Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

75 Excellent

About drdetroit

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This is awesome, thanks for the update TPW! I just purchased this DLC just for the map, it looks awesome... a good one for some WW2 Eastern Front scenarios. Will have to use HAL though, as Alive hasn't indexed it yet. Good day! DrDetroit
  2. drdetroit

    LAMBS Improved Danger.fsm

    Yea, sorry, all I can see in your vid there are troop markers on the other side of the wall, where the rifleman is shooting. That particular instance you have showed is a bit wonky to be honest, as he is shooting at a wall for no reason lol. He knows troops are there, but tries to kill then through the wall. I don't see that kind of thing too often, but yea, it happens.
  3. drdetroit

    LAMBS Improved Danger.fsm

    I see this behavior, and what is happening is your AI team has seen the target, and they are suppressing the building, giving you the opportunity to flank and kill. It's usually fairly effective, giving you cover fire. I could be wrong, of course. Although this does seem to be the case most of the time, your AI team offering sustained cover fire. Not sure, I guess the author will address the issue when he sees fit.
  4. drdetroit

    LAMBS Improved Danger.fsm

    I will mess with the settings later tonight and let you know how it goes. Thanks!
  5. drdetroit

    LAMBS Improved Danger.fsm

    I think you may be correct. I'll have to make sure the checkbox is unchecked for AI_radio. Thanks for the reminder!
  6. drdetroit

    LAMBS Improved Danger.fsm

    Seems I can't get my guys out of danger state if there is any gun fire, no matter how far away, and they remain in combat mode with the DEV release. I can usually disable the combat mode with AIO or similar but it's not working with the Lambs DEV version. Also, seems my platoon is receiving orders from another team member, I can hear the order being barked out by my second team lead (Mstr Sgt). Wonder if this is where the permanent combat mode is triggered. Anyhow, going to revert back to previous version I have. Good day! DrDetroit
  7. Yea, TPW is one of the best mods you didn't know you needed until you use it. Can't give TWP enough kudos for this!! Been using it since the release, but just started utilizing the skirmish mode, and wow! It is excellent for filling out missions, like if running a campaign on a large map with Alive, as it will keep you busy fighting as you make your way to the AO 15 kicks away from your FOB. For quick fun you could probably just use skirmish on a blank map, it's that good...and configurable. Good day! DrDetroit
  8. Just a heads up; you can use shift+key for the vanilla menus. I agree with your assessment otherwise, especially the need to scan horizon or scan a specific direction.
  9. I built a really nice WW2 scenario on the Neaville map last night, very impressed with this mod. I'm noticing a lot of nice features, and not too difficult to setup after watching a really nice tutorial on Youtube by Skutskin Gordon (props!!). One question I have is how do I know forces are being reinforced? Is there any sort of debug ? I know there is a general debug mode, not sure if that is the only option. Also, does my squad get reinforced if my guys are killed? Regarding resupply; do I need to place and sync ammo carriers or will the Commander take care of it and spawn them? Currently I setup US forces by hand placing units (Germans I used the spawn/array system) - I didn't place/sync any ammo carriers. Thanks in advance! DrDetrpot
  10. Thanks for the explanation, very much appreciated. I'll mess around with it this weekend. As for pointers, not really sure lol. I'm so green to HAL that I don't know what I don't know yet.
  11. So I've been messing with the sample mission on Altis. The first thing I'm directed to do is recon a town to the west of the main airbase. Am I supposed to move to the recon waypoint or just observe from a distance that waypoint? I tried both, nothing seemed to trigger. When I made my way to the waypoint, I notice civilians getting into a HUMMIT transport, like they were troops. After watching for a few minutes, no triggered action occurred. Also, noticed that the side chat is issuing orders. Do I pay special attention to that for follow-up orders? If anybody has any tips, please post. I'm trying to get a handle on how HAL functions first before I try making a new mission. EDIT: If you guys can point me to a few good HAL campaigns on the Steam Workshop, I'd be forever grateful. Thanks in advance! DrDetroit
  12. Long time Alive user, and mission builder for myself and friends (too many mods required to release to public), however, I've been eyeballing this mod for awhile, looks very interesting. I think I'm going to finally give it a go this week and try to build a mission. Although, going to start with the test missions provided above to get some understanding of how this mod works. I downloaded the original HAL manual. Is that manual relevant with this version of HAL? I did find a tutorial which seems fairly detailed, which should help a noob with HAL.
  13. drdetroit

    LAMBS Improved Danger.fsm

    I believe combat mode/danger state are one in the same. Not sure about stealth mode, probably not though. Seems like that would, or at least should, be a different state, but I'll have to try it.
  14. drdetroit

    LAMBS Improved Danger.fsm

    Go into addon option, then select your key to turn Lambs on/off for your AI squad. Also, the mission can be setup with Lambs turned on or off at the start. I suppose you could leave Lambs on the whole mission, as it will not really make a different until your set your awareness to combat mode, but I don't recommend this approach. Regardless, with Lambs on, I notice my AI squad will not really listen to orders. I turn on Lambs when I want my AI squad to do whatever they have to do to take out the threat, which is not all the time. I setup my missions so that Lambs is off for my unit until I turn it on. Usually only when combat gets so crazy and confusing, maybe getting flanked or taking losses from a MG position, I'll let them loose with combat awareness set then turn on Lambs for my unit - this lets the dogs of war loose! They will react and assault, using suppressive fire, taking cover, and leap frogging....you will notice the tactical aggressiveness of your AI squad. Once engagement is over and my guys have killed everything and everyone in the area, I'll turn it off again. Good luck! DrDetroit