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First, nope, does not have to be on both. I had it on my client and AI that I spawn in Zeus would reflect my settings file. But if you put it on server then other missions like CTI, COOP, ect ect will have those settings. So the only reason it is on client side is if you are going to be Zeus. Second, no again, you don't have to have the same settings file on both. If mine is different and I go into zeus, anything i spawn will have my settings. The only point of putting it on server is for AI spawned by the mission. Hope that helps.
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Found a mod that seems to work. You will want to get the latest CBA addons and then get ASR AI 3 mod. If the person playing as Zeus/game master has these, the AI you spawn will use these mods. It makes the AI more realistic as in they will run for cover more, use smoke, ect ect. I tested them by going into the config that the mod makers provide and turned everything down to 5% skill. In my own zeus mission spawned Blufor and Opfor AI and they engaged eachother, but they couldn't hit eachother for a bit. No super accurate shooting. I will link the mods below. All in all, seems to be a good solution until the DEVs work on the AI. If that ever happens. ASR AI 3 http://www.armaholic.com/page.php?id=24080 Community Base Addons http://www.armaholic.com/page.php?id=18767 ---------- Post added at 00:03 ---------- Previous post was at 00:00 ---------- And thanks Tup for that answer too. Might get around to using that too.
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Well glad I'm not alone in being stumped. I ran the script in the debug menu for the server, ran it on the unit exec field. Made triggers and/or scripts in the mission. Nothing. My friend and the one who owns our server says he found something promising. When I can I'll try to post it here. We shall see.
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As many of you we have been looking forward to Zeus. The main issue is the AI are back to their old habits of being cheating level marksmen. For all other missions the guy running the server has a mod to dumb down the AI. But Zeus seems to override it and back to AI so good they can use a MG from 100 meters off and headshot in 3 rounds. So, the skill slider on each AI placed by the curator doesn't seem to do much. Used some simple scripting to try to change them on the fly. None seem to work. {_x setSkill 0.05; _x setSkill ["aimingaccuarcy",0.05]; _x setSkill ["aimingspeed",0.2]} forEach allUnits; then {this setSkill 0.05; this setSkill ["aimingaccuarcy",0.05]; this setSkill ["aimingspeed",0.2]} forEach allUnits; Tried setting them really low to see if can notice of difference. Nothing. I'm out of ideas. Could use some help.
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Found a script by the 7th Cav guys. http://www.armaholic.com/page.php?id=19139 Works like a charm. For my mission just used comments ";" to remove repair and refuel bits as I see fit.
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All I am looking to do is as a hunter enters a trigger zone give that hunter X amount of ammo. I was trying to give it 50 rounds or so for this part of the mission, but if I am stuck giving it a full magazine that works too. All in all I cannot seem to get it any ammo with everything I have tried. Starting to think I am over thinking this. Some fresh ideas would be nice. P.S. I haven't been editing in Arma for some time now so think of me as a noob at this point and point me in the right direction.