-
Content Count
229 -
Joined
-
Last visited
-
Medals
Everything posted by anthropoid
-
Help find some real "vs AI" competition
anthropoid replied to Cloudman's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Yep, I have CBA installed. Some other guy said that he sometimes has problems with the AI controlled High Command Groups chasing after enemies and he had some suggestions for how to curb it. So I think I'll keep trying. @gunso: okay. When I get to the point where I really feel I NEED SixUpdater, I'll reinstall and try to be a bit more patient. Seems like 50% of my "gaming time" is spent installing and troubleshooting mods and addons, etc. :p Then by the time I get everything for a game installed and perfectly tuned the way I like it, I burn out on the game, and by the time I feel like going back to it . . . the hard drive is dead and I'm on to the next system :( If they ever actually get Cloud Computing perfected where you can have all your apps running remotely and never have to reinstall apps other than an OS/browser on your machine, I am so gonna be all over that shit . . . -
Hey DomZ, I'm having some issues with (what I think are) High Command Extension features as they are deployed in MarkB50Ks "Lost" mission. The last couple posts in this thread provide details of it: http://forums.bistudio.com/showthread.php?132721-SP-Lost-v-4-0-Like-a-mash-up-of-Dogs-of-War-and-Manhattan-(without-the-bugs)!/page23 But basically the simple description: 1. High Command Groups behave erratically. Sometimes they seem to ignore orders, or react very slowly (does having a commander with a map compass or GPS matter for this stuff?), other times, they go chasing off across the map apparently pursuing enemies that they have spotted or have engaged and are running off. The lack of a "STOP" command or a "Go Prone" command makes it very difficult to keep them on a leash when they do this. Having something like a: Report your Status, command that would prompt the unit to reply back via the radio with its current posture, assignment, location, and engagement status (in combat or not, something like that) combined with a "Clear all current commands and hold for further orders" would be fantastic. 2. And I don't know for sure if this is really related to your High Commands Extensions or if it just reflects an inherent issue with HCE working with vanilla AI (or perhaps with ASR AI, which I have enabled): When using the Regroup, or Return to Formation commands, I've often seen that my squad is very responsive, almost like mirrors. But sometimes in the past, and especially now that I'm running ASR AI, some other squad member seems to become the focus for Regroup or Return to Formation commands, and my squad will not form on me. More details in the quote from the post in the Lost thread below. Sorry for the wall of text ;)
-
COWarMod Release
anthropoid replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah, okay. For some reason I thought you were the author of Benny Warfare :p -
COWarMod Release
anthropoid replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Oh yeah! Very nice :) Quite glad I bought OA and have taken the time to install your mod Gunter! On question though; I'm not seeing a "Construction Menu" in the right-click pull-down like I remember their being in A2WarMod? Heh, first thing I did was hope in my MHQ and go run down a bunch of resistance fighters around Pavlovo. Then I got out of the MHQ, locked it and wanted to build right there in the large flatish area just slightly above Pavlovo to its east, but couldn't get any Construction Menu option. Also cannot find a readme anywhere . . . I'm rather confused. Is CoWarMod the update of the Benny Warfare "A2WarMod" wherein the player can do singleplayer "capture the island" missions against the AI? -
HETMAN - Artificial Commander
anthropoid replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys, not entirely sure what HETMAN mod does, but it sure sounds interesting. I probably will eventually get into Arma PVP, but for the time-being I'm having fun just checking out singleplayer stuff. In particular I've been playing Markb50k's "Lost" Mission a lot. I LOVE that mission: sandboxy, guerilla war, need to fucus on logistics and building up local support, etc. However, I've been very frustrated here lately with the High Command features in the mission (which I think were somehow based on Clayman's Group Manager that he first created in his "Zero" mod?). Basically, two things: (1) Regroup / Return to Formation commands work very werid (sometimes) with other AI soldiers somehow becoming Team Leader and the focus of the regroup / return to formation orders; (2) High Command Groups behave erratically (sometimes), examples being: they simply do not respond to waypoint orders; immediately following a firefight after the Team Leader has been killed, the Group charges off 1.5km away from the area where its last waypoint was given (basically where they were 'left'); once a group has charged off like this it seems oblivious to waypoint commands to return. I go into great detail about it all in the last couple posts in the Lost thread: http://forums.bistudio.com/showthread.php?132721-SP-Lost-v-4-0-Like-a-mash-up-of-Dogs-of-War-and-Manhattan-(without-the-bugs)!