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cpt.ghost

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Everything posted by cpt.ghost

  1. Iraqi federal police forces supported by T72A captured the last bit of sofia after heavy fight with ISIS ended by fleeing ISIS to the mountains near sofia VSM,VTN,RHS,ACE, Personal stuff and more
  2. Iraqi E.R.D ( emergency response division ) using the the environment to cover their advance ISIS enghimasieen ( SPECOPS ) spoted! VSM,RHS,VTN,ACE,CUP, private mods, and more ...
  3. watching the front lines ( iraqi army mod ) Iraqi army ING soldier with a M16A4 on the front lines taking a rest after heavy battle with ISIS Iraqi ING (AT Squad) with BMP-1 discussing things reporting an ISIS movement Iraqi ISOF preparing ... ISOF MG (240G) with GMG OSHKOSH mods RHS , VTN , ACE , CBA , ASR AI , Private Stuff , VSM vests , FFAA , CUP , Other mods i don't remember
  4. cpt.ghost

    ASR AI 3

    @robalo the radio support distance slider really affect AI groups if you set the slider to the middle and higher the AI will support their mates according the slider limits you can try it and see by your self @mickeymen reduce the rearm slider to 2 mags it will help keep AI snipers in their positions , its odd but after countless hours of testing and looking for a solution this was very helpful as i found rearming feature keeps the AI thinking to rearm all the time.
  5. cpt.ghost

    ASR AI 3

    for soldiers leaving positions you need to reduce the support distance in ASR AI setting ( i set them to 0 )
  6. cpt.ghost

    ASR AI 3

    theres no way robalo can do this through scripts or FSMs , in later arma versions ( 1.40 and later if im not wrong ) the AI used their AT weapons against infantry during battles but BI did something that missed the whole formula ... now the AI use their ATs if they run out of ammo ( when AI soldier have less than 3 mags he will think about using his AT very seriously ) BI must do something about their AI modders did everything to fix BI mess ...
  7. cpt.ghost

    ASR AI 3

    i use 3den and make simple quick mission with zeus and RHS units only , and here is what i did to test opened up zeus then placed 2 defending US marines squads on the west edge of GARVIA village near the main altis Airport , placed 3 russian squads infront of us forces 700-800 away and sent them to attack the village and as the us forces began to lose its positions i placed 2 mechanized US squads and sent them to support the battle when these 2 mechs arrived exactly at 200m away from the entrance of GARVIA they stopped and disembarked their bradlyes and began to hit the floor watching the main road while their mates got their as$es handed to them because the russians were outnumbering , did the same with motorized units got the same results and yes i have ASR_RHS installed , i might need to do more tests under different conditions and see
  8. cpt.ghost

    ASR AI 3

    tested just now , AI units still fears to march forward even if theres a combat 2kms away i have tested with motorized units and mechanized both elements refuse to get in combat and help their mates on the front line just because they heard a gunfight and some explosions , tried to push a weapons team the moved 5 meters forward and heard the firefight then they start looking to cover while the fight is morethan 1800m away!
  9. cpt.ghost

    ASR AI 3

    i wish i could help you but my scripting skills sucks as hell and i hope you tell me how to decrease the AI awareness in your mod so i can try my tricks
  10. hello all is there a way to set skill for a specific unit? i want to make snipers,marksmen and special forces more accurate than the regular troops robalo has such system in his ASR AI but i use different AI mod that im happy with.
  11. cpt.ghost

    AI Skill levels

    can you please be more specific as im very new to scripting , how can i use setskill or skill array in the below config? class us_navy_soldier_base: SoldierGB { author="ghost"; _generalMacro="us_navy_soldier_base"; scope=0; primaryAmmoCoef=0.40000001; secondaryAmmoCoef=0.2; handgunAmmoCoef=0.0099999998; minFireTime=10; identityTypes[]= { "Language_EN_EP1", "Head_NATO", "NoGlasses" }; faceType="Man_A3"; side=1; faction="USNAVYSEALS"; vehicleClass="navyseals_sd"; };
  12. cpt.ghost

    ASR AI 3

    the other group members fears the opponent more than enough which is why they think about taking cover on almost every situation , broadcasting infos between groups seems to be part of the party especially when suppressed by enemy fire they really really stop doing everything and drop it to their leader even mechanized units stops in the middle of the way if they heard a gun shot from exactly 400m away the AI group members need more balls i think, sometimes they even leave their waypoint searching to do something else while they have duty in the battlefield please Robalo consider fixing this ASAP
  13. the update really nice , it feels like real battle thanks LJ
  14. if you watched the video from the beginning you can notice the camera man behind the trench hiding near a white tent and the enemy shooting exactly at the guy mounting the 14.5 KPV which is 5-7 meters away from camera man the wizz can be heard from that distance i've been in real combat and i know what im talking about what im saying is if the shot passes you (not hitting you :D) by 1 to 8 meters away you can hear its wizz in general never mentioned how close the shooter should be and ofcourse if the shooter 1-8 meters away you can't hear a wizz thats certain cracks is different , that video shows everything ...
  15. wizz can be heard from 8m away ( im a soldier ) cracks can't be heard from 1-20 meters watch this video this is how real battles sounds like and i wish you can do something like this in next update
  16. cpt.ghost

    ASR AI 3

    this will be useful in open combat , but in CQBs this wont be good
  17. cpt.ghost

    ASR AI 3

    @Robalo 2 things i want to report one of them i would die to see it in your AI mod 1- squad leaders always go deep in firefights and his soldiers stay behind in combat mode! can you please solve this? 2- the AI AT soldiers wont use AT launchers against any light armored vehicles like Humvees or Mraps , but they do use their AT launchers perfectly against IFVs , APCs , Tanks please add this feature
  18. 2 things i noticed in ALiVE SP save , 1 when i store backpacks in armmo boxes or anywhere else and save game , after loading the backpacks disappear from that ammo box ( vests still there but empty ) 2nd is that ALiVE don't save ZEUS placed objects&units or anything by ZEUS , will we get a fix for those?
  19. saving and loading works fine in MP local with everything set to persistence and ProfileNameSpace and enabled save mission time.
  20. you saved me life captain :D thanks a heap
  21. it's really not there this is my mission https://ufile.io/9warq
  22. ok disabled all saves and played the mission but i couldn't find the "server save and exit" in alive menu!
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