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cpt.ghost

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About cpt.ghost

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  1. cpt.ghost

    LAMBS Improved Danger.fsm

    lets dance 😄
  2. cpt.ghost

    LAMBS Improved Danger.fsm

    just awesome can't say more, i tested the last update the AI no more delay in response to enemy fire and no more cowards during firefight and about the dodge feature i couldn't notice maybe i need to test more i noticed that mechanized/motorized troops refer to stay hidden inside their APC/MRAP waiting the enemy to breed them with RPG/AT missile is this a feature or bug? thanks for this amazing mod
  3. cpt.ghost

    LAMBS Improved Danger.fsm

    testing now ooh im gonna enjoy this 😄
  4. ARMA4? if yes turn your head to the right side if no turn your head to the left side thanks for your service LJ
  5. cpt.ghost

    LAMBS Improved Danger.fsm

    thanks for response! 1/2 - i actually have fleeing,information share,squad leader maneuvers disabled, as for the mission i made a quick OP to test the AI actions, map is altis/kavala placed 5 motorized NATO units + 6 mechanized nato units too ( 300m away from hospital ) while the enemy is CSAT holding the city center the other NATO units i placed is 7 fireteams which comes from church side of the kavala i gave them CQB waypoints ( 90% died ) the mechanized units moves towards the hospital - unload - then LAMBS CQB waypoint inside the city center 3- will try on vanilla and report 4- i though that too you could implement some kind of script which ends ( FORCEFULLY ) the hide/stealth mode after checking of a threat within 500-600m away this is better i think
  6. cpt.ghost

    LAMBS Improved Danger.fsm

    good update some issues i found tested using 3DEN only+ASRAI3 skills only ( not FSM )+ RHS + VTN + CBA + ACE3 ( deleted AI.pbo ) + LAMBSDANGER.fms 1- AI stuck most of the time in stealth mod and will never back to normal mod once danger is gone 2- motorized units will disembark far ... far away from their unload waypoints once they hear 3-5 shots ( armored motorized units and mechanized too ) tested with information share ON/OFF (when information share ON its worse ) and when disembark far away from unload waypoint they will stuck in prone mode unmobile which requires some ZEUS magic to fix 3- motorized/mechanized units sometime stuck at their startup waypoints which requires ZEUS-select all move them a little bit to start their APC/IMV vehicles engines 4- hide feature keeps AI hidden inside building even when danger is gone/ and wont attack too other than those the update is amazing.
  7. cpt.ghost

    LAMBS Improved Danger.fsm

    @nkenny 1- how about making the AI hide behind windows always or give the window position higher priority? 2- i actually tests using zeus all the time the only solution i found from my experience is playing against defending AI and killing them all this way your friendly AI will not chase after someone else or you can write a script that triggers safe/normal/hold mode for the winning side when fleeing script is active , i wish to help you write such script but sadly im noop at scripting ... one more thing i noticed that the AI tanks will never use their HE rounds against AI/light vehicles would be a sight seeing tanks engage infantries with HE shells ( RHS and other mod's BMP-1s uses their HE rounds this is fact ) btw the artillery feature is just awesome it works even with ZEUS placed units
  8. cpt.ghost

    LAMBS Improved Danger.fsm

    loved this update really nice and fluid AI reaction to different situations there are 2 things so far i wish you fix them 1- the AI hiding in buildings will never tries to return fire from windows or even lean out the door fires and hide back 2- when AI overcomes an attack they will keep chasing fleeing enemies which can lead to leaving their positions unprotected or worse goes in an ambush you can try placing 5+ fire teams in a city and place 2 fire teams to attack once they defend against the attackers and the fleeing triggers the defending teams will start chasing after fleeing units and leave their positions!
  9. cpt.ghost

    LAMBS Improved Danger.fsm

    when i get it to 100% finished i will ask for permission from the modders when i get permission i will share
  10. cpt.ghost

    LAMBS Improved Danger.fsm

    with custom editing and personal use only i managed to get ASR AI+ Bcombat 0.20 to work together now im trying to get LAMBS AI to work with my AI pack the problem is LAMBS AI seems to adore retreating and hiding in open fields unlike bcombat which acts better IMO so im waiting for new version of LAMBS AI thats solves this issue i may ask these awesome modders for permission to release those AI mods as a 1 pack ( i hope ) for the community! the reason i want to include LAMBS AI is 1- better mechanized-motorized units reaction/behavior 2- better tanks behavior 3- better building interaction by infantry AI 4- snipers will always hide them selves and try to find higher positions 5- squads with GPMG provides better fire support for in contact units
  11. cpt.ghost

    LAMBS Improved Danger.fsm

    tested the latest version of this mod just now and find some wired issues test with arma 3 latest update vanilla - motorized/mechanized groups will never advance during combat ( using zeus and 3den ) - most of the time AI will run away off combat - AI will never stay at same position even with no combat around - 5+ AI groups will always separate - AI seeks cover in no-combat situations all the time! - tried to send some motorized units for an under fire team using ZEUS, the support motorized units refused the order and start seeking cover instead while they are 1200 meters away off combat at least liked the building occupation and static mount though!
  12. cpt.ghost

    RHS Escalation (AFRF and USAF)

    as a RPG7 guy i just did a quick test just to make sure my game is okay the results was good and none of your statement is actually correct at least with me tested against BMP1 and BMP2 all empty tested on front side and right-left sides hit the 4 bmps each with one shot of RPG7V2 using PG7V rounds, targeting only the area under the turret when firing on the sides and in case of the front side i tried to shot between the turret and hull... all bmps is 220m away the BMP1s got exploded right after it received the hit (Front side , left-right sides) the bmp2 however didn't explode but got disabled the parts i shot at ( turret and hull ) as a veteran i see this is close to real life because bmp2's ammo never explode like tank shell or rockets when they get a spark in case of penetration the bmp1 exploded because it has heavy ammunition stored inside its turret ( HE-AP shells ) however in combat cases its not that different except you are hunting an armored IFV armed with 20+mm cannons commanded by some angry players who cares for killing AT guys at first place also you need to know hitting a moving armored vehicle/tank does more damage than hitting a stationary target ( i swear i experienced this in arma3 ) in case of hitting or targeting armored vehicles ( specially wheeled ones ) i suggest using heavy caliber MGs instead of wasting your precious AT-Rocket/ATGMs try to hit their wheels or driver cabinet with 12+mm rounds or AP rounds this is better and sexier ( i use 14.5/12.7 to hit and disable MRAPs and humvees ) though some IFVs require an RPG call or better rockets so if you're an AT guy you know what you need to get the job done btw i tested with countless mods loaded if i test with RHS only the results will still be the same! cheers
  13. long awaited update as always this is awesomeness just one thing i hope to be reversed to the previous one is the fire sound of the m16s and m4s ( all of them ) i really loved the previous shot sound of m16 and m4 but the new one doesn't seems okay other than that everything sounds amazing thank you LJ for you hard work
  14. i deleted some .pbos and made external editing to some .cpps , well its something complicated i can't explain and im really happy with what i have
  15. well i have them all installed and mixed with some editing for personal use only
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