/page23 Reason I'm posting in this thread is, well cause you are likely to know a lot about AI behavior and maybe could comment generally, but maybe also to speculate whether running Hetman Mod while playing the Lost mission would help? Keep in mind, the Lost mission has some distinct features when it comes to High Command mode (which to me makes it more of a 'mod' than a mission, but ah well . . .). Through the #8 Communications menu in Lost there are a bunch of different options that allow the player to switch around to directly control different AI toons, to merge and split existing groups etc. I don't know how well this would play with Hetman Mod? -
ai compilation AI Compilation List of Addons/Mods/Scripts & Misc
anthropoid replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey thanks Domokun. I recently installed ASR AI mod, and I am presently 56% done with download of COWarMod. Mostly I've been playing Markb50K's "Lost" mod, which I absolutely adore: sandboxy focus on stealth, force conservation and partisan support, as well as the need to attend to logistics. I could just go on playing that mod for weeks . . . except for one thing: the incredibly frustrating way the AI "Groups" in the High Command mode fail to follow orders, take forever to execute orders, and sometimes, for no apparent reason, just randomly go running off on their own to get decimated. I went on about it in great detail here: http://forums.bistudio.com/showthread.php?132721-SP-Lost-v-4-0-Like-a-mash-up-of-Dogs-of-War-and-Manhattan-(without-the-bugs)!/page23 I don't know if this is a consequence of how the vanilla AI works, how the vanilla AI works in concert with the High Command features (originally from Clayman's "Zero" mod I think) included in Lost, or if it maybe even has to do with ASR AI conflicting with something. To be fair, I had these sorts of problems before I installed ASR AI, though it is maybe happening a bit more often now. -
I have ASR AI Addons installed, and I'm having some weird issues playing Markb50Ks "Lost" mod. To be fair, the issues did occur before I installed ASR AI, but they do seem to be a bit more regular now. So on the off chance that it is possibly related to ASR AI, _or_ in case anyone has any suggestions for parameter settings that might help to get around this, I will quote myself from my (extensive) description of the problems over in the Lost thread. Some of the High Command Management features I describe are not vanilla, and I think they came from Clayman's Zero mod that Markb50k based his mission/mod on. http://forums.bistudio.com/forumdisplay.php?86-ARMA-2-amp-OA-USER-MISSIONS/page79&order=desc
-
Help find some real "vs AI" competition
anthropoid replied to Cloudman's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hey I DLed that "SixUpdater" thing but it seemed to be very laggy and weird. I uninstalled it. How important is that for using lots of mods? I am so frustrated with the AI in warfare mode right now. Poor Markb50k, I've durn near clogged up his thread for his Lost mission going on and on about the AI . . . http://forums.bistudio.com/forumdisplay.php?86-ARMA-2-amp-OA-USER-MISSIONS/page79&order=desc If only the AI would behave normally, and groups would actually EXECUTE orders when given and not just go running off on their own, that mission would be fantastic. I'm using ASR AI, any chance that is causing those problems I describe in that other thread? -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
anthropoid replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
As requested, moving my most recent posts from the old thread here to this new thread http://forums.bistudio.com/showthread.php?129733-SP-Lost/page5 I have to admit, I'm completely befuddled by the "Regroup" and "Return to Formation" commands. I seems to work differently than vanilla, though tbh I have not played enough vanilla OA in Warfare mode to know if the problem is really just with vanilla HC Group dynamics. It could also be Robalo's ASR AI mod (the only other mod I have running apart form CBA) but I kind've doubt that. I finally figured out how I can switch from my player squad ("Own Group" in game terms) to a different squad (one of the so-called "HC Groups") that I've set up. I have about 16 troops divided into two squads ("Groups" in game terms), "Own Group" and "Group B." Each of these "Groups" consists of two fire teams of four soldiers: 1. Capt Squad Leader / Sgt Team Leader; 2. Corporal or Specialist Automatic-Gunner/Machinegunner; 3. Corporal or Specialist AT rifleman else Marksman; 4. Corporal or Specialist Grenadier. In the case of my "Own Group" it looks like this: 1. Capt. Steven Shannon M-107 sniper 2. Cpl Zdislav M-249 3. Pvt Smith Javelin + M-16A4 4. Cpl Jones AK-74GL 5. Sgt Roberts Mk16 EGLM 6. Cpl Edwards M-249 7. Pvt Donnelly RPK 8. Cpl Ian