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GuantanaMo

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About GuantanaMo

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  1. GuantanaMo

    HETMAN - Artificial Leader

    Anyone got the RHQ arrays for the Iron Front units?
  2. GuantanaMo

    [WIP] bCombat infantry AI Mod [SP]

    Good to hear it's stable, I'm really looking forward to this - the videos are great. Just watching the AI act is my favourite activity in Arma since ever, and it's absolutely incredible what Bohemia and modders like you accomplished. I remember how damn stupid the OFP AI was, now they feel like real humans. I'll run this mod with HAL and Alive as soon as it's out, for glorious, islandwide, dynamic AI battles. Got a question though. How does the bcombat AI handle unknown (civilian) contacts? With other AI mods like WW AICover the AI is startled way to easy and runs for cover as soon as they see a civilian car, even if they are in safe mode.
  3. When I used the Nimitz as a LHD with HAL (couldn't get the planes to work properly yet) my choppers worked without any issues. I just synced both the chopper and a invisible helipad with the flight deck module and so far they where able to land. Tested it with the Ghosthawk and the Hummingbird. I also set HAL's LZ option to "true", so I think the landing waypoint was set on the helipads.
  4. Wow, nice. Any details? So the planes wait in the hangar until requested by HAL and start then? Or do they just start and cruise around until they are needed? I'd love to have air support from a carrier for my HAL operations. I'm a bit of a lazy pilot myself, but I love watching the AI taking off from the Nimitz.
  5. GuantanaMo

    HETMAN - Artificial Leader

    Thanks for the extensive reply Rydygier, now I understand what the problem is. Let's hope the heli behaviour improved in A3. When I have tiem I'll do some testing with air cargo and the USS Nimitz mod (hope someone ports the LHD from Arma2 to Arma3 some day..) and get back to you afterwards. I'll have a look at the scripts too but I doubt I can be any help since I haven't touched SQF since OFP. Keep up the good work!
  6. GuantanaMo

    HETMAN - Artificial Leader

    Hey Rydygier, first of all thanks for porting your awesome mod to A3, had lot of fun with it so far. Got a question though, I believe it was already asked in the A2 thread, but the solution you linked there was a dead link. My issue is that I'd like use helicopter taxis more for one of my leaders. I know how to exclude the groups I want transported by the heli from recon tasks, but is this also somehow possible for resting/idle missions? Ideally I'd like to do all transports above a few hundred meters per heli (in this case - in general, land transport will do to but for now I'm using mechanized inf for that) - also idle and resting missions. So let's say my groups are transported to the combat zone per heli (starting from a base far away, or an island, aircraft carrier..), fight half an hour in some town, until they get nearly obliterated by enemy forces, so a resting mission is assigned. The group will now move back on foot instead of getting evacuated by a heli (at least in my test missions this was the case). If I have a base far away from the combat zone they will walk forever, so the only workaround I can think of is setting idle/resting zones near the combat area. I'd love a config option that enables (air) cargo misisons for all other missions. Maybe with landing zones that are a bit further back, so the infantry has to move ~200 meters away from the objective to rendevousz with the transport vehicle, this way the helis wont attempt landing in the middle of a town, surrounded by enemies. I think it would really make sense to evacuate a infantry group that is nearly obliterated from the combat zone, to save the lifes of the wounded and regroup back at the HQ. At the moment I feel kind of betrayed by my leader when I am wounded and surrounded at the front, with most of my teammates dead..
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