friendlyfyre
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Yes I think I'll also await the next patch. This mission was the main reason I bought Reaction Forces but it's quite frustrating in its current state. All the more frustrating because when it works, it's amazing. One more bit of feedback - I find it odd that the new NATO Hellcat doesn't seem to be purchasable. I guess it was considered overpowered?
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Thanks, I know that I can connect them. I'm just not sure if it's intended that I can do so as a heli pilot who is supposed to spend exp to call artillery. Yes the spawning of enemy forces is borked for any AI underlings including any UAVs. Also I'm of the opinion that the general spawn distance for enemies around you is far too low. It seems to be about 2km, which is within the autocannon range of armoured vehicles. This makes it nearly impossible to scan from far away and snipe from behind a hill like a real attack heli would. I also have another bug - I've twice received a voice line from Crossroads mentioning wounded soldiers who need evac but no task is created. I tried landing at the medical LZ of towns with wounded but this doesn't seem to do anything. It's now been two weeks since my initial comment listing numerous bugs. I'm a bit irritated to have gotten no response from the devs - are they aware they charged money for this?
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Howdy Rotators, I'm loving Air Control but I've run into a few bugs in just the first couple hours. I'm playing SP mission. After Nightmare1 informs me that they have little fuel left they return to FOB but then hover stationary indefinitely instead of landing. Seen this happen twice already. First time (1) happened Nightmare1 reset fine upon me completing RTB task. Second time I noticed (1), I set Nightmare1 to follow me in the support menu and ordered the pilot to disembark from the heli. Note that the gunner had been killed in an earlier fight. This worked to get the heli onto the ground but when I RTBed to begin the next "day" Nightmare1 heli had no AI inside, just a dead gunner. I still had spoken voice lines when running Nightmare 1 commands, but nothing actually happened. An AI pilot in my team managed to nurse his badly damaged heli back to FOB and land (was pretty cool honestly). Both crew were injured, I looked around for some option to heal them but this seems impossible. I've found the medical tent, I can heal myself there, but seemingly no way to heal my AI teammates. I guess I could execute them and recruit more but it's immersion breaking. What irritates me is that by default I can order AI to heal at the medical tent but this ability seems to have been manually removed in the mission. Why? I can complete cargo tasks with AI pilots by ordering them to pick up cargo and drop it off. The task completes and sector resources seem to increase upon the AI unloading, but I don't receive XP unless I'm within a few metres of the AI heli or inside it. Is this intended? Related to (4), I finished the last cargo task of a "day" using an AI heli while I was standing at the FOB. Upon the AI completing the task the RTB task started and then immediately completed. So far so good. Unfortunately after the fade out and fade back in, my AI seemed to be no longer inside a heli and promptly died. This may have been because enemies spawned nearby, and it was shot down while my screen was black. Or maybe the heli despawned killing them. Either way, pretty annoying. Related to (5), it'd be nice if I could manually end the "day" instead of it automatically ending as soon as I enter FOB. It'd give the player a chance to do housekeeping such as replenishing helis, playing dress-up in arsenal etc. Or at least put some checks in to make sure all the team is back and not just player. Not a bug but why am I limited to recruiting only 3 AI? I can walk up to the mortars at the arty base and connect my UAV terminal. Is this intended? Also I booted up Extraction from the Sahara DLC and the absence of Moose pickups in the Ion base camp is a missed opportunity.
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Great job with this DLC. Been loving the Extraction scenario. Got a couple of bugs for you while playing in singleplayer. Started Extraction and did a bit of exploring in the MH-9. Landed at the UNA base at 061957. Tura offroad with HMG spawned inside the UN camp 5 metres from me, shot me and drove off. Probably should prevent spawns from occurring near there. I took took long playing dressup at the camp and got a fail for the UNA defend checkpoint mission. Fair enough, but got paid $650 for my trouble, then told to RTB which immediately completed causing time to accelerate as I was able to walk around. You might want to add some safeguard to prevent this.
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Operational Radar Buildings?
friendlyfyre replied to friendlyfyre's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, nice idea. Will do just that I have some time. -
friendlyfyre started following Operational Radar Buildings?
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Arma 3 has: An awesome sensor overhaul which includes radar. Golf ball radar buildings sprinkled around the maps. It would seem logical (and awesome) for these radar buildings to be capable of more than decoration and actually operate as radar for a certain faction. I could not find any function or scripting command that would add a sensor to anything, let alone a building. One hacky idea I was thinking was to create a AN/MPQ-105 or R-750 Cronus radar inside the building and then somehow make the building transparent to sensors. But I'm not sure if there's a way to do that. Anyone have any ideas or thoughts on achieving this?
