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MojoDog

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10 Good

About MojoDog

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  1. 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.
  2. Am I the only one seeing a dramatic increase of rabbits? Maybe not because of ACE, weird though.
  3. 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.
  4. MojoDog

    Authentic Gameplay Modification

    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.
  5. MojoDog

    Authentic Gameplay Modification

    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?
  6. MojoDog

    Authentic Gameplay Modification

    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:
  7. 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! :)
  8. 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!
  9. 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. :)
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