M-16A4 RCO ACOG "Group B" is set up in the same fashion except that, in place of the originally spawned player solider (Capt Steven Shannon) there is a random Capt "Team Leader" soldier; I don't understand why this soldier type is called a "Team Leader" and not a "Platoon Leader" or even "Company Commander" given he is a Capt and not a Master Sergeant, but oh well . . . a slight tangent: I have given up on "Officers." Those guys with bars on their icon just are worthless. If I put them in command of an actual squad ("Group") of soldiers they just go forging off on their own to certain death. In fact, I finally disposed of the one "Officer" I got from my latest startup. I put him in command of his own "Group" (consistin of him, himself and him) and let him go off on his own to end it in a flash of fury . . . I _think_ most of the "groups forging off on their own to do stupid shit" problem probably relates to this issue: the Group having a soldier that is equal or higher rank to the players starting soldier (Capt or higher) and therefore forging off on his own . . . but anyway back on topic. As I say, I finally figured out how to take direct command of the "Group Leader" for my other groups "Group B" in the example outlined above. I can tell this squad to do various things successfully: Move There; Stop; Go Prone; Get up; etc. I can even switch to direct control of each of these soldiers in this group (e.g., F2, 0, 8, 3, 2). But what I cannot get them to do is to simply FOLLOW the goddamn Captain who obviously IS (or at least should be) in charge of the fricking SQUAD! ("Group"). I select all, and hit 0, 8, 3, 1 "Make Player Group Leader," to no avail . . . When I then select all and say "Regroup" #1 says: "All follow 5 (the Sgt who is supposed to be the leader of the second fire team in the squad). I try "Return to Formation" same effect. I swtich to direct player control of #5 and from this character it will sometimes say "All follow 2," sometimes follow 4, and once it said follow 1. However, as soon as I resumed control of #1 and moved off, they did not follow me, and when I said "Regroup" from #1 again it said "follow 5" again!!! When I'm playing my originally spawned soldier (Steven Shannon) this doesn't seem to happen. ---------- Post added at 16:08 ---------- Previous post was at 15:39 ---------- Unfortunately, when you switch to control the Group Leader for another Group, your original Group Leader then forges off on his own and does his own thing . . . after painstakingly setting up my Own Group in Myskino for a house-to-house sweep of the village, but switching to one of the HC groups to fix his not moving, when I switch back to my HC Leader I find my toon has ran off to the ambulance I left near the cache and has driven it out of gas and most of my troops have moved to follow him *sigh* PVP is less annoying than this . . . ---------- Post added at 18:07 ---------- Previous post was at 16:08 ---------- I just had another "Group forging off on its own" that lead to group decimation. Incredibly annoying and as sad as it makes me to say it, basically makes the mod unplayable in a warfare type of mode. It is day 1 of my most recent startup. I have ~30 troops divided into 3 groups of 8, 8, 8, and 3 or there abouts. The group of 3 includes a valuable Engineer and a couple guys to guard him back at camp ("Group 3"). The first group of 8 is my player squad. The second group of eight is "Group 1," the third is "Group 2." I'm doing a house-to-house sweep of Myshkino, provoking action to try to get the village support up. Group 1 is setup on the southern side of the road hiding in the forest set to "Danger" status in Line Formation. Group 2 is in the same posture on the north side. My player group is setup on the northwest side of the village progressing southeast along the road with snipers and an AT specialist setup outside the village to watch. I have all squad members set to STOP and then use 0-8-3-2 to progress through all squad members, moving each one manually into position to protect one another. When they are in position for the next couple of houses, I search, and when enemies spawn, usually one of the ~25 AI soldiers pointing at the center of the town from every angle will manage to down the enemy. However, this most recent time, a couple of spawns must have happened up on the hillside by Group 2 and before they killed him, the enemy killed the Team Leader. The next thing I know, Group 2 has run 1.5km off toward the center of the map!? I know that this is probably just from vanilla engine. It is possible that there is some kind of user error here, but I doubt it. I SOOO wanted to love this mod, and I do, except that it seems virtually impossible to effectively use the High Command features and coordinate multiple squads. They just keep ignoring orders and/or forging off on their own. The lack of the same commands for Groups as exist for soldiers in one's own group (e.g., STOP, Go Prone, etc.) is a real problem. -
Helicopter Transport Mission: How to Specify Dropoff Location?
