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phant

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About phant

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  1. I found this for any who stumble upon this thread in the hopes of resolving the same issue: https://www.reddit.com/r/arma/comments/34qfl8/making_ai_more_agressive/ I haven't tried it out yet so I'm not sure how relevant it is, but it looks like it could do the trick. If anyone smarter than me wants to chip in why this will/won't work, feel free!
  2. Got a link to that thread mate?
  3. I have noticed that with Zeusing Vanilla Arma 3 AI, they completely ignore any orders I give them when they come under combat. I have searched through the forums for solutions to this but have come up blank thus far. How can I make the AI spawned in with Zeus still respond to my orders, without having to remote control them? When I tell them to stand and full pace charge, I want them to stand and full pace charge, but instead they stay proned in the grass. And in the same vein, I can't make them move to behind cover, they just prone and sit there. Any suggestions? I have previously used ASR AI, but because ASR AI has scriptdriven reactions and I have the same issue of ignoring orders, I cannot have varying styles of AI tactics, it's always just the same scriptdriven tactics over and over again.
  4. I have noticed that with Zeusing Vanilla Arma 3 AI, they completely ignore any orders I give them when they come under combat. I have searched through the forums for solutions to this but have come up blank thus far. How can I make the AI spawned in with Zeus still respond to my orders, without having to remote control them? When I tell them to stand and full pace charge, I want them to stand and full pace charge, but instead they stay proned in the grass. And in the same vein, I can't make them move to behind cover, they just prone and sit there. Any suggestions? I have previously used ASR AI, but because ASR AI has scriptdriven reactions and I have the same issue of ignoring orders, I cannot have varying styles of AI tactics, it's always just the same scriptdriven tactics over and over again. EDIT: Sorry, I think I have the wrong forum here. Feel free to delete/lock.
  5. Is it possible to use the 'Save To Profile' persistence and load that into the editor so I can make editor adjustments?
  6. To make sure I've got that right, that would be: "waitUntil {!isNull player};" Correct? EDIT: Or is it: waitUntil {isPlayer this};
  7. Thanks for the info Pete. Am I to run these scripts as a .sqf in the mission (if this is the case I'm assuming I'd have to call the script via debug menu?). And perusing the mission end script, I don't understand where the loadouts are actually being saved to? I'm a newbie at this, so go easy on me.
  8. Yeah I got that working when I tested it this morning, I just misunderstood at first. I found the LEA solution to be better suited, however, as some of these missions you aren't loading into an FOB, you're loading already on the battlefield, so I couldn't have players selecting from a gear selection screen to get their loadout.
  9. Thanks guys, I have tried both suggested solutions to see which works best for me and I have chosen LEA as the best solution for this scenario so far.
  10. Thanks for the info mate, but I am not sure joining into a slot first time is classified as respawning. I'm just trying to load custom loadouts onto playable units that have joined the game for the first time, but the loadouts must also load if they join mid-mission. Respawn is completely disabled for all playable units.
  11. The two threads are in no way related (each question is pertaining to a completely different mission (thus the context in this thread is not relevant to my other thread)) and would likely be too convoluted to include questions for 2 completely different scenarios in one thread, but I'll keep that in mind.
  12. Hi there, So for some context, I am making a campaign where the players are insurgents retaking an already fully occupied island. They are not given ANY supplies except for what they spawn in with on the first mission, and a few supply crates to store supplies that they raid. They must raid enemy supplies to build up their own supplies. This campaign will involve a fair bit of manual work on my behalf, as it won't be a single mission, it will be spread over several missions, but I want to keep what is in the ammo crates persistent, without writing down what's in it and then manually putting that in. So, what is the best method for me to carry across/save equipment that is dumped in a supply crate and load that into any supply crate in a proceeding mission? Keeping in mind I would have to 'export' what is in the crate at the end of a mission, before finalising it. Cheers, Phant
  13. Hi there, I've heard of a few custom loadout scripts that you run via .sqf execution on a server, however, I am not sure what the best one to use for JIP is? Being JIP compatible is a must, and it is for loading custom loadouts on a server. If someone can point me in the direction of the best one to use for JIP, that would be greatly appreciated! Cheers, Phant.
  14. phant

    Authentic Gameplay Modification

    Sorry if this question has already been answered... Would take me awhile to get through all these pages! I use ASR AI but would also like to use AGM_AI module. At the moment ASR AI sets the skill of spawned units in both editor made missions and in Zeus missions (if the Zeus is running ASR AI). Is it recommended to disable ASR AI's skill setting module and instead use AGM_AI's skill values, and does this work with Zeus? I'm not really sure which overrides which, either. Obviously I would like to keep ASR AI's other parameters, but not sure what to do about the Set Skill parameter. Cheers!
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