. Just hoping it can be fixed. -
I've been running into this issue when sometimes unpredictably my player will refuse to run for a intermittent period. This occurs regardless of ground steepness, since it can occur on flat. I'm not tired or out of breath because it recently happened just at the start of a mission. My squad can run just fine, and there is still a perceptible difference in walk/run speed but it's as if both suddenly got cut in half. It's a real bitch when it occurs during sprints between cover and I end up strolling across the street while getting shot at. Specifically I'm in a run, after toggling to run, and it just starts walking. Switching to walk makes it even slower. A sprint doesn't speed it up at all. Then with no change in controls he'll run for a few steps then back. On flat and 100 % fresh. I can't even figure out a pattern of occurrences. Has anyone had this issue? Thanks
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The "On Your Own" mission is ridiculously hard. After about 25 restarts it's possible to eliminate each previous mistake, move further, die, repeat and finally complete, which would give it a realistic survivability probability of 4%. It's a model of a suicide mission. The campaign has been great so far but this mission is like playing the Hitman games.
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In Unpleasant Surprise, after the initial firefight, in what seems like 2 of my 6 men die, I end up seeing them alive and well on the ground but no longer under my command. They are clearly my men, based on weapons and gear but they are now just lying down ready, next to the truck.
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Wild West: Cowboys, Indians, Prospectors...
wyskass posted a topic in ARMA 2 & OA : MODELLING - (O2)
Been thinking about creating a Wild West addon. I think it would be pretty cool to have a Wild West theme with: Vehicles: Horses, Horse drawn carriages, Pack mules, Carts Factions: Lawmen, Outlaws, Cowboys, Union Army, Prospectors, Civilians, Indians.. Weapons: Muskets, Rifles, Revolvers, wheeled cannons, TNT Many, many scenario possibilities. What do you think? -
Wild West: Cowboys, Indians, Prospectors...
wyskass replied to wyskass's topic in ARMA 2 & OA : MODELLING - (O2)
That horse is excellent and could use a little more cleanup but it does animate it's stride decently. The enormous stream of urine is hilarious. It shows at least that it's possible and been done. As to the point of walking, good point. Not sure if having wild west characters walk like modern soldiers with muskets would be bad or not. Might not fit in exactly. I've been playing around with 3ds Max bit didn't get into animations with it yet. I'm a software guy not so much a modeling expert but I have made some models before. It seems vehicle animations and model would be the most different with horses pulling things. -
There are numerous single player warfare scenarios with A2 and OA. All saveable with no need for any LAN or server issues.
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Real world scenario references
wyskass posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone know of a good online reference material for real world warfare or operations scenarios. I'm looking to build missions based on real events, and am looking for diaries, military tactical debriefings. Real descriptive technical historical accounts of missions and such. I know some people here were basing off of Afghan War diaries released through WikiLeaks but those are impossible to find now. I think the Balkan conflict would be great for Chernarus. Now that I think about it, "Behind Enemy Lines", would be a great one to model. You know the movie staring Owen Wilson based on the Mrkonjić Grad incident and Scott O'Grady in Serbia in 1995. Yes there are books written of accounts and such, but maybe something more concise to begin with.. :(