-Anti-
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Everything posted by -Anti-
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Speakeasy VoiceAttack profile
-Anti- replied to woofer808's topic in ARMA 3 - COMMUNITY MADE UTILITIES
First of all, thanks for your work on the profile and for making it freely available. > Detected keyboard layout: Spanish (67766281) > Keyboard layout not supported: Spanish (67766281) Is there anything I can do to correct this error myself? It's just a normal Spanish Microsoft 'Wireless 850' keyboard, so I don't know why it isn't recognised. Cheers. Edit: Talked to Woofer on Discord, and got a patch for the KeyboardLayout command.- 36 replies
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Thanks for all your recent updates. This is an amazing mod. I have to admit, I don't understand how to control it yet, despite spending a few hours messing around with PiR settings. Can you confirm... after editing some of the PiR settings, do I need to restart the mission for the change to take effect? My main question is... Which settings do I need to edit/disable, so that scenarios and campaign triggers will be minimally affected by the change in AI behaviour? Thanks.
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What's the minimum you have to do in Red Harvest Manhattan?
-Anti- posted a topic in ARMA 2 & OA - OFFICIAL MISSIONS
I'm so sick of this mission it's not even funny. I've completed it several times now, and during each attempt some stupid bug (different every time) prevented it from being able to end. All I want to do is forget this mission and go on with the campaign. So what's the minimum you have to do in Red Harvest Manhattan? Are there one or two particular tasks that can trigger the end of the mission? Thanks. -
What's the minimum you have to do in Red Harvest Manhattan?
-Anti- replied to -Anti-'s topic in ARMA 2 & OA - OFFICIAL MISSIONS
Thanks for the replies. -
As I understand it, if you use the command line method of starting several mods, there is usually an order of preference, because the scripts 'cascade'. ie. Scripts loaded later overwrite elements of previous ones if there are overlaps in what they are doing. In the in-game extension menu, there are buttons for up and down, presumably so you can order the loading/cascading of the mods. However, on restart the game always alters the order. I don't know whether it's a bug, or whether the game is doing something intelligent. Probably it's a bug.
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JFYI, my game keeps changing the order too.
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As someone who is struggling to get the 'Manhattan' mission in Red Harvest to finish successfully, personally I wouldn't use AI mods with the campaign missions. The timings and triggers are bad enough as it is, without throwing unknown elements into the fray.
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Whenever I tell my team to mount a vehicle, nearly always one of them will not do it the first request, yet they will do it the second time, when I issue the same command a few seconds later. They generally say 'negative' when issued the first command, and the 'ready' will appear in their HUD icon. On the second command, it'll say 'mount' in their icon and they'll board. Is this supposed to be part of the game, like one of them is supposed to be covering the rest while they get into position within the vehicle? It's soooo annoying having to double check that everyone got in every single time. I looked for the answer to this for a while but couldn't find it. I'm not using any mods. I'm doing single player scenarios and campaigns. Thanks.
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Why does one of my team always refuse to get in a vehicle the first request?
-Anti- replied to -Anti-'s topic in ARMA 2 & OA - QUESTIONS & ANSWERS
That makes sense. I've been telling them to get in and then boarding myself before they've finished mounting. I'll try it another way. Thanks. -
Co-op games: can they played as single player?
-Anti- posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Can downloaded co-op scenarios be played as single player, with AI filling up all the unfilled human slots? Thanks. -
Co-op games: can they played as single player?
-Anti- replied to -Anti-'s topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Thanks for all the replies. -
UAV always crash after load game in ARMA 2 Manhattan mission
-Anti- replied to ataribaby's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I came here to ask about the UAV in the Manhattan mission. This seems like a sensible thread to post my question, rather than start a new one. I don't see the UAV crashing like you do (v1.62), but it just circles the base endlessly. It has waypoints, which take it over the small airfield and back, but I can't make it break it's circular flight-plan and follow the waypoints. Also, I can't control it at all. Maybe it's on some sort of autopilot? I have a Spanish keyboard, so maybe the key that is supposed to let you take it out of autopilot is not bound to an obvious key? Thanks. -
Helicopter transport - set waypoints instead of unload point?
-Anti- posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Can you use the helicopter transport for doing recon by setting a 'circle here' command or waypoints? I'm trying to use the helicopter to spot enemy sentry bases in the 'Manhattan' mission in Red Harvest. I know I can use the UAV to do that, but I'm miles away from our base so just calling in the helicopter and circling the area would be a better option if possible. Even better if I could actually take control of the copter! Thanks. -
recruit difficulty affects number of people/enemies?
