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Everything posted by foffy
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[OPEN BETA] [SP] bCombat infantry AI Mod
foffy replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I get that, but what if I wished to use the TPW EBS features? How do I disable the overlapping variables in bCombat? I've grown really comfortable with the blackening feature in EBS with suppression. I'd like to mix the suppression system with EBS with many of the basic combat changes bCombat offers. -
XMedSys - Improved Medical System for A3
foffy replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I hear you. I was asking more on the SP front. I can clearly imagine the campaign being far more intense with more realistic damage systems, which is why I want to use it! :P I didn't take into account how it would be used in MP. My apologies. -
What AI mod are you using?
foffy replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah, I'd like this as well. Seeing as there are so many AI modifications, some of which have been discontinued and overlap, I really wouldn't know where to start to get the most realistic AI. I mainly use ACE (this offers AI changes, no?), ASR AI, and TPW CAS with embedded LOS. This works properly for the most part, but I still see some gamey issues with the AI, and very rarely do they ever take the issue to heal or aid their teammates in injury. I'm sure if I used GL4, Zeus, and SLX (are there any others I'm missing) they'll just overlap and cause the game to stumble along. I wouldn't know what to tweak to get the most realistic AI setup. -
XMedSys - Improved Medical System for A3
foffy replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Indeed, this is why I was asking is if there was a way to force the player to have a few healing items if the mod is forced. 1 Morphine, 1 Healing bandage, and 1 Tourniquet is what many units defaulted to with my experience with ACE. It's a very simple and loose solution instead of editing missions to get a rough effect of it in play. -
[OPEN BETA] [SP] bCombat infantry AI Mod
foffy replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I figured. Would your mod still function properly if I removed the suppression file from fsm? I personally really dig what TPW EBS offers, but I also love how your mod makes the AI act as if every conflict is one that is incredibly dangerous. Or is suppression a major factor? -
[OPEN BETA] [SP] bCombat infantry AI Mod
foffy replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This may be silly to ask you, but are you using AllInArmA to get the ArmA II AI mods to work in III, or can they just be dragged and dropped? Also, I have a question regarding this mod. I am not sure if this is the case due to the mods I'm using, but does bCombat have a suppression system in place? I am not sure if a recent update messed with TPW EBS, but I am no longer being suppressed by the enemy anymore, and my character is often left breathing heavily until he dies. In fact, outside of the breathing and some additional sway, it's actually tolerable. :P -
XMedSys - Improved Medical System for A3
foffy replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm digging this mod, though I have a question. Is there any way at all to force it on the player in single player content without setting it all up in the editor? I believe some basic functions are introduced, but none of the healing items are. Are there any plans to force and override BIS' system? I think by enabling it and using BIS' system, it totally prevents any form of healing unless you're using XMedSys items. Either that or a grenade explosion really is deadly! :P -
ARMA 3 Addon Request Thread
foffy replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks friend! That's pretty cool. I have a few questions for some people here who might use combat AI mods; - Can bCombat, FFIS, and WWAI all work together? Or do they conflict? - What about Real Armor and the Armor Improvement System? One changes the variables of vehicle damage and the other adds a defense system to the vehicles. I have no idea if these cause issues. I figure I would ask as the community is probably far more intelligent than I when it comes to digging under the hood. -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah, I dug around and looked for model replacement packs. Thanks! I do wish you or someone else can help me with this, though. Do you know of any notable realistic mods that do not require modules being activated in the editor? Something that isn't outdated and cause major conflicts with other mods would be a plus. My setup is the following: - Advanced Combat Environment (This is the main mod I use, so if it isn't compatible with it, das an uh oh) - ASR AI - ASR Appendix (This forces many ACE features to be active without enabling the modules in the editor) - Blastcore Tracers - Blastcore Visuals - Jarhead's Sound Redeployment System - JTD Fire and Smoke - JTD Flies - PvP AI Gunner Tweak - PvP Disabled Peripheral Vision - RG TrueMod Gameplay - RG Truemod User - Shacktac Bunnyhop - Shacktac Movement - Tao Folding Map - TPW CAS (with embedded TPW LOS addon) I really wouldn't know where to dig to get good mods to enhance the experience. I know of few other mods by name like SLX and GL4, but haven't those been without updates for 2+ years and have issues? I want something simple, to where if I just have it loaded when I boot the game up, it's activated. Have I missed any notable ones or do I really have the higher echelon of enhancements? Or is my concern here not really a 'request' like my last question? I wouldn't know where to look! :P -
Isn't Refined Vehicles obsolete? I recall Red Phoenix said to no longer use it with recent updates, as the engine has changed. I assume this means the way the cars were reconfigured are all busted now.
