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Zellfisch

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Everything posted by Zellfisch

  1. Regarding MP-version: is it still a fact that I should deactivate TPWCAS and TPWLOS in the mission parameters when I am running those mods as addons?
  2. Thx, SaOk. We'll give it a try today.
  3. Zellfisch

    Domination 2.71 - Minor Problems

    You want artillery and air drop in the ACE version, right? So you need to activate ACRE *to pick up radios* in the base. You need a radio to call artillery and / or air drop. When you are carrying a radio on your back you will get additional entries in the action menu. Don't worry about points as long as you switch the career-option (or whatever it's called) off in the parameters.
  4. Zellfisch

    Domination 2.71 - Minor Problems

    For the ACE version activate ACRE in the parameters and get yourself a radio. That'll do it regarding artillery and air drop.
  5. Yes, that sounds like it's worth a try. Looking forward to it. Could you pls tell me how to save / load in the coop-version? Or to make it possible? Thx.
  6. Thx SaOk. Nice to know that there are no special scripts regarding tanks and crates in the mission. We will 'play' your mission this week again and I'll try out different things. I'll report if we managed to fix some issues.
  7. Maybe you just messed up with SUP (v3.04) & LOS (v1.03)?
  8. Wow, thx for the brilliant mission. Have been waiting for something like this for quite a while. Regarding SP ... maybe that's an odd question, but how do I load a saved game after saving via 0-0-1? The standard load-game-menu just offers an Autosave, which in my case did not contain the right mission status. Regarding MP ... - We are using the ASR AI addon and it seems that AI is barely rearming on its own as it would in other missions. - At many ammo crates we were not able to take anything that was inside. Gear menu shows up, but you cannot take what you see. - Further more we could not access all vehicles. Example: a BMP was only accessible as passenger. Only after that it was possible to get in as driver / gunner / commander. So the AI cannot enter a vehicle, before a player has been taking all 3 positions. A T72 is not accessible at all. - We were not able to finish the Gorka-Task. AA was destroyed and the whole town was captured. We tried that in 2 sessions and it did not work. Addons we use: - CBA - ASR AI - TPWC SUP & LOS - JSRS - RHS (we tried switching it off, but no difference; not sure if that addon is used in mp-version of your mission as in the sp-version) I do not know if you have the time to fix these issues and/or if the mp-part will be developed anyway. All I can say is that we had a lot of fun and that there barely was a mission that reminded me of the good ol' OFP regarding the great atmosphere, the chaos-factor of war and the consequences of whatever you do (dynamic). Cheers!
  9. I'm glad it's finally working, but as I mentioned before, we are using CWR² Demo atm and I'd like to know your opinion about whether it could actually be that the mod is responsible for the debug balls not showing @ enemy AI (own AI do have ... ehm balls). :cool:
  10. Thx, Ollem. Here are my results. Results ------- Team Leader: green balls appear / AI kneels / no chat message Squad Leader: green ball appears / AI kneels / no chat message Fire Team Leader: yellow and red balls appear / AI kneels & goes prone / no chat message It is actually working like it should in your mission. Can it be that a mod like the CWR² Demo causes a problem here?
  11. I did overwrite the old hpp with the new one.
  12. CBA / CAS / LOS / ASR are installed on dedi and clients. arma2oa.rpt contains the following: Is this a useful indicator? Edit: Got rid of the conflict-message by deleting the old version of TPWC (should have been more careful here), but I still cannot see any bubbles over enemy's head when under heavy fire.
  13. Thx for the answers so far. I was more or less referring to the video I have seen, where you were able to see the enemy's bubble in debug mode. That's something I still cannot see - just in my own squad. Suppression on enemy units seems to work though. @metalcraze: suppression effect works for all players (tested with 5) vs. AI at least.
  14. I'm on a dedi and I'm using TPWC+LOS and asr_ai-1.15.3_test5.zip as mentioned in this thread earlier. TPWC+LOS and ASR are used as addons. My only concern is that I cannot see the enemy's bubbles. Just want to make sure, that TPWC has effect on enemy too, since my team's AI does work. The suppression effect on players is working very good as well. No issues what so ever. Edit: There is a new version of ASR (asr_ai-1.16_beta1.zip). Does anyone have any experiences with TPWC yet?
  15. First I want to thank everyone who made this mod. Great job! I am using the CWR2 mod with TPWC Sup & Los plus ASR AI. The own AI react like they should and the bubble appears etc. when under constant fire. But I cannot see any bubbles over enemy's head and it looks like they do not go prone when under constant fire. Is it possible that there is an issue where the mod works with own AI but not with enemy AI?
  16. Use Eliteness to unPBO. It gives you a message too that there might be something wrong with the header, but it does it's job anyway. After unpacking you can open mission-file and delete everything from the top until ... version=11; class Mission { That should do it regarding the unknown header-issue.
  17. Hi there, here is a very annoying situation: I am commander in a vehicle and AI is driver. I give my driver the command to stop via the internal vehicle commands (f.e. with the S key). After I disembark the driver immediately switches to 'back to formation'-mode which is annoying in many ways. Not just that units got injured or killed because of the driver doing acrobatics to get back to formation, it also is almost impossible to make a vehicle face to the needed direction etc. In any case I expect the driver to stay in the 'stop'-status, as long as there is no other order. Is there any way (via scripting etc) to change that behaviour? Thx in advance.
  18. Thx, kamazaki. I guessed that already. Thx for your hint regarding the 'unload' routines. I'll check that.
  19. Zellfisch