-Anti- posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Sorry, I can't find the answer to this anywhere. Does 'recruit' difficulty only affect AI behaviour, or does it actually cut the number of enemy too? I've just started the Harvest Red campaign and the map is fairly empty and devoid of action. Most of the time I'm just travelling around on a nearly empty map! If I chose normal, would I see more action, like random patrols or road blocks? Cheers. -
Spotting enemy AI: keep red light at higher skill level
-Anti- posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hi, I've noticed that at low skill level there is a nice red glow that surrounds AI to help you spot them. But as you turn up skill level, that gradually disappears; at skill 1, there is no glow. Is there a way to keep the glow, even though the skill of the AI is set high? Also, can anyone give their opinion about which is the better AI enhancement mod: A2SLX / COSLX versus ASR AI I know about ACE AI, but don't want to install the main ACE mod. Are there any other AI mods I should try to enhance single player missions/campaigns? Thanks. -
Oh my! :eek: Thanks for the help.
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recruit difficulty affects number of people/enemies?
-Anti- replied to -Anti-'s topic in ARMA 2 & OA - QUESTIONS & ANSWERS
ok, thanks. After posting, I read a lot of posts in various places saying that Harvest Red is not a well-built campaign, so maybe that's the problem. -
Spotting enemy AI: keep red light at higher skill level
-Anti- replied to -Anti-'s topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I already tried enemy tag, and it seemed like that also worked also vice versa too, because suddenly the AI had super vision and could see me where ever I was compared with when the tag was off! Maybe it was just bad luck or my imagination. I'll test it again. It's a pity about the red glow not being configurable - it's not realistic, but at least it's much more subtle than a text tag hovering above the enemy. By the way, the reason why it might be so difficult for me to see the enemy is because I'm running the game at 1024x768 with everything on low and still only getting 20-24fps. For people like me who don't have gaming computers, visual hints are a necessary evil! Anyway, thanks for all the replies. -
I'm really sorry if this has been asked before, but how much does this MOD collection affect frame rate? My laptop can run only run the vanilla game at about 24fps in 1024x768 resolution with everything on low/disabled. Is there a list of the visual effect mods somewhere?, so I can disable them? Thanks.
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I'm a new player of this game, and I'm going to be concentrating on single player missions and campaigns. I installed this module and it made the AI to aggressive/hard for me; I can't complete a stock mission which I had previously completed several times before. 1) Can you explain again the relationship between the game's own AI setting in my config file and your module. Eg. RECRUIT skillFriendly=1; skillEnemy=0.55; precisionFriendly=1; precisionEnemy=0.3; I thought your module overrides the game's own setting, but then you suggest specific settings to use in post twenty. So I'm confused as to why it matters what the game's setting is? 2) Is there an easy way to tone down the shooting skill and accuracy of all AI across the board (especially armored cars), whilst keeping most of the intelligent behaviour and features? I looked in the config file, and it seemed like I would have to edit all seven levels? Is that what I'm supposed to do, or is there an easier way? Thanks.
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COSLX - An updated version of the original SLX Mod
-Anti- replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for your work on this MOD. Question1: I want to see if I can use COSLX 2.5 along with the ASR AI mod. However, both mods affect the AI skill and accuracy, and I don't want them to conflict and create weird AI settings. Do you think I can therefore remove: slx_ai_difficulties.pbo slx_ai_difficulties.pbo.SLX_MOD_A2.bisign slx_ai_spawnskill.pbo slx_ai_spawnskill.pbo.SLX_MOD_A2.bisign slx_aiskill.pbo slx_aiskill.pbo.SLX_MOD_A2.bisign Hopefully this means that ASR would then completely control the AI difficulty and avoid any conflict? (No pun intended) Or is this really not necessary? Question 2: I am not using the 'shortcut method' of starting the game using the -mod parameter. I am just enabling mods in the in-game 'extensions' menu. I can set mods in a certain order. Should COSLX come first, or should ASR AI be first? Cheers. -
My special ACE keys don't work. <SNIP> EDIT: I got the keys to work. It was because I was trying ACE using a resumed mission that I'd started before installing the mod. <SNIP> Another thing that was puzzling me is that some keys appear to be duplicates of ones that the game already uses. EG. the 'K' key is used for the compass, but ACE has is mapped to 'toggle ILS'. The 'page up/down' keys are supposed to be for the range-setting on a rifle, but ACE has them mapped to 'NVG brightness'. Why does the mod conflict with the game defaults?