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drdetroit

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Posts posted by drdetroit


  1. 6 hours ago, johnnyboy said:

    That sucks, sorry this happening to you.

     

    I have seen the  "multiple gesture modules found" message at start, but its a warning and does not harm anything (this came as a byproduct of last release when I fixed gesture module being restored when resuming a saved game).

     

    To verify I don't see the problem, I just started a SP mission, Eldest Son Campaign mission, and a Fubar Grass Feeder mission using steam version of SOG AI, and the wheel menu worked perfectly for all 3.

     

    Do you have other mods running?

    What mission is this happening on?  Just one or any?

    Are you getting the error below in your .rpt log?

     

     

    I primarily run Alive, SOG PF and Lambs (with it turned off for AI squad), run on LAN, which is the exact same as when it was working before latest update.  Missions I run are Alive persistent campaigns for SOG PF.

     

    I'll check the rpt next time I try to run it.  I figured it's just me as I haven't seen any other reported issues as such.  

    • Like 1

  2. All of a sudden I'm running into an issue where I get an error message during initialization about "multiple gesture modules found" and it causes issues with the radial wheel not functioning - it opens, however, nothing happens when a gesture selected. 

     

    EDIT:  BTW. I have deleted the mod and reinstalled several times, to no avail.

     

    Any idea?

     

    Thanks! 

    DrDetroit

     

     


  3. 2 hours ago, flyingsaucerinvasion said:

    Get almost immediately a script error message saying "_previoustacomstate" is not defined.

     

    Don't know if this is related to the fact that very little seems to happen in the battlefield.  One or two patrols seem to engage, an A10 takes off now and again, gets immediately shot down, and then pretty much nothing else happens.

     

    Run the Dev build, they pretty much fixed the opcom stall bug related to logistics.  Not fixed in the normal released version.


  4. There is software the DCS players use that shows your wings entire flight in campaign, missile fired, guns, ect, that you can view, review, rewind, and save.  Called TacView I think...I think it works with ARMA, but not certain.

     

    It's awesome for finding you and your wings tactical mistakes in A2A knife fights, air-to-ground missions and such.  I would think it a no-brainer for ARMA guys.

     

    Good day,

    DrDetroit


  5. On 8/28/2021 at 8:51 AM, Gunter Severloh said:


    ...but not everything in this game is for MP, theres more SP aspects then MP in Arma.

     

    Don't forget, many play in MP mode solo, like me running ARMA via LAN; the added FPS is typically the largest benefit from doing so.  I still use AI squad in MP.

     

    But yea, ARMA 3 and it's community is still very strong considering the above points such as age.  However, ARMA 3, like a fine wine, seems to age very very well.

    • Like 1

  6. On 6/18/2021 at 8:47 AM, tpw said:

    TPW MODS 20210618: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip

     

    Changes:

    [HPP UPDATE REQUIRED]

    • [CORE 1.85, ANIMALS 1.64, FOG 1.87, SOAP 1.63] Added support for CSLA Gabreta.
    • [FIRE] Changed default tpw_fire_types strings in the HPP.
    • [PARK 1.31] New parameter: tpw_park_wreck = 0-1, where 1 will cause all cars to be spawned as wrecks, for a more war-torn/apocalyptic vibe. Improved car placement algorithm for less destroyed fences. 
    • [SOAP 1.63] The user can now force multiple languages to be used on a single map.

     


    Back again with a reasonably substantial update which mainly revolves around the new CSLA Gabreta map. You can say what you like about value for money, the subpar military content and other aspects of the cDLC, but the map is a fucking triumph*. I drove from Cologne to Prague for my honeymoon in the early 2000s and this map brings back memories. As I've said elsewhere on the forum, it runs really well (unlike Livonia), the mix of A3 and A2 vegetation assets actually works well, the ground textures and clutter are great, there's huge numbers of new building assets with furniture, and the placement of everything feels natural and unforced. It's prompted me to update TPW MODS to help bring the map to life even more. I've given it the standard Eastern European sonic ambience, but have updated TPW SOAP so that you can now use more than one language set per map. So you can for instance use German and Eastern European (Russian) sounds on Gabreta at the same time. I've also updated TPW PARK with optimised car placement routines based on the width of the road, which should greatly reduce the incidence of cars spawning into fences etc. And you can now opt to spawn a user defined % of wrecked vehicles (default is 20%).  Enjoy!

     

    * No I don't work for CSLA! Pretty much everyone feels the same as me .

     

     

     

    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


  7. 5 minutes ago, mickeymen said:

    Oh my god ... you don't see anything at all ...

    Which building are they suppressing? There is a wall up to the building! They sepress an empty wall (I show you the machinegunner)!

    Second, even if they suppress the building, what's the point? The enemy is 300 meters away from this building! You did not understand? Look carefully at how far the enemy is from the wall and building

     

    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.


  8. 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.


  9. 1 hour ago, nkenny said:

    @drdetroit
    Could you add some detail as to what you are experiencing. Extended combat modes might be our doing, but orders from strange places is definitely beyond our scope! 