anthropoid posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I was playing the "War Welcome" scenario in stock ArmA2. Only mods are CopyMyStance and TwirlHide. I called a transport for me and my surviving team members, and it did come and get us. But then I could see no way to tell the chopper where to drop us off. -
Thanks for answering the questions Markb50K :) I agree that deleting the black dots, and an auto-search or command subordinate units/teams to search would be fantastic. And also thanks for the suggestions guys. I will definitely try that with the moving the cache thing. Having played through to having about 25 men, an MVTR, a troop truck, a utility truck and a CH-47, I feel like I know understand enough about the mod (as well as HC functions) that I can really play this game. Decihpering the key commands for teams, groups, units, HC, etc., etc. has been the main thing I've been focusing on and I feel like I sort of get it now. I finally figured out a few things that have been key Watching SpetS15's video I can see that, I do have a lot more to learn about basic combat tactics; namely being able to anticipate how the AI will behave and moving into the proper position to take advantage of that. Question for you SpetS: that Gear interface when you took the stuff off the dead enemy near the power station, is that part of this mod or a different one? ---------- Post added at 13:54 ---------- Previous post was at 12:26 ---------- Few question: 1. Backpacks-> this is something from a mod right? Or is it from vanilla OA? I only bought OA to be able to run this mod so have not yet fiddled with default OA tutorials and stuff much. I cannot figure out the rhyme or reason to who and who cannot "Take" (meaning put into their secondary slot) a backpack. Obviously officers cannot, though the human player can. I've seen some Sergeants who can, some who cannot, some Pvt can some cannot. I'm guessing that (a) having an empty secondary slot is important; (b) I predicted that not having all main ammo slots full had something to do with it, but no, that doesn't seem to be the case; © only other thing I can guess is, having a sufficiently high Endurance? 2. How should I use these things? Are they worth bothering to plan my squads around? If I have an automatic riflemen with a backpack full of missiles in team position #2 and a AT specialist with a corresponding missile launcher in #1, will the AT AI replenish his ammo from the backpack guy automatically? Or do I have to do it for him? 3. I notice in the first post in this thread that is says "- AI caching scripts optimized and improved to prevent loss of immersion (no units suddenly spawning out of nowhere)." But I'm not sure what this means. One thing that I really anticipated I'd love about this mod is the ability to stealthily stalk the countryside, identifying enemy positions and activities, and then assembling my squads for well planned sneak attacks, else just do solo standoff sniping. So far, I've found this to be pretty much NOT possible, though maybe I just need to play more or focus more on high population density areas? As I pointed out in an earlier post, I have found some enemy officer maps with intell on enemy locations. I have scouted these locations. I have scouted the airfield, Grishino, one or two other towns, and multiple strongpoints and the ONLY time I have EVER seen enemy troops just loitering was shortly after I spawned at the far southeast of the map in one playthrough and happened to spot what was seemingly a patrol walking through town. They disappeared around a corner and I never found them. On the other hand, whenever I got to search houses enemy spawns are fairly common, not overly so, but they definitely happen . . . or at least, I think they are "spawns." My question overall here is: are ALL the enemy units that will exist through the entire game present once a new startup session has begun? Do they ever just sit still, you know, sleep, hangout? I am getting the feeling that not all enemy units are present from the beginning and that player actions cause new units (or cached units?) to spawn in particular areas (e.g., when you search an enemy house and it provoke a "enemy response." Assuming however, that they are all present, then I'd like to suggest that, they way they behave at present (seemingly always on the move and never actually occupying well-built up fortified positions) seems a bit immersion breaking. Sandbox and somewhat unpredictability to the enemy are great. But right now, a lot of my experience seems to be: i. Roam the countryside for hours and hours and on rare occasion spot an enemy patrol ii. Approach a known enemy location (from a pilfered officer map) only to find it unmanned. Start milling