neodyn
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Posts posted by neodyn
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Is it possible to use this mod with "Zeus Enhanced" ?
At the moment there is an dependency to Achilles.
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I use the latest stable, mod version of Vcom AI.
On my mission start the following scripts error pops up:
Error in expression <then { _ammoC = configfile >> "CfgAmmo" >> _subAmmo }; _actHit = getNumber (_am> 22:47:36 Error position: <>> _subAmmo }; _actHit = getNumber (_am> Error >>: Type Config entry, expected String File vcomai\Vcom\Functions\FFE_Functions\fn_AutoConfig.sqf [RYD_fnc_AutoConfig], line 120
How can i fix this error?
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Hi,
is there a way to declare an area where, e.q. 2% of all civilians in this area became an suicide bomber ?
Or an option for random Suicide bomber and vehicles in certain areas.
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For my new mission i want to create TFAR Jamming vehicle with an option to turn on/off the TFAR Jamming feature.
So is it possible to turn on/off your TFAR Jammer script with an addAction ?
How can i realize this with addAction?
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Is it possible to add the Radio Jamming Script to an moving vehicle ?
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Hello,
i try to deploy ASR ai on my dedicated Server. But right now I'm confused about configuration.
So here are some questions:- Is it ok to run only the @ASR_AI3 Mod on the server ?
- I want to use cba_settings.sqf to use this file i add to my description.ext the following flag: cba_settings_hasSettingsFile = 1;. Is this correct ?
- My cba_settings.sqf contains the following parameter:
asr_ai3_main_setskills = true; asr_ai3_main_seekcover = true; asr_ai3_main_usebuildings = 0.8; asr_ai3_main_getinweapons = 0.5; asr_ai3_main_rearm = 0; asr_ai3_main_rearm_mags = 0; asr_ai3_main_rearm_fak = 0; asr_ai3_main_radiorange = 0; asr_ai3_main_rrdelaymin = 5; asr_ai3_main_rrdelayplus = 10; asr_ai3_main_packNVG = true; asr_ai3_main_fallDown = true; asr_ai3_main_pgaistamina = false; asr_ai3_main_onteamswitchleader = true; asr_ai3_main_debug_setskill = false; asr_ai3_main_debug_setcamo = false; asr_ai3_main_debug_findcover = false; asr_ai3_main_debug_rearm = false; asr_ai3_main_debug_reveal = false;
- What about the asr_ai3_config.sqf ? Do i had to deploy this file into the server userconfig directory ?
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Is there anything to note for RHS or CUP units?
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41 minutes ago, kennyleif said:Is there a manual on all the different Alive modules?
Yes everything is more or less well documented under in there ALIVE wiki ( http://alivemod.com/wiki/index.php/Main_Page )
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Hi,
i made a test with TFAR version 1.0.261 and it seem the script does not work with this version. No error message or something else. It is possible to use TFAR without any problems if the script is active. Is it possible to fix this ?
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16 hours ago, kerozen said:Does the Duke system on the Mrap actually work? How does it work? Ive tried lowering it but every IED + Mine explodes
Imho it is not functional.
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13 hours ago, dedmen said:The TFAR timeout setting configures the TFAR timeout yes. See CBA Settings.
I've created an cba_settings.sqf in my mission root folder with this option: TFAR_pluginTimeout = 11;
But it seems the option does not work. because in If i take a look into Game Options addon -> TFAR -> Plugin timeout in seconds is a value 4.
Do I've made the wrong way to set the CBA settings for TFAR ?
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At the moment i test version 1.-1.0.245. It seems to work fine.
But sometimes TFAR is switching the TS channel and fallback in the TFAR channel while changen into Zeus.
Version 1.-1.0.244 was without this channel switching problem. So is it possible to increase the TFAR timeout?
