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neodyn

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Everything posted by neodyn

  1. Greate, if you want i can support you in testing the update.
  2. Is it possible to use this mod with "Zeus Enhanced" ? At the moment there is an dependency to Achilles.
  3. 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?
  4. 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.
  5. 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?
  6. Is it possible to add the Radio Jamming Script to an moving vehicle ?
  7. neodyn

    ASR AI 3

    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 ? Is there anything to note for RHS or CUP units?
  8. Yes everything is more or less well documented under in there ALIVE wiki ( http://alivemod.com/wiki/index.php/Main_Page )
  9. 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 ?
  10. neodyn

    RHS Escalation (AFRF and USAF)

    Imho it is not functional.
  11. 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 ?
  12. 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?
  13. 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?
  14. I also tried it with CSAT. Only some units are spawned but no plane or helo. Does anyone have an sample mission?
  15. 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 ?
  16. neodyn

    Pooter's enhanced ASR AI

    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?
  17. neodyn

    Pooter's enhanced ASR AI

    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?
  18. 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?
  19. Yes, I,ve tested ASR AI and Potter ASR AI in seperate ways. Never at the same time.
  20. I use a Headless Client. But since the version bevor the latest relase of ALIVE everything works great again!
  21. 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 ?
  22. neodyn

    Mighty GAU-8/A Avenger

    Since the last Arma3 update, the ammo of the GAU-8 is empty and unable to reload. Could you please fix it. Thank you!
  23. neodyn

    ZEUS JIP problem

    Hello! I try to make a small test mission with zeus. My setup: 2 groups, each with 3 members. Every group has a leader. One called T1 other T2 I've placed 2 Game master modules on the Map On each Game master module owner is T1 other T2 While testing local everthing looks great. But when i start running the mission on a dedi. server, choose T1 i've no problem to switch into zeus. Now i click abort => back to lobby => choose slot T2 => join mission now i only can ping zeus . Same issue with T1. So my problem: If i reconnect to a running mission on an possible zeus slot, it is not possible to run the zeus interface again. The Zeus interface is only accessable on mission startup. Anyone has a idea?
  24. 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,
  25. neodyn

    Pooter's enhanced ASR AI

    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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