MojoDog
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ACE3 - A collaborative merger between AGM, CSE, and ACE
MojoDog replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Will ace team release 3.0.0 this weekend you think? I see it is 99% complete on github and only one issue left as im writing this. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
MojoDog replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Am I the only one seeing a dramatic increase of rabbits? Maybe not because of ACE, weird though. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
MojoDog replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is there a way to disable the ACE 1-0 hotkeys so I can give orders to AI when testing missions? Cannot find it in the ACE Options, but maybe im blind or looking for the wrong thing. -
Authentic Gameplay Modification
MojoDog replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I must have made a typo when I tried putting "Independent" last time, because it crashed the editor. So I guessed it would be GUER or something, but that didn't work either. But yeah, tried "Independent" again now, and now it works. Thank you! :) EDIT: Scratch that. They still become unconscious sometimes. -
Authentic Gameplay Modification
MojoDog replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah, much better! Say, if I want it to apply to all independent forces, do I just write Independent instead of East? Or is it Indep or Guerrilla or something? -
Authentic Gameplay Modification
MojoDog replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wait a minute... It says HERE that AI never falls unconscious by default. But they do, I just saw it when I tried out a mission in the editor. Do I have to set this setVariable ["AGM_AllowUnconscious", FALSE] for ALL AI soldiers now? :confused: -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
MojoDog replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh alright! I misunderstood the Teleport to Team function. I thought it teleported automatically. Now I get it. And yeah, seems like the UPSMON AI is aiming really good for some reason. When I use the BIS settings as you said they are as usual. I solved this temporarily by running the "zeus ServerSkills" mod at the same time as MCC. But now I understand more how it works. Well, works exactly like me and my friends want it now! Thanks man! :) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
MojoDog replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All ai settings are set to rookie. Also, I try to tell it to respawn players at their team but they keep spawning at the start. Since this is where you choose ai aiming skill also, I get the feeling like the 'mission settings' menu don't change anything. But maybe Im just missing something. I will try to make another mission clean start, and if that does not help I will try running the zeuz ai mod at the same time. Cheers! -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
MojoDog replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is a rock-on-awesome tool. Been using it for the last week to "direct" my friends some sweet action. Although, my pilot friend is a bit annoyed. The AI's aiming seems to be quite high and some random guerilla rifleman always pulls a headshot on him.. while he is in a littlebird.. doing 170km/h. And that is when I have set all the AI settings to 'ROOKIE'. They don't pull that headshot when making a mission the 'normal' way. So, I was just wondering if im missing something? Or it may be something to look into? It's like the mod overrides any AI skill setting changes I do. I had this problem with the MSO mod for Arma 2 also. I do recall an old AI mod for Arma 2 that made the AI less likely to fire at aircraft, so it should be possible to fix if you want to look into it. Maybe they don't fire unless the aircraft is closer than 30m or something. Sincerely 7 friends that loves this tool. :)