potemps
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Everything posted by potemps
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[WIP] bCombat infantry AI Mod [SP]
potemps replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
When i downloaded bcombat today, i saw there is a core mod @ folder, and userconfig. In arma 2, for every mod that have userconfig, there is separate userconfig folder. So when we have mod, for example @GL4, the patch in user config should be userconfig/gl4/. In bcombat .rar, we dont have separate folder for a config file, its just like userconfig/bcombat.hpp - when i saw it i almost automaticly created new folder in user config /userconfig/bcombat and placed hpp file there. And everything works fine for me. Maybe it is the issue ? Sorry for my english...and sorry if im wrong :) -
[WIP] bCombat infantry AI Mod [SP]
potemps replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks, i just deleted half of requied lines. I buyed arma 3 yesterday (i'm old ofp-arma player). In fact the AI behave is much much better, and i got some suggestions. The bdetect is working well, but it will be nice to see, that if AI getting suppresed in one place over and over, they need to retreat - and try to flank. I have done some testing, and in almost all cases AI just try to push on supressed positions - they doing it much more slower and carrefouly than in vanilla but in some of my tests they been killed becouse of this. One more feature - that it will be nice to see, is something like we saw in ASR mods...i mean - if we have a rpg gunner in squad, and he falls - one of hes teammates need to take his launcher, same thing can be done with machinegun etc. Like in real army :) And one more thing...AI sometimes taking cover in wrong side of an object - but its probably core Arma issue. Also you can take a look at this mod. Looks preety impresive but...what its sad, its probably never be relased do general public, only for some hardcore ultra supersonic groups :) http://www.youtube.com/channel/UClTOJWvzvTL6hTTO5S20vSw -
[WIP] bCombat infantry AI Mod [SP]
potemps replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Guys, how i can entirely disable the whole debug, i deleted this line in config file but it's still apears...and its quite annoying for me :) -
[WIP] bCombat infantry AI Mod [SP]
potemps replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Becouse of this mod - I'm thinking now about buy arma III :D Tell my guys, how AI behaving in open areas, such forest etc. Do they have any behaviour when they spot a Tank or something ? -
HETMAN - Artificial Commander
potemps replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank You !! :) I will read manual for sure :) But im very weak at scripting etc -
HETMAN - Artificial Commander
potemps replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello, i need help with cargo system, i really dont know how make a commander who using a vehicles... Plz help :) I got here a simple mission if anyone can edit it to make commander use of those v35 trucks it will be greatfull Link http://speedy.sh/bVVvH/prosta-20misja.Chernarus.rar -
HETMAN - Artificial Commander
potemps replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello :) I got 2 questions, how i can make a usable transport for my infrantry, what i need to do ? Of course i mean transport not linket do group. And my second question, how i can make a Big Boss ?? Im using a mod style hac, so what i need to do in editor to set up a big boss, i readed manual, but im not english, and i just do not understand everything especialy when scripting is on mind, so please help me :) Thanks and Regars -
Hello i played arma 2 before and i dont have any problems with this, I try to play any mission with High command and it looks everything is fine ctrl+space and when i try to make my units move anywhere they didnt - i clicking on the map and nothing happens tried give them order - next waypoint but still nothing happens - i Use ASR_AI, JTD mods, and WarFX mods, also i got some strange errors when i start a game... If anyone can help it will be great ;)
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Mod is great, now waiting for some AI mod that will change a tactical AI behaviour some kind of Fabrizo worked long time ago called Flexi_AI, it will be good when enemies stop to move with 1 squad with 1 rpg against tank platoon ;P, and they will search for cover better than now ;)
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Robalo, great work indeed, that is a little shame, that we need almost 3 years to have god AI in arma 2, and we get it from modders but anyway thanks for you work !!;) And I got a question - do you planning to convert your AI to iron front ?? It will be awesome :)
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Zeus AI Combat Skills
potemps replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yea i know, watched last videos and im impressed, AI sems to use crouch stance almost all the time, and they seems behaving like they actualy want to survive, waiting for ASR_AI newest version of a mod ;) -
Zeus AI Combat Skills
potemps replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ok i will wait ;) -
Zeus AI Combat Skills
potemps replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok so which files i should use for what you called @COWarMod_lite folder ? - i also will use ASR_AI, CBA, CBA_OA, CBA_A2, ACE (core) -
Zeus AI Combat Skills
potemps replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Did ASR and COwarmod dont have conflicts with ACE couse i using it too ? ;) Edit: And one more question: can i use a ASR_AI and whole Cowar mod, or i need to use single files like you posted before ?? Did it make a conflicts ? -
Zeus AI Combat Skills
potemps replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Did i need to copy this featured addons from COwar mod to addons folder in @ASR_AI to make it work ?? -
Zeus AI Combat Skills
potemps replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I tried ASR AI, i also whatched movies of they position changing, and i think it not working for me as well, they spotting from much more distance, but they didnt taking cover to good, or they very like to stand in open ground and fire to enemy, almost no crouching, and no moving in crouch position, they also didnt want to use a flank attacks...maybe there is something wrong with my Arma ;) -
Zeus AI Combat Skills
potemps replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sure i try that sound mod ;). Also i have a question, i understand Zeus is not fully compatible with 1.6 patch ? Did ASR AI use flankin maneuvers and also good in use cover ? Did they dint have a Rambo eye, not spotting from too far and from everywhere ? Did i need to configure it ? ;) Thx for answer ;) -
Zeus AI Combat Skills
potemps replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello everyone. As i see in latest patch 1.6 they improved AI well, so i checked it for zeus mod, and here i have a problem. AI is good in flanking, prefering crouch posistion what i like, they using cover well finaly, but main issue is that - when they spot enemy no mater what possition and cover they using they just spliting up in one moment and then they start figting, it not look got and realistic, i figured out file responsible for this is 'zeus_sys.AI', but when i disable it i lose many features of this enchantment. I think they spotiing distance is far to accurate and I was unable to do some stealth couse they spoting me instantly from 500m and start firing, no mater that im in forest or in dense gras or just poping my head behind the line of horrizon, so i got question that someone can help me with this ?. I use ARMA2 OA with command line like this :"G:\gry\arma 2\arma2OA.exe" -nosplash -mod=;@CBA;@ACE;@ACEX;@ZeusAI;@Blastcore_Visuals_R1.2;@WarFX_Particles_Beta_1.41;@JTD; -world=empty Salut