msportdan
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Everything posted by msportdan
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hmm mainly positive.. •does A3 have less of the vehicular combat. i mean being controlled by player.. •High command and unit command. still exist? i like the infantry gameplay of A2 just the vehicles and command annoyed me.
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Heli easier control mod (with Keyboard)
msportdan replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
no then? -
COSLX - An updated version of the original SLX Mod
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ive reinstalled this mod out of curiosity and wondering why the 2.5 patch isn't getting rid of my Hpp error? I know you say to delete the files, but shouldnt the patch fix this? ANyway this with ASR is brill... and at the moment stopping me purchasing arma 3 lol cheers -
What AI mod are you using?
msportdan replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
sorry i meant in more of gameplay .. is it needed with cas does the surpression really work.. with ca -
What AI mod are you using?
msportdan replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
anyone who use these ...is LOS needed with ASR and TPW cas? -
What AI mod are you using?
msportdan replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
is TPS los needed.? I use asr and tps cas , and wounds from SLX Download for LOS http://www.armaholic.com/page.php?id=17158 -
EDIT after some playing I got a pretty good range setting now the team do not spot enemies from unreal distances, and they are more now with your actual vision on the screen. had some great fighting with ai in Harvest red.. /* Units are classified into skill sets between 1 and 10 By default, a lower level number means a better skilled unit Levels 8-10 are special: - 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage) - 10 is for trained snipers */ class sets { // only classes of arrays under this class level_0 { // perfect (only used for testing) aimingAccuracy[] = {1.00, 0.00}; aimingShake[] = {1.00, 0.00}; aimingSpeed[] = {1.00, 0.00}; spotDistance[] = {1.00, 0.00}; spotTime[] = {1.00, 0.00}; endurance[] = {1.00, 0.00}; courage[] = {1.00, 0.00}; reloadSpeed[] = {1.00, 0.00}; commanding[] = {1.00, 0.00}; general[] = {1.00, 0.00}; units[] = { // add class names to this to override their default (or inherited) skill set }; }; class level_1 { // sf 1 aimingAccuracy[] = {0.35, 0.10}; // skilltype = {<min value>, <random value added to min>}; aimingShake[] = {0.35, 0.10}; aimingSpeed[] = {0.80, 0.20}; spotDistance[] = {0.30, 0.05}; spotTime[] = {0.40, 0.20}; endurance[] = {0.80, 0.20}; courage[] = {0.80, 0.20}; reloadSpeed[] = {0.80, 0.20}; commanding[] = {0.80, 0.20}; general[] = {0.80, 0.20}; units[] = { "sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a" }; }; class level_2 { // sf 2 aimingAccuracy[] = {0.30, 0.10}; aimingShake[] = {0.30, 0.10}; aimingSpeed[] = {0.75, 0.20}; spotDistance[] = {0.25, 0.05}; spotTime[] = {0.35, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { "ibr_mutant","ibr_venator_assaulter","ibr_venator_assaulter2","ibr_venator_assaulter3" }; }; class level_3 { // regular 1 aimingAccuracy[] = {0.25, 0.10}; aimingShake[] = {0.25, 0.10}; aimingSpeed[] = {0.70, 0.20}; spotDistance[] = {0.20, 0.05}; spotTime[] = {0.30, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des", "bink_usmc_scout_des","bink_usmc_scout_l_des","rb_teamleader","ibr_venator_leader" }; }; class level_4 { // regular 2 aimingAccuracy[] = {0.20, 0.10}; aimingShake[] = {0.20, 0.10}; aimingSpeed[] = {0.65, 0.20}; spotDistance[] = {0.15, 0.05}; spotTime[] = {0.25, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_bodyguard" }; }; class level_5 { // militia or trained insurgents, former regulars aimingAccuracy[] = {0.15, 0.10}; aimingShake[] = {0.15, 0.10}; aimingSpeed[] = {0.60, 0.20}; spotDistance[] = {0.35, 0.05}; spotTime[] = {0.20, 0.20}; endurance[] = {0.40, 0.20}; courage[] = {0.40, 0.20}; reloadSpeed[] = {0.40, 0.20}; commanding[] = {0.40, 0.20}; general[] = {0.40, 0.20}; units[] = { "ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab","ibr_arl_roberto","ibr_arl_marksman" }; }; class level_6 { // civilians with some military training aimingAccuracy[] = {0.10, 0.10}; aimingShake[] = {0.10, 0.10}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.05, 0.05}; spotTime[] = {0.15, 0.20}; endurance[] = {0.30, 0.20}; courage[] = {0.30, 0.20}; reloadSpeed[] = {0.30, 0.20}; commanding[] = {0.30, 0.20}; general[] = {0.30, 0.20}; units[] = { "ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102", "ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195", "ibr_rebel206","ibr_rebel217", "ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic", "ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7" }; }; class level_7 { // civilians without military training aimingAccuracy[] = {0.10, 0.10}; aimingShake[] = {0.10, 0.10}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.00, 0.05}; spotTime[] = {0.10, 0.20}; endurance[] = {0.20, 0.20}; courage[] = {0.20, 0.20}; reloadSpeed[] = {0.20, 0.20}; commanding[] = {0.20, 0.20}; general[] = {0.20, 0.20}; units[] = { "ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7" }; }; class level_8 { // pilot 1 aimingAccuracy[] = {0.25, 0.10}; aimingShake[] = {0.25, 0.10}; aimingSpeed[] = {0.65, 0.20}; spotDistance[] = {0.30, 0.05}; spotTime[] = {0.40, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "ibr_arl_eric" }; }; class level_9 { // pilot 2 aimingAccuracy[] = {0.20, 0.10}; aimingShake[] = {0.20, 0.10}; aimingSpeed[] = {0.60, 0.20}; spotDistance[] = {0.25, 0.05}; spotTime[] = {0.35, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_arl_pilot","ibr_drg_pilot" }; }; class level_10 { // sniper aimingAccuracy[] = {0.80, 0.10}; aimingShake[] = {0.90, 0.10}; aimingSpeed[] = {0.70, 0.20}; spotDistance[] = {0.55, 0.05}; spotTime[] = {0.75, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { }; }; };//sets
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What AI mod are you using?
msportdan replied to msportdan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I have tpw, seems like they do the same thing they always do just go prone... -
what class is for ai teammates? ive turned radio off for campaigns too... ive had the ai all go to your point. best turn off or do as above?
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while we are on editing.. How can I reduce the distance all team AI spot enemies... I think its too far,, the ai see enemies way before I do which mean I hardly get a shot off first.. and very rarely make a kill first... can this be reduce to match more to human spotting on screen.?? heers
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ive gone thru harvest red with a mix of zeus and ASr and its worked fine much better than vanilla and is very fun to play.. totally reignite this game for me now, ive racked up few hours lately lol
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COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thanks i do understand that... Just want to know when using outside AI mods (asr or zeus) do you need to delete the AI files in the main mod.. to clarify.. so if i use ASR (which i went back to) and to avoid conflict or corruption, i just delete the above files you mentioned. so just asr deal with ai systems.? Last question lol -
if i were to run this with COSLX, is it best to delete all AI files in the SLX mod folder first so get no clashing between ai files?
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COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ah ive deleted all the AI files out os coslx (apart from ai steer) and run zeus aswell, and fps gone back to arpund 30-50 again :) clash of ai files.. is this right Gunther am I screwing the ai by deleting slx ai files only, and keeping zeus? -
COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
AH sorry what i meant is this... With these installed at various times. On the same mission in harvest red. Cowar + Zeus + CMI = around 20-30 fps Dapman + Zeus + CMI = 30-60 fps (noticeble improvement/ dapman didnt not work vo) Coslx + zeus + CMI = around 20-30 fps (current setup) cmi is a control menu mod.. recommend defo. So if there is Ai files clashing with mod and zeus, what Ai files in mod should i delete ..? cheers -
COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thanks..... one more quick question.. ive gone with coslx as i think that works better with the official campaigns... but ive noticed that FPS drops with both mods (cowar and coslx) what files could be dropping the fps... ? I did just run zeus and dap man, and i had a really good fps, but dapman wasnt auto healing my troops.. where your wounds mod actually works.. and also with coslx the scripts and triggers in story mode work.. cheers again for your ongoing support i know you have ceased development in this mod. i appreciate the support still :) -
COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
gunther one more thing what line would i change to reduce the Ai range of spotting enemies? cheers -
COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ah it wasnt the CBA modules, i just needed to restart the level and it all kicked in..... Must admit i think zeus ai clashes a lot more with other AI mods..... Im on this campaign level were we start just trying to get in a chopper. WIth ASR i had trouble getting them to board it, with zeus and ARD i get the same issue, with zeus alone they got in almost immediately.. Not saying asr is broken , but i think some mods and combos seem to work better than others on the BIs missions.. I could have a totally different outcome on the next mission lol. Thanks for spending your time talking to me... -
COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ah thanks gunther for clarifying for me.. Tbh i wont miss those files lol ANy way regarding AI.. ive started the campaigns again from Harvest red, i know the game isnt the best polished i realise some mods will be better than others. But i must admit ive gone for Zeus ai on this one with your mod, as i find they do more what i want and say and seem quite clever in campaign, getting into a vehicle seemed not work in campaign with ASR, or forming formations to far apart and often out of view... elements of the commanding Ai seemed to be bugged or not very smooth as expected at least. I know they are primarily meant not for SP. But most your other mods work a treat. :) One other small thing is the ARD mod doesnt always work it seems very random wether it loads or not. Ive set my keys to windows key and full stop, but sometimes this doesnt work. Also this is not the zeus conflicting as i have had it working with that.. It did it with ASR too... I only have the CBA CO loaded not the other cba modules loaded, could this affect the random loading.... But thanks this game is a massive difference to vanilla, i cant stop playing it.... One BLS fan to another cheers man.... -
COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks gunter for the reply.. if I could elaborate on some of my questions. -namely the SLX hpp not found error, if I delete the SLX ace fix etc etc I get it to work. However im worried im missing great features with these 3 pbos.? remove: SLX_ace_fixes SLX_aiskill SLX_anim_swim and the error message will go away. Those 3 files are asking for the hpp, and the hpp needs to be in the addons folder, same place as those 3 files, as this address: @COWarMod\addons\SLX.hpp is basically where the 3 files are looking for the hpp. I dont get that error, I dont know how you would as no one else has reported anything. Also be sure to get the 1.3 patch. -also I meant with the full 1.4 on SU, do we still need to chose over those 2 mods that will cause ai team problems.. I saw mentioned a few posts back. found it Hi Gunter, thanks for all the hard work on this mod. Love it. Just wanted to let you know two addons conflicting with eachother: Copy My Stance http://www.armaholic.com/page.php?id...=COPY%2BSTANCE and CG animation replacement/enhancement pack http://www.armaholic.com/page.php?id...&highlight=SMK or Smookie Animation Pack Lite version http://www.armaholic.com/page.php?id...&highlight=SMK If player uses both GIB and Anims, AI on players team will not cooperate to commands properly, or not at all. Player must choose to use either GIB or Anims mods, but not both together. Maybe you can throw this in your Read Me someplace of conflicting mods? Regards, KK -So if I deleted all the ASR files I can install zeus. you in your opinion think asr better? -
COWarMod Release
msportdan replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Firstly massive thanks to gunther and his helpers for the excellent mod, well done to any modder out there this includes the ace crew too.. A follower of the black label myself, im london chapter! great band... i had arma2 first few months of my PC ownership that started a year ago. Heard lots about arma and went for a deal on steam. Great game but riddles with bugs and poor ai.. and gave up arma for good....About a week ago came across this mod and ace. dam i weighed them both up, and finally went with your mod gunther. the AI heal you without the extra distracting menu etc.. Nothing against ACE but some features in that are beyond what i need and hope for a mod. Yours makes more difference to me, and i bought all the DLC really cheap on GAmersgate. Loving the game again. -Anyway running through the new 6 updater, and i get the error which you had in COSLX about the hpp file, in which you delete the 3 slx files. Well i have to do that to get it to work through 6 updater (I'm using whatever version of cowar is on atm) but can you patch this on 6 updater. Also i get a feeler error (bc6_feeling_icons\data\ico\bc6_l_dmr_ca.paa missing msg after accepting a mission) once in game, think i read you can ignore...? -Also regarding the AI, are you running a mix of zeus and ASR, can i delete all ASR files and just have zeus or vice versa? -is there a key command list anywhere for this mod, i found out that pressing P checked your mag, wondering of theres any else. ? - Im missing the second soldier face on the team icons at the bottome in harvest red.? - with the mod on SU do we still have to choose over the to mod files ...? I take it 1.4 is the last version now on arma 2 and good luck in A3. I cant in words tell you my appreciation for this mod and the hours and months if not years you have put into it thank you.. Cheers for any help mate...