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Hello,
maybe i can't find it.But is it possible to spawn units via script on a certain marker and then let the spawned units move them to an marked area.Because it seems to me there is only an option to spawn units in an marked area and let them patrol in this area where the got spawned.Sorry i think i found the correct option:
mySpawnContainer = [ [ [ BASIC ], [ "ATTACK", “mkr” ], [ COMMUNICATION ] ], [ [ _group, "marker" ], [ "ATTACK", “attackHERE” ] ] ];
"mkr": ?
"marker": Spawn area
"attackHERE": marked area which has to be attacked by the spawned units
But is it possible to run this call in an script during the mission?
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23 minutes ago, friznit2 said:If you manually place aircraft and you want them to be used by MACC, they must be virtualised. Depending on the settings of the Virtual AI module, you may have to sync the aircraft to it (e.g. if you have the Virtual AI module set to virtualise only synced units). MACC will only task one aircraft per Air Tasking Order at a time. So you will have one CAP aircraft and one DCA aircraft in the air. The remainder will be kept on standby until the tasked aircraft are lost or destroyed. Make sure the faction you're using actually has aircraft. If in doubt, try getting it to work with vanilla (CSAT or NATO) first.
I also tried it with CSAT. Only some units are spawned but no plane or helo. Does anyone have an sample mission?
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19 minutes ago, sammael said:can`t get it work properly. F or example - I want to place 10 heli and 5 jets -and make them patroling area? I try a lot and every time module spawn only one heli with pilots , but heli don`t fly
Same Issue. Placed the module on Rasman airfield on Takistan with rhs_faction_vdv as faction. But nothing happen. It is also synct to one of my Military AI Commander. No Aircraft or helo. How can i fix this ?
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2 hours ago, kremator said:Have you included the userconfig folder on the server too (then allow filepatching) ?
Yes i've created an userconfig folder. The dedi. server userconfig folder contains a folder named asr_ai3 with the file "asr_ai3_config.sqf". The file is part of Pooters enhanced Ai.
In my server config do i have to set the filepatching option to 1 or 2 ? (see: filepatching Option).
Do i also need to run "Pooters enhanced AI" also in my headless client script?
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I use Pooters enhanced ASR AI with ACE3, RHS, Project OPFOR and ALIVE in a headless client configuration. Also the ALIVE SKILLAI module is not placed in the mission. The server runs the mission in Veteran difficulty level.
But it seems, the AI is really stupid and easy to kill. Is there something which i have to take care?
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1 minute ago, marceldev89 said:When using AI mods it's probably best to not use the ALiVE AI Skill module.
My last test configuration was without the ALIVE skill module placed in the mission but with Potter ASR AI. Same issue, a really bad AI behviour. My this info is helpful. I start my dedi. server in Veteran mode.
Does the server difficulty affecting the AI skill?
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5 minutes ago, Riksen said:You cannot have ASR AI with Potter ASR AI .. thats a big No No. So you have to pick one or the other when playing. In addition, whichever mod you choose will overwrite ALiVE skill module unless you disable the AI skill modifier in the addon menu.
Hope that helps
cheers
Edit: Just now noticed you put a slash between ASR and Potter AI so disregard my comment about using them together as u already know that.
Yes, I,ve tested ASR AI and Potter ASR AI in seperate ways. Never at the same time.
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I use a Headless Client. But since the version bevor the latest relase of ALIVE everything works great again!
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Hey!
I use ALiVE in my mission. So far so good. But it seems the AI skill is really bad. I've tested ASR AI and Pooters ASR AI with ALIVE AI Skill or without ALIVE AI Skill. In the ALIVE AI Skill module i used the default values. So maybe this coul be the issue. I can't find a documentation for of the value range.
- Whats the range of the ALIVE AI Skill values?
- Or is there a known issue with ALIVE + ALIVE AI Skill + ASR AI/ Pooters ASR AI + headlessclient?
- How can i tweak the skill of the enemy AI ?
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Since the last Arma3 update, the ammo of the GAU-8 is empty and unable to reload. Could you please fix it. Thank you!
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Hello,
i also use the Insurgency script from Hazey and it works great.