around and a few minutes later my troops (stationed on the nearby hilltop to watch) start reporting enemies approaching from the distance. Referring to (ii), it is almost like, the enemy AI is programmed to always (or most of the time) stay on the move, but to 'sense' whenever one of its abandoned strongpoints is tampered with, and then return in force to try to ambush the player. Given I'm supposed to be a geurilla force, the fact that it seems almost impossible to sneak up on the enemy (or at least very patience and persistence dependent?) and the fact that I am almost ALWAYS being ambushed, is just a bit difficult to accept. Maybe I just need to play the game more, but these are my observations at present. 5. One last observation, that I think has more to do with the way the AI functions in the core game engine and not this mod so much, but it really chaps my ass . . . I have seen guys swear up and down that the no entity in the game, and definitely not the enemy AI have "X-Ray Vision" but this is contrary to my observations. SO MANY TIMES I am walking up a forested hill at night with the silhouette of the hill top visible up ahead, and with Auto-Report running me or one of my troops reports "Enemy 12 0'Clock Far," or some such. With Enhanced Map enabled, I click on the map and see the orange or red symbol(s) for the enemy that has just been spotted . . . he is on the other frigging side of the hill top!? >150m away?!? So we have an engagement, and the enemy AI show remarkably effective sensitivity and reactivity to our presence. The way they manuever clearly suggests that once we close in, they are aware of our presence. The shoot back, at least somewhat effectively . . . indeed sometimes, despite us having spotted them first and moving in to ambush them in a night attack in the forest and my whole squad is equipped with NV Goggles, they manage to wound or kill some of my troops. So then we loot the corpses . . . not a night vision goggle in the whole Goddamn crew. I take off my NV goggles to test the Ambient light levels . . . almost pitch dark. It is almost as if NV goggles do not matter in this game and the AI has superhuman spotting abilities. Again, maybe I just need to play more, but this is how it seems at present. Partly I think this might have more to do with the stock engine dynamics and not your mission/scripts or mods that are included. So this brings me to my next question: 6. What mods to you suggest running with this "mission?" I thought I recalled seeing a list of mods that were included with this mission, but now looking at the original post I dont' see any list. In particular mods that address point (5) above would be terrific Again, thanks for such an awesome mission :) Some more bit of feedback for you, that I THINK might have to do with Clayman's Group functions thing. 7. Whenever I add all troops into my own group so that I can manually set their weapons and ammo, if I then delete all their gear, add back a different weapon(s) and its corresponding ammo, once I leave the Group Manager screen, the soldier's icon apears red indefinitely and he repeatedly states "I'm out of Ammo!" I have not yet tested what happens if I go into combat with soldiers in this situation, but if I take manual control of the guy, he has plenty of ammo, and reloading fixes it. If I take manual control of the guy, and have him arm himself from the cache this never happens. It is almost as if, having been reassigned gear from the Group Manager window, he cannot recognize that he HAS ammo in his slots for his present weapon and will not actually reload it himself. I observed this happen in a slightly different way with the CH-47 helicopter. We had been in an engagement with it and fired off most all the ammo on two or more of the guns on the aircraft. I haven't yet put much effort into figuring out how to reload those weapons, so we were subsequently flying around with no ammo in those weapons. Whenever I tell a squad to board the chopper, naturally a couple of them man those guns, and repeatedly state that they are out of ammo, okay not a big deal, just a natural reflection of the "auto-report" function doing its job. But then we disembark and they STILL stay red and do not reload their personal weapons (AK-74 or M-16 or whateer it is they are carrying). Once recently I had 25 guys in the transport chopper. When we landed I ordered them to disembark. As they were disembarking, every single soldier in my group in sequence manned one of the aircrafts depleted guns, then immediately dismounted. By the time they had all dismounted they were all standing their with red icons, their personal weapons unloaded (despite all of them having plenty of ammo in their slots) and reporting "Out of Ammo."