     

    I test in single player scenarios quite frequently. Indeed, aside from a single report of a particular operation, the entire vanilla campaign has been reported fully stable. I would be grateful if you could check out some of our customisation options and see if that resolves your issue.  Such as: 

    - Disabling 'contact' state on player group
    - Try the 'disable group AI' button, which lets you to hot-toggle the AI on your own group. _very_ useful when moving quickly, or needing to reset your guys. 🙂

     

    -k 

     

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

     

    Thanks!


  10. 49 minutes ago, LSValmont said:

     

    Try removing the Radios from the Ai... 

     

    Still it would be reasonable that the Ai does not communicate to friendly groups over a distance of more than perhaps 1000, because those friendly groups are so far away that they couldn't help anyway.

     

    I think you may be correct.  I'll have to make sure the checkbox is unchecked for AI_radio.  

     

    Thanks for the reminder!


  11. 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


  12. On 3/15/2021 at 2:35 AM, Marc13Bautista said:

     

    I've gotta say... this mod alone makes the Vindicta mod so much more alive with civilian + animal ambiance alone! The sounds and occasional fly-by helicopter (and prop duster lol) along with the civilian boats and them driving cars (not running over people) are an experience. Even the distant police sirens were a great indicator of incoming hostiles that it fit so well.

     

    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

     

     

    • Like 1
    • Haha 1

  13. 2 hours ago, hieronymus said:

    Hello! I would like to report some bugs.

     

    I don't see any difference in the interface when I enable Use Vanilla Menus. If it's supposed to do what I think it's supposed to do something is not working. An unfortunate bug for me, because the vanilla Scan The Horizon command is a nice option to have. So is the Heal That Soldier command that normally appears in Arma on number key 6 when you select the medic and have wounded soldiers in your squad. I can use the AIO Heal Up command instead but..

     

    When I use the AIO Medical system, either auto-medic or by pressing Y -> Infantry Commands -> Heal Up, sometimes the healed units don't resume what they were doing and stay in formation. Tested ordering the medic to heal wounded soldiers with and without AIO, and with vanilla healing they always resume moving to the previously given waypoint. It would be really nice if the vanilla healing option was accessible.

     

    And another bug, although it might be just visual, is when units being healed run away from the medic before he finishes healing them. Haven't seen it happen in vanilla as well. I don't know if this affects the quality of healing but it's weird seeing them healing the air.

     

     

     

    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.   


  14. 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


  15. 32 minutes ago, Mr Elusive said:

     

    You're supposed to move to the waypoint and look for enemies. Sometimes HAL's orders can be a bit...vague lol. If in doubt, check your task journal. That should tell you what to do.

     

     

    That's probably just ALICE, the ambient civilian system. HAL doesn't care about civilians to my knowledge.

     

    Also, depending on how often it's configured in the editor, you might have to wait longer for HAL to "update". Try lowering his cycle delay value in the Commander Settings module and see if he's more reactive or responsive. I usually keep it around 60 on smaller missions, but seldom lower than that to save on server load.

     

     

    Not really. Everything is done through the task system, so you'll get a notification on screen when you need to do something. The only time I really pay attention to the side chat is when I call for some kind of transport or fire support.

     

     

    Could you be more specific? Is there a particular part of HAL you're struggling with? I'm not an expert, but I'll offer help where I can.

     

     

    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.

     

     

    • Like 1

  16. 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


  17. 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.

     


  18. 4 hours ago, rainbow47 said:


    Thanks so much for the detailed explanation.  I will try this out in my next mission. 
     

    Just a question, when you say combat mode you mean that my AI squad goes into danger state? Is that the same thing? If yes, does LAMBS also get activated when my squad is in stealth state?

     

    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.


  19. 14 hours ago, rainbow47 said:

     

    Nobody?

     

    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

    • Thanks 1

  20. 19 minutes ago, mickeymen said:

    @tpwI see a ton of AI tweaks, as if TPW is an AI mod.

    Probably  this will conflict  with other AI mods, I am using LAMBS AI-mod and will be wary of conflicts, or in vain?

    Still, thank you for the long awaited release.

    Thanks for fixing this finally!

     

     

     

    I too use all the Lambs modules in my Alive campaigns, and I've not noticed any issues or conflicts with TPW.  Skirmishes really adds another layer of combat to Alive as well...really nice!  

     

    • Like 1
    • Thanks 1

  21. On 12/14/2020 at 7:16 AM, Von Quest said:

    I wish BIS would crank out more maps. I'd buy every pro map they made. You'd think they could drop a new map every several months. I'd be like printing their own money. And I wish they'd put more creativity into them.

     

    You try the Global Mobilization DLC yet? We just tried it this past weekend. Thought I'd be a frame-rate killer at 419 Km2..... It was great. Super high frames for us.

     

    I"ve been interested in this DLC, hows the map for Alive campaigns?  The DLC campaign has terrible reviews, but I really just want the map and assets for my Alive campaign.

     

    As for Livonia, I love this map, and as long as I'm between 30-40 fps at view distances around 2k, I'm more than happy.  I run an Alive campaign on Livonia and it dips hard in certain towns, but I can live with it.  But, yea, Lythium with 1000 groups and view distances at 5k-7k runs better than Livonia...but I still love the Livonia map.

    • Like 1
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