Credits to: Sacha Ligthert + Mphillips'Hazey'
Only some parts are really relevant:
Folder: funcs, functions, sounds
Files: common_defines.sqf, scripts\prayer.sqf
init.sqf:
if (paramsArray select 7 == 1) then { if (isServer || isDedicated) then { _null = [] spawn INS_fnc_SpawnIntel; }; }; if (isServer || isDedicated) then { _null = [] spawn INS_fnc_setupCache; }; call compile preprocessFile "common_defines.sqf"; [] execVM "scripts\prayer.sqf";
description.ext:
class CfgFunctions { #include "functions\cfgfunctions.hpp" }; class CfgSounds { sounds[] = {muezzin}; class muezzin {name="muezzin";sound[]={sound\muezzin.ogg,db+10,1.0};titles[] = {};}; }; //--- Custom Intel Event Handlers class Extended_InitPost_EventHandlers { class Man { //--- Make sure everyone is happy when the mission starts init = "_this call INS_fnc_handlerRegister"; }; }; #include "params.hpp"
params.hpp
class Params { class TimeofDayHour { //-- param 0 title = "Mission Hours"; values[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24}; texts[] = { "1:00","2:00","3:00","4:00","5:00","6:00","7:00","8:00","9:00","10:00","11:00","12:00", "13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00","24:00" }; default = 9; }; class TimeofDayMinute { //-- param 1 title = "Mission Minutes"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59}; texts[] = {"0","1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24","25","26","27","28","29","30","31","32","33","34","35","36","37","38","39","40","41","42","43","44","45","46","47","48","49","50","51","52","53","54","55","56","57","58","59"}; default = 0; }; class TimeofDayMonth { //-- param 2 title = "Mission Month"; values[] = {1,2,3,4,5,6,7,8,9,10,11,12}; texts[] = {"January","February","March","April","May","June","July","August","September","October","November","December"}; default = 1; }; class TimeofDay { //-- param 3 title = "Mission Day"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31}; texts[] = {"1","2","3","4","5","6","7","8","9","10","11","12", "13","14","15","16","17","18","19","20","21","22","23","24","25","26","27","28","29","30","31"}; default = 1; }; class LEER1 { //--- paramsArray[4] title = "Empty Param"; values[] = {0}; texts[] = {"Disabled"}; default = 0; }; class LEER2 { //--- paramsArray[5] title = "Empty Param"; values[] = {0}; texts[] = {"Disabled"}; default = 0; }; class cachesLimit { //--- paramsArray[6] title = "Number of caches to hunt"; values[] = {2,4,6,8,10,12,14,16}; texts[] = {"Two","Four","Six","Eight","Ten","Twelve","Fourteen","Sixteen"}; default = 12; }; class intelItems { //--- paramsArray[7] title = "Spawn Intel in town?"; values[] = {1,0}; texts[] = {"Enabled","Disabled"}; default = 1; }; class intelAmount { //--- paramsArray[8] title = "Number of Intel Items to spawn per town"; values[] = {2,4,6,8,10}; texts[] = {"2","4","6","8","10"}; default = 8; }; class LEER3 { //--- paramsArray[9] title = "Empty Param"; values[] = {0}; texts[] = {"Disabled"}; default = 0; }; class INS_dropRate { //--- paramsArray[10] title = "Intel drop rate - off bodies"; values[] = {98,95,92,87,84,80,77,75,70,60,50,10}; texts[] = {"2% Chance","5% Chance","8% Chance","13% Chance","16% Chance","20% Chance","23% Chance","25% Chance","30% Chance","40% Chance","50% Chance","90% Chance"}; default = 75; }; };
I hope I did not forget anything,
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I've a few questions.
1) Do i have to deploy this mod only on my dedicated Server (Serverside only)?
2) Is "Pooter's enhanced ASR AI" a standalone AI Mod, or do i need ASR AI 3 also?
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Thank you for such an addon!
Suicide Bomber and Carbomb Addon
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Greate, if you want i can support you in testing the update.