-
Crusades/Medieval Mod
anthropoid replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Wow. Might have to check this out. If you are not aware of Mount&Blade Warband (game published by Taleworlds) you should definitely check it out -
Cool. I'll give ACE2 a check.
-
Should I buy Arma 2 at this time?
anthropoid replied to RAGEtheSAGE's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
ArmA2 + Combined Ops will continue to be imminently playable for years. Definitely worth buying. -
Help find some real "vs AI" competition
anthropoid replied to Cloudman's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Thanks for all the pointers gunso! That is like a complete orientation for 'not-quite-a beginner / but still cannot figure out some stuff. I've gotten TOTALLY into the mod "Lost" by Markb50k. TOTALLY what I like! Sort of like "Oblivion" but with machineguns in a make believe Eastern European country in the present ;) . . . and with hostile Russians. This game really is fucking fantastic. By merging this game with Mount&Blade and Rome Total War and adding a few of the 'cultural/religious/scientific/Great People' elements in the traditional Sid Meier's Civ games, one could effectively have "Civilization True & Complete" the way it should be: strategic control of societal development and army deployment; when the palyer wants tactical battlefield control of fighting units. Add in the character dynamics of say Crusader Kings II and . . . oh, la, la what a game . . . -
Having played more, I am even more postive about this mod! GREAT STUFF! The issue I was having where the new unit would commandeer the vehicle only seemed to happen either (a) that one time or (b) when I formed the unit NOT interacting with the Cache. The issue with new / unattended groups forging off on their own havent' seem quite so egregiously, but they do seem to not be 'robots' who follow your orders exactly. If that is what the original problem reflect, then sure that is fine. Command and Control are not perfect right ;) Just wanted to say, Great Job ! on this! You've taken the ArmA engine and the past work of other modders and really created an interesting and challenging mod. I hope you are still involved with it and haven't given up modding :) Questions 1. It doesn't seem to be possible so siphon fuel into the barrels out of a vehicle. I'm gonna guess that, eventually, I'll find a fuel depot and I'll need a truck with abunch of those barrels in them to steal some fuel? Don't tell me unless I'm dead wrong eh; the mystery of what I'll find out there is part of the fun of this mod, but a hint so I don't waste hours on a deadend path where there is no such game functionality is appreciated 2. So far the only way I've found to heal myself or friendly troops is a somewhat damaged "Stryker MEV" that I commandeered and drove back to my hideout. Does that mobile MASH trucks healing capacity deplete over time? Are there other ways to heal soldiers? 3. The Spetsnaz Lieut map has these red dots but there is nothing there. In one case, the house with the red dot is enterable, but no one home. I'm gonna guess those are houses which, when searched prompt an enmy response? 4. There was a weapons crate in a tent I found. I parked my truck right outside the tent 'door' and tried the "Transfer to truck" on the crate (not all crates had this pull-down option), but it said it couldn't find a truck in range. 5. Granted it is only less than one-day in-game time for me so far, but, I've seen about 5 or 6 enemy strongpoints, and 3 or 4 red-dot houses, and have yet to see any static enemy presence, though I have seen patrols. I left the settings for force strengths pretty much at default when I started. I guess I just need to keep looking? Pretty frustrating for a sniper when there nothing to shoot at :( 6. Eating, sleeping, not required? Assuming it is not required, I'd suggest that (if possible) adding those features to the mod would be FANTASTIC! 7. I'm gonna guess no real time limit on winning right? I mean, what would be the rush in a post-apocalyptic Chernarus?
