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geekboy234

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About geekboy234

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  1. geekboy234

    Fire-Fight Improvement System

    FFIS might have been triggering anti-hack or something else honestly i don't know but since FFIS creates waypoints mid-mission it could be considered malicious to the server. I don't know much about how Arma servers work but maybe you could white list the mod or something. Try making it server side since if i remember correctly client AI mods only affect client AI not server-side AI. Since you didn't mention them throwing smoke or taking evasive maneuvers the mod could have also not been active for enemies. I also don't think multiple client side AI mods potentially in (one player group?) is a good idea since FFIS in single player still attempts to give players waypoints.
  2. geekboy234

    Fire-Fight Improvement System

    I would guess it is due to the MX AR variant still having an option for single shot, thus blufor units would rather use that than switch to fully automatic like the Indfor and Redfors belt fed AR which has no option.
  3. geekboy234

    Fire-Fight Improvement System

    Your fix seems to work but i haven't managed to get to the second mission because i miss-clicked on the first mission and overwrote my save data. There doesn't seem to be any degoup so far but i believe this mod in its current state is highly unsuitable for campaign because of its waypoint system. My squad leader did stay in the group but took off to the other side of straits with the goal of making it there prone. I will update after i have gotten back to the test point and checked for degroup. Edit: I managed to regroup in the second mission and panic is definitely gone. One thing to make note of with this mod is that it hates the campaign and i would guess any set of assigned waypoints given because my squad maintained its order and ranks, but first contact immediately diverted the squad and effectively broke the mission.
  4. geekboy234

    Fire-Fight Improvement System

    The mission I was playing was "situation normal" after you regroup near air station mike and eventually get into contact. I looked through the code as well and attempted to remove the panic system to no avail but I am very unfamiliar with Arma's language, it seems like it dosent die. The AI in my squad did die but I tested it again after I posted and I watched the panic system fully go through and remove units from my HUD one by one, the squad leader was always last. I noticed by removing the doStop line the units left much faster but that is only a very light observation since I failed to restart the mission due to time constraints. If you need to get in touch keep in mind that I am a very busy senior in high school so I'm limited during day hours. I wish you the best with this mod as it has achieved the most so far, good luck.
  5. geekboy234

    Fire-Fight Improvement System

    I hate to say this but i just experienced a degroup with your updated version or at least i think i did. I decided to replay the campaign with the mod and during the second mission i ended up as a squad leader, after i saw the chevron for squad lead shift between members and i ended up as the leader of the squad while a higher ranked unit was under my command. I don't know if this is correct or not but i think my squad members ended up dead at some point because i couldn't find any standing soldiers and the only one under my command was scripted to stay alive.
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