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SAM system reloading - strange behavior
friendlyfyre replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi Try this. Worked for me. this addEventHandler ["fired",{ params ["_unit"]; _unit spawn { params ["_unit"]; if (count (magazinesAmmo _unit) == 0) then { sleep 20; _unit addMagazineTurret ["magazine_Missile_mim145_x4",[0],4]; }; }; }]; Note that's the NATO SAM. Not the CSAT one. I think your issue is that by the time 4 seconds has passed your SAM has fired its last missile. Meaning magazinesAmmo _unit select 0 select 1 == 1 evaluates false. Either that or BI fixed it since you posted. On a related note, the SAM fires off all its missiles ridiculously fast. Which may or may not be realistic but it does mean the turret wastes 4 missiles on 1 plane. And 4 turrets wasted 16 missiles on 1 plane. Which looks even sillier. So I wrote this: this addEventHandler ["fired",{ params ["_unit"]; _unit spawn { params ["_unit"]; (group _unit) setCombatMode "BLUE"; sleep 20; (group _unit) setCombatMode "RED"; if (count (magazinesAmmo _unit) == 0) then { _unit addMagazineTurret ["magazine_Missile_mim145_x4",[0],4]; }; }; }]; -
@kydoimos In the mission "Approaching Thunder" could you please add an autosave just after the gunship strafes the pickup? I've failed this bit a dozen times and having to sit through the pickup ride over and over again is infuriating. Some of this is my fault - I'm running AI on expert with bCombat and I'm no top tier player. But still ... I doubt I'm the only one who had this problem. I was having more fun than the original campaigns up until this point. Thanks for creating such awesome missions!!
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Armor Targetting/engagement in 1.60
friendlyfyre replied to djczing's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I've had the same problem. Playing BAF mission - retrieve the UN vehicles. If I do not command the warrior myself it fires on enemy vehicles (including armoured) with the machinegun only. If I board the tank to command, then I can get the gunner to use the auto-cannon. However he defaults to machine gun which means a dangerous delay changing weapons. Also once changed to cannon he often changes back to machine gun. Happens when I change targets and sometimes during a fire order. I'm not experienced enough to say whether this used to happen or not. -
Targeting in tanks
friendlyfyre replied to friendlyfyre's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
To all - Thanks for the tips. I will certainly try to remap the controls and try this voice command thing out. Commanding tanks with a joystick sound pretty crazy on paper though. These were the sort of tips I was looking for. PVP Scene - Yes I reveal the targets and use the RMB. I was calling it 'spotting'. This is the part that doesn't work too well imo. Imo there is something wrong with the philosophy that you can't reveal a target unless the ai in your head can also see it. Or it is a bug. -
Targeting in tanks
friendlyfyre replied to friendlyfyre's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Thanks Beagle, I do use those controls. I find them very cumbersome, but I can live with them. I don't know if I could think of a better system. Not off the top of my head anyway. Max Power I think your description sounds very much like the problem. I try to spot the target so my 'character' will make the ai gunner aware, but in many cases it is impossible. Any sort of visual cover seems to cause this, such as trees buildings or a hill that obstructs the enemy tank's hull. In clear view it is not such a problem. In the case of a hill I thought maybe it is because the gunners POV sits lower than mine but I should be able to at least spot it for him. It happens in other cases though where the gunner would be able to see pretty easily if he was a human using thermals. Is this a bug then? -
Targeting in tanks
friendlyfyre replied to friendlyfyre's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Thanks Beagle. I do already use those controls. I find them pretty cumbersome but I can live with that, I'm not sure I could come up with a better system. I've never played a proper tank sim. Max, I think you've pretty well described the problem. I don't mind if I have to spot things for the ai. But it is literally impossible in many situations. If the whole vehicle profile is visible then I can usually 'spot' and target the enemy vehicle. But if they have any sort of partial visual cover, then nothing happens. I don't want to hop into the gunners seat to deal with it. I want to be a tank commander. Does this mean its a bug? And to confirm, do I look at and hold the right mouse button to spot the enemy? -
Hi there. Can anyone tell me what is going on with commanding tanks in this game? The whole thing seems to be an utter mess but I specifically am going mad trying to target and destroy enemy tanks. A good example is the OA steel panther mission, or the BAF mission where you have to fetch the UN vehicles with a single little APC taking on T72s, T55s etc. Time and time again, I will spot enemy armour through the thermal scope a kilometer or so away, right click and hold, nothing happens, right click maniacally, nothing happens. Press 2 for a list of targets, tank isn't there. Hit tab while my middle finger bruises. Usually by now the crew and I have been murdered. Is there a workaround for this? Or a mod which fixes it? Or do you guys change your controls in some way to make it a bit more fluid? How do people cope with tank combat generally? Is there a guide, pdf or thread out there about commanding tanks? I don't mean the basics because I already know those, and I don't mean real world tactics, but working with the interface effectively. I'm not really a newb, I've been putting up with it for years, but only now trying to do something about it. Thanks for any replies.