    AI Heli Control 1.0

    Thx a lot, fredkatz. Your explanation was very helpful. I was able to solve my problem. It was the sandbags which were placed close to the plane service point at domination btw. That prevented the AI pilots to continue taxiing to the point, where the script starts to have effect.
  20. Zellfisch

    ACE for OA 1.13

    Hi there, is there a chance to make the M1 repairable? In domination for example it is not even possible to repair the M1 after placing it on the vehicle service point. After repair you start the engine and the fuel is suddenly gone. I read in another thread that this is partly on purpose for all the obvious and not so obvious reasons, but since we are just 3-4 players, it is more then ridiculous to blow up your tank just to force a respawn rather then being able to repair it after lifting it home. Thx in advance.
  21. Zellfisch

    AI Heli Control 1.0

    Thx for the great script, Fredkatz! Regarding AI airplanes taxiing at Vybor after landing ... does it happen on purpose that they stop after vacating runway just before they take the 2nd turn to the 'main' taxiway? If so, is there a way to change that? To make them simply continue taxiing and take off again for example? ---------- Post added at 10:35 ---------- Previous post was at 09:57 ---------- Hm, after all I should maybe add that I am experiencing that in domination. Could it be that the Plane Service Point is 'in the way'? I know this might not be the right place to ask this question, but maybe you can just give me a hint where to approach the solution. Thx!
  22. Could someone pls be so kind and mail me the original 2.61 west ace chernarus mission PBO ([email protected])? I cannot get the dom maker working properly. Thx a lot! That will help me sort things out regarding the repair-problem. I believe I have messed it up a bit. Running ACE version without setting up the mission file correctly ...
  23. I've modified the ACE AI mission and added an M1 as described in this thread several times. Everything seems to work since it respawns after being wrecked and the marker is on the map etc. But after an engineer repairs a damaged tank it shows it's refueled but as soon as I want to drive the fuel is suddenly gone. Does that happen on purpose? Besides that I still do not really understand how the repair-system works - especially as an engineer. All my mates on our server are able to repair/refuel their vehicles once although they are not engineers (why is that?). And the engineer has 2 options: 'Repair (Vehiclename)' - which is on top of the action menu - or 'Repair/Refuel Vehicle' - which is under 'Analyse Vehicle'. Where is the difference between those 2 options? Furthermore the FARP sometimes does the job and sometimes not. It seems like as soon as the vehicles where heavily damaged and they're out of ammo you cannot rearm at FARP neither at an ammo truck. That happens after the engineer repaired the vehicle. Could someone pls tell me if I am simply not understanding the concept or whatever cause I am looking for troubleshooting for quite a while now and it does not seem to be a general issue anywhere. Thx in advance!
  24. Hi all, great thread. Learned a lot so far and enjoying Xeno's brilliant work - thx very much. That you will quit one day was an unwritten story though. Sad, but absolutely understandable. Took me forever to search for a solution, but it seems it's just me who is aiming the following: I would like to have MTs and SMs in random-mode (as is) but the bonus vehicles to appear in a definable order. Anyone got an idea how to approach that? Thx in advance!
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