-
Finally got OA installed and got this mod running. Really looking forwrd to it :) ADDIT: Well I've played it quite a bit now and _REALLY_ love the conception and feel of this "mission" (really almost a campaign though isn't it?). ACCOLADES The engine features where you collect and organize gear (and presumably in the latter stages build up a base?) and the focus on logistics is fantastic. The dynamic with being a geurilla force and having to hideout (at least initially) also fantastic. The inclusion of civilians wonderful. The attention to detail great. The scenario in which you have to build up and organize a geurilla force and then start taking back territory and gradually build up partisan support are what most intrigues me with this mission. PROBLEMS? Unfortunately, it would appear that the Group reorganization features do not work quite right, or at least my group leaders don't like me or something . . . Context I have found a radio, evacuated my groups from their immediate areas, stolen an ammo truck, picked up stragglers, and assembled everyone at Devils Castle. I probably (in hindsight) should not have done this, but I basically "deleted" all four of the initial groups and moved all of them to be in the same squad with me. With them all in my squad I could fiddle around with the "Organize Group/Gear" functions off of the Gear Cache. Partly this was just to learn how the engine works, but what I did was merge all groups into my own squad, then I used the Manage Group gear function and took away everyone's gear so that it would be more evenly distributed. Then sorted dudes into sets so that I'd have a good mix of different soldiers/skills/ranks for forming new groups. Specifics of the Problems/Bugs? I'm having two problems when I try to create new groups. Both of them seem to happen consistently in certain contexts 1. When I form a new group in the vicinity of a vehicle, the group automatically commandeers the vehicle. I don't 'want them to be in the vehicle but I am not seeing any way to keep them from adding it to their roster. 2. To try to circumvent this problem, I moved the soldiers who I wanted to form into a new group distant from the vehicle; I figured >250m and they'd not automatically add the vehicle to their roster. Well it worked, the new four man squad formed up as I wanted, and they didn't automatically commandeer the vehicle, but . . . they automatically charged at an enemy in a village half a click or 750m south, completely ignoring my "Move To" orders and seemingly (based on their speed) ignorning my adopt "Stealth" posture. This is weird because, when I initially gained High Command status, they definitely listened to my orders and did as they were told. I can't help but wonder if it has something to do with them being a new group, and their being a lag in them being receptive to player orders, during which time, they forge off on their own to suicidally attack an APC. This reduced one of my two new formed squads from four men to 1 man, so it was kinda annoying. Maybe this is not a bug per se, or maybe it is something that has emerged as a result of how vanilla code works in interaction with the new group managing features in your mod? Anyway, LOVE this mod, and despite the frustration with some of the tricky HC functions, will definitely be playing with it some more to try to figure out how to get it to work like I want it to. and BTW, when I click your "File @ OPFEC Beta thread" I get an error.
-
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
anthropoid replied to Placebo's topic in ARMA 2 & OA - GENERAL
My impression of the Armaverse so far? . . . its like being a 13 year old boy, swimming in a sea of chocolate-covered boobs, but every time you find the perfect one you notice another one just over there . . . just gotta download the required addons to make that one run too . . . -
Help find some real "vs AI" competition
anthropoid replied to Cloudman's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Wow! That looks incredible! Bet the DL is a fairly long one though, and I'm headachy from struggling with the editor, pbo, cpbos, sqfs and .exes . . . but I will definitely get that one up and running in the very near future. Question: it is for ArmA2 not for Combined Ops right? I get the impression that, one can play ArmA2 missions and mods through the OA .exe and generally that will work fine?? They seem to have not only added content with OA but also seem to have added some functionality, for example, the ability to enable and disable expansions in an in-game GUI, and the change in how the Briefing documents are handled. Nice changes, but makes it all a bit bewildering for a newcomer gnashing at the bit to not only master the game, but start making some missions, and eventually decipher the entire engine so I can become a brilliant AI programmer and create my own design studio that focuses on Learning by Doing using a combined strategic-tactical 3D interface like that in ArmA2 but dealing with more scholastic topics like learning introductory statistics or French or some such . . . but I digress . . . -
Pbo Tools (PBOView & cpbo)
anthropoid replied to Darkguerilla's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I hate to necro this old thread, esp. since some of the followup posters indicated that this was "old news." But . . . I'm having trouble getting CPBO to work with Win 7 and I'm wondering if what the OP suggests might fix my problems: (a) putting CPBO in the same directory as the .pbo files; and (b) creating the shortcut and putting IT in the same directory too? Anyone out there who uses Win 7 who also uses CPBO with no problem? -
Mission Folder: Empty Except for the User Made Missions I DLed
anthropoid replied to anthropoid's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Thank you Gunter :) ---------- Post added at 16:18 ---------- Previous post was at 14:50 ---------- Unfortunately, still not working. CPBO is installed and associated with PBO files. When I try to open C:\Program Files (x86)\Bohemia Interactive\ArmA 2\AddOns\missions.pbo I see CPBO command line screen flicker for about 50milliseconds and a little 'error' dong-noise, and then nothing. No folder appears, no nothing. I wonder if this is a Windows 7 issue; several apps that are highly recommended don't seem to quite work right. I ran Tankbusters "Unassoc.exe" http://www.armaholic.com/page.php?id=411 to allow CPBO to properly associate with .pbo files (had to "Run as Administrator" but did get it to work) but I did see a successful "Done" in the CPBO command line window so I think the app IS able to be associated with the .pbo files. When I try to actually Open CPBO (right-click and choose Run as Admin) all I get is the "Do you wish to associate CPBO with .PBO files" -> YES -> Done -> CPBO closes out. ---------- Post added at 17:06 ---------- Previous post was at 16:18 ---------- Found some old post that suggested that to get CPBO to work it needed to be in the same directory as the .pbo files so I'm trying that to see if it makes it work. Nope that didn't fix it either. Weird thing is, now when I right-click the Missions.pbo file and tell it to Open with CPBO, it actually causes ArmA2 OA to execute! and it goes into the Armory!? -
Is there any good scripting tutorials?
