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tmp95

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Everything posted by tmp95

  1. Huh, never mind above. I've got it to work fine on brand new created missions. But just can't implement it into already made missions. Cannot seem to find the conflict. Odd. Question, in SP, how can I get two guys within my unit to be able to have CAS abilities. I label my main guy CAS1 (he can call in). But guys I name CAS2 and CAS3, the option is not ablivable on mouse wheel once I switch to them??
  2. Ok. Found within Placing Unit (is where game logic is, had forgot that). Does it need to be a particular unit within placing a game logic? A base? A object?? Also, I think I have it right. A game logic placed as a game logic on board. Named correctly. On my CAS1 guy, it provides me the option to click on open cas. However, whenever I hit the mouse key to open. No map shows up?? If I don't place the game logic at all. It still provides me the option to open cas on my mouse wheel and the map WILL show up for 1 time to use CAS. But only once??
  3. Use to use this all the time. Can't get it to work now. Where is the "game logic" located? Is it under CBA in mod key in editor? Also, when I use the CBA logic mod - I have an option to call it up. with my guy placed as CAS1 - But when I click it the map doesn't appear for where I'm suppose to call in strike.
  4. Does AI fly this and fire on enemy AI? I have yet to see my Little bird fire on enemy AI??
  5. tmp95

    Flashbang

    Actually they are working now
  6. Thanks for your help - I have a simple trigger here, where if my group comes within X feet of a HVT. He will surrender and joinmy group. It works, he surrenders, drops weapons, joins my group but he will NOT follow me. Just stands there. hvt PlayACTION "Surrender"; removeAllWeapons hvt; [hvt] joinsilent group player; What do I have wrong here. Again, this is in the activation of a Trigger
  7. tmp95

    Flashbang

    Would love a standalone FlashBang. This was a great effective one when worked.
  8. Definitely looking forward to update - The units only facing one direction once planned in planning phase basically makes it impossible to use as is. Great mod though once fixed.
  9. Do the values within one's A3Profile matter any longer in terms of Precision and Skill?? skillFriendly=1; skillEnemy=0.73999989; precisionFriendly=1; precisionEnemy=0.23999999;
  10. Regarding Helicopters, is the AI any better? Seems Helo AI was worse in A3 than it was in A2 - (flying all over the place, not taking waypoint paths, etc). Also, is there yet a way to make your helo go in fast and land in a Hot LZ?? It is terribly frustrating to get AI transports Helo's to land where you need them....Especially if in at a minimal hot LZ.
  11. Error report - In the city of Chahr Dara Map point 012023 Afghan Home #5 - Units get trapped inside. You basically fall into the ground can't negotiate way out. Also a mosque in group right above this home same -
  12. Is a fix on the way for the current glitch where once sent to a position, your guy always faces south (not in the direction you need him to).
  13. Unbalanced in which way? Can I ask. I'm thinking of DL.
  14. Thanks for this - It does help. But I would like to also just ask in simple terms. Should one not be able to set 1 Units weapons accuracy level to 0.10 while setting another units weapons accuracy to 1.0 (and see a noticeable difference in firing accuracy? - This with mind you the 1.0 unit having equal to or greater even all around other skill capability ratings). I just don't see that much of a firing accuracy difference between the bottom 0.10 and 1.0 when I apply such to two different units. Mind with equivalent weapon system and reasonable ranges
  15. I'm coming back to A3 after giving up on it several / 6 months ago. For a variety of reasons. As is now, is there any tweaking to the AI that can be done (as in A2. with userprofie , precision enemy, precision blufor, ect). Or is it all done today with everyone rated the same skill set (foolish in my opinion). with the only way to differentiate is by giving one unit a 1/2 bar on the skill slider when placing them on the map and another unit a full bar (for example). Thus this really not telling you exactly what is different, nor allowing you to make one much more proficient with accuracy but both being intelligent. Thanks for any help
  16. So even with using a script within the INIT of a unit - There is no way to get SpotDistance greater than .7 and no way to get spottime great than .4 (correct).
  17. tmp95

    AI Discussion (dev branch)

    Just +1 to the need to fix Combat mode issues ASAP. Just seems so odd that this wasn't given a priority a year ago now. It is amazing to look back at this very issue being a problem year ago.
  18. Does this install like a Mod or like an UPSMON script? Do I install in the typical Mod @folder within SteamApp/common/ Or do I just run as a script like UpSMon?
  19. Agreed on yellow marker. Look opposite way often.
  20. With all the changes to AI over the past years. No longer using past ratings for each side. Each now starting from same base point (I liked before more where you could set a baseline for BluFor and Opfor...but it is how it is now and can work around it). I'm just curious, it seems when I use the set aiming accuracy commands within each unit . An aiming Accuracy of 1.0 is not that much better than an accuracy set at .02 It also seems like Opfor AI is more aware than my teammates BluFor AI routinely.
  21. ?? Is there a way to be certain which way you have left your guy facing once giving him a WP destination in the planning mode?
  22. Thanks Massi - Solved it! on total reinstall - Question though, in the SF Ammo crate - I don't see face masks and headsets they use to be in it - ?? Everything else is in there as before, but I don't see face covers / helmets
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