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ARMA 3 Addon Request Thread
foffy replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey. I wanted to know what are some of the best mods for increasing realism with the game. I know ACE isn't here, so a huge hole has been left open. I figure some addons take its place, but if I've missed any, be it for something that ACE has done before, or something that makes the game more realistic, please tell me. I'm using the following: - ASR Appendix - ASR AI - bCombat (is this or FFIS better?) - Real Armor (I know ACE didn't have something like this, as this mod tries to deal away with the point system entirely for vehicles) - TMR Modular Realism - TPW MODS - XMedSys (I know there are a few other mods regarding healing, but this one is closest to ACE, and by that I mean it is realistic but not overtly complex) Have I missed any? -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I have a question, it's less of a request for a mod to be made, but a request for what is already out there. What, at present, are the best retexture mods for islands and units? I have all of the ArmA II official content that's been made, so I would like to see what has upgrades, and what is the best replacement. I know Landtex is a texture replacement to Chernarus, and that BINK's US Army 09 units replace BIS' units, so I would like to get more information about things such as this. -
User Add-On Guide for more Realism and Immersion (ACE2-based)
foffy replied to the.d's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I figure I would ask in here. What would be the best difficulty settings with these following addons at work: - ACE - ASR AI - TPW CAS I want to try and get the most realistic difficulty setting, and I figure having both friendly and foe at max isn't really it. For example, the recommended settings for Regular here are actually different than what's suggested for ASR AI (SkillEnemy here is 0.3, ASR has it at 0.7, for example). I want to make it realistic without being superhuman. -
I love how this looks! I have a silly question though: knowing this is based upon a similar addon for ArmA II, and I know ACE also has bullet tracers to...which one is closer to reality? I'm not someone all too familiar with ballistics and tracers, so any education on this topic would be entertaining for me.
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Iron Front as mod in Arma 2: Combined Operations
foffy replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I understand the animations are similar, but using IF in ArmA II results in the running with a weapon animation being the one from IF, where the gun is held in a way to where it's by the hip with weapons like the M4, which is not how it is in ArmA II. It actually replaces the animation for non-IF content with this. Is there a way to overwrite it with ArmA II's animations in such a case? -
Iron Front as mod in Arma 2: Combined Operations
foffy replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I figured it out. It all had to do with the OA exe. I do have a minor question, though. Is there a way to use the Iron Front content with more of the vanilla ArmA II stuff? For example, the animations. I prefer the ones in ArmA II over the ones in IF, so would there be a way to use the IF content in relation to these animations? IF also seems to break a few other mods as well, but I assume this is because of this 'overriding' process, but that's a clear given as this is essentially a totally different game. -
Iron Front as mod in Arma 2: Combined Operations
foffy replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I changed the exe for OA to 1.62, and I am getting the same issues. Here is my rpt file. I have no idea why this is not working.. EDIT: Solved it. All of my issues were due to the fact the OA executable was 1.63. I assume by the patch looking for a 1.62 to a 1.63 botched the patching. -
Iron Front as mod in Arma 2: Combined Operations
foffy replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Delete what? All of my Iron Front stuff? Also, this may be a silly question to ask, but seeing as I'm booting the game with the 1.63 patch (I have used it to replace the beta executable). Do you think it's that change that's breaking the mod for me? Because I seem to follow all of the instructions (even in video) and bam, no dice. -
I believe it was this or another texture mod that did both Stratis and Altis.
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Iron Front as mod in Arma 2: Combined Operations
foffy replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Huh, no idea then. I guess I'll delete and reinstall Iron Front from Steam, and try the patch via Play with Six. -
Iron Front as mod in Arma 2: Combined Operations
foffy replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nono, by Expansion, if you open ArmA II or III, if you make @folders, they often get listed in the Expansion settings in those games. Using the conversion mod created a few of those folders in my Operation Arrowhead directory. If I enable those as expansions, it seems some of the data loads, but not enough; I am assuming those folders don't have all of the files as trying to run any of the content that way causes the game to not load it at all. I wanted to try and load the mod through means of Expansion listings, as I usually boot the game with so many mods for the target line. :P I can get the menus and images of missions and the like to appear, but literally loading any content this way says I'm missing pbos that are visible in the aforementioned folders. EDIT: Seems like even if I try running the game through the convertor program, these errors still occur. Did the game have to be patched before the conversion? Because I patched it after... -
Iron Front as mod in Arma 2: Combined Operations
foffy replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I was curious if there was a way to get all of the Iron Front stuff to work as listed as Expansion content. Call me dumb here, but I am in a bit of a pickle; either I run ArmA II with the traditional modset (which I think is too huge for an executable line) or run Iron Front directly for ArmA II. I wish to combine the two, if possible. Adding the folders in the OA directory originally added with the IF conversion cause the game to not load the content. Note, this was BEFORE I patched them, so I'm unsure if they had to be patched. -
Official A3 campaign thread - discussion, wishlists & more
foffy replied to Polygon's topic in ARMA 3 - OFFICIAL MISSIONS
I do hope that if more campaigns are made after The East Wing's three episodes (I assume they will be as DLC), I hope they do take note to the pacing we've already seen. The start of the campaign should be a very basic introduction to the core of a conflict, as well as gameplay types. The only campaign I have played from BIS that does this well is Cold War Crisis (I have not played any campaign of Operation Arrowhead yet). Cold War Crisis and Survive both start you on training wheels, and CWC deserves to be held up because it does this not just at the start of the game, but with each character representing different gameplay types. Resistance started as a by a trial by fire as early as the third mission, as did all three of ArmA's campaigns, and Harvest Red when they start making you team leader. None of these ease the player into getting ideas down pat, but literally throw them at you and hoping you understand them, oftentimes with the player not being given enough information to deeply grasp it. -
Never knew Santa was big on explosive presents. ;)
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Terrain Improvement (dev branch)
foffy replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
If I can ask, what is with the red and blue stripes on the environment? Is that WIP data?