anthropoid replied to Jack48271's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?89257-Frequently-Asked-Questions-Requests http://forums.bistudio.com/showthread.php?126057-Is-there-a-way-to-import-single-player-missions-to-my-editor&p=2039105#post2039105 http://forums.bistudio.com/showthread.php?100856-modify-dowloaded-MP-missions&p=1658123#post1658123 Seem pretty good. But yeah, as a newcomer I kinda agree that things do go from zero to 60. I suspect there are a number of issues: ArmACO is fairly old now, so the community buzz has probably died down quite a bit. Guys like me, and maybe you too, who are a bit late to the party are a bit behind the curve. Add to that that: (a) the transition to Win 7 has more or less become 'complete' since ArmA Operation Arrowhead came out and (b) ArmA3 is now being talked about . . . Well, I wouldn't say the ArmA2 and ArmACO modding communities are 'dead;' obviously far from it. But rather those communities seem to be rather matured and most people who would take any interest in modding/editing/mission writing probably already know what they are doing. In sum, it sucks to be a noob like us when you arrive late to class :p -
Simple Tasks and Briefing
anthropoid replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is golden stuff for us beginnahs :) -
Help find some real "vs AI" competition
anthropoid replied to Cloudman's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Ah okay. Guess I'll have to figure out what a dedicated server is then :p Just got OA installed last night, and have now been fiddling with the editor, trying to make a simple SpecOps mission to take out an enemy aircraft on Utes prior to Operation Red Harvest . . . I can see Arma becoming a significant source of ongoing projects for me. -
Mission Folder: Empty Except for the User Made Missions I DLed
anthropoid replied to anthropoid's topic in ARMA 2 & OA - OFFICIAL MISSIONS
In answer to your query: yes I am running A2WarMod on Arma2only, i.e., I am not running it on Operation Arrowhead. Actually I'm just now DLing OA from Gamersgate ;) Thanks for the info on the location of those player folders! Will give that a whirl and also follow your directions to try to get the other maps to work with A2WarMod. ADDIT: I see C:\Program Files (x86)\Bohemia Interactive\ArmA 2\AddOns\missions.pbo But I'm a bit perplexed when you say "you'll have to extract that .pbo." I didn't realize that a .pbo file could be 'extracted.' I have both IzArc and 7zip and use both routinely but, when I right click that .pbo file I don't see any option to extract--though I do see an option to compress or archive it. ADDIT*2: yeah unfortunately putting the sap_clutter.pbo into the A2WarMod\Addons folder didn't fix my problem. Still the same errors. For example, when I try to load the Everon map, I get the error message: I think I probably do not have the files for the island in the correct place. Will keep fiddling with it, but if you have any additional pointers I appreciate it :) GREAT MOD btw!! This to me is how a game like this should play :) and just to clarify, I can see ALL of the various maps ("islands" as you guys seem to call them) when I select the "WarfareV2_070Lite" option in the Singleplayer Missions window (Chernarus, Everon, etc., etc.). It is just that the only one that will load up and play is Chernarus.