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cpt.ghost

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Everything posted by cpt.ghost

  1. 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
  2. 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!
  3. 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
  4. 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
  5. 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!
  6. 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
  7. 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
  8. 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
  9. well i have them all installed and mixed with some editing for personal use only
  10. cpt.ghost

    RHS Escalation (AFRF and USAF)

    the manual bolting doesn't work so im reinstalling the mod right now
  11. cpt.ghost

    RHS Escalation (AFRF and USAF)

    dunno it just doesn't work with/without ACE/CBA
  12. cpt.ghost

    RHS Escalation (AFRF and USAF)

    using ACE+cba+rhsDEV+jsrs+ some couple 20 more will check rhs only and see
  13. cpt.ghost

    RHS Escalation (AFRF and USAF)

    is there a problem with manual bolting? i doesn't work for me
  14. cpt.ghost

    RHS Escalation (AFRF and USAF)

    theres some videos for the iraqi m1a1 abrams eating a direct hit by russian made kornet in front arc of the turret during a battle against isis and she survived ... well actually iraqi tactical cell posted some pics showing the area that got target by kornet and it looked that the abrams didn't care for one of the best AT missile in the world also theres a video for the iraqi abrams target by a kornet on the side of the turret and she also survived and continued its battle and won btw the iraqi m1a1 doesn't have the DU armor , so i think the abrams is far better protected tank the the others ( not leopard )
  15. cpt.ghost

    RHS Escalation (AFRF and USAF)

    so any hit on the turret by lets say 120mm APDFS turns the armata into an armored tracked car?
  16. cpt.ghost

    RHS Escalation (AFRF and USAF)

    i know all of that , i was asking if he tested the thing in real life because he said some solid things
  17. cpt.ghost

    RHS Escalation (AFRF and USAF)

    have you test it in real life? your information seems good
  18. cpt.ghost

    RHS Escalation (AFRF and USAF)

    the hardkill make it hard to kill a T-14 with guided/unguided projectiles so if you want to kill a T-14 shot it with 120mm+ APFSDFS or heat thats all you can do or place a big fkn AT mine if you can predict its path
  19. cpt.ghost

    RHS Escalation (AFRF and USAF)

    that is a completely new model for the T14 i can see its not the same model the BI has
  20. theres no real reason to say such thing in this forum , arma always had great community and modders who offers great free high quality assets and content to arma series of games i my self have VTN and RHS and CUP all installed and i can't play without any single one of them, in my POV they complete each other if you don't like RHS or CUP just don't install them and let other people enjoy them and from here i would like to thank and salute VTN,RHS,CUP devs each and every one of them for their hard time and effort to give us these awesome mods for us to enjoy them without you guys we won't taste arma 3 the way we do now and i hope and wish you continue your amazing work.
  21. cpt.ghost

    RHS Escalation (AFRF and USAF)

    as an arma 3 armor fighting expert i can suspect that you hit the front of the tank AKA front arc which is impossible to kill a t-72B from that side with an rpg-7 loaded with a pg7v2 rocket , try pg7vr or vl or better AT if the tank still undamaged then it is not normal and you have to report the comrades at RHS HQ happy day
  22. waiting the new update on fire!
  23. cpt.ghost

    MGI ADVANCED MODULES

    enemy units, and the trigger spawns only 2 or 3 groups any way to increase spawned groups? and spawn distance from player to trigger?
  24. cpt.ghost

    MGI ADVANCED MODULES

    great mod mate i have a question , can we increase the AI spawned units per location? now it spawn only 2 groups or 3 in large areas or anywhere else
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