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kyboshsteinski

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Posts posted by kyboshsteinski


  1. Have you checked changing the Mi24 for any Mi8 with rockets? Does it behave differently? Also try different vanilla helos.

    1ST TEST: tested fresh mission no modules (ie alive) with MI-8MTV-3 & MI-8AMTsh with trigger condition {_x in thisList} count (playableUnits + switchableUnits) > 0 and both helicopters followed waypoints and reacted properly.

    tested same scenario with ALIVE mods and i was given the same positive result.

    tested same scenario with ALIVE mods within a custom mission and i was given the same positive result.

    2ND TEST: tested fresh mission no modules (ie alive) with MI-24P and MI-24V with trigger condition {_x in thisList} count (playableUnits + switchableUnits) > 0 and both helicopters DID NOT follow waypoints and flew off in a different direction.

    tested same scenario with ALIVE mods and i was given the same negative result.

    tested same scenario with ALIVE mods within a custom mission and i was given the same negative result.


  2. Kybo could you please clarify what you mean or what you did exactly to fix the AGM-ALiVE conflict?

    Rath I was referring to this---> http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment&p=2808669#post2808669

    And I wish I had an answer to the second part of your question. All I did from my dedi was DL another folder from the ALiVE website. I just naturally assumed that these guys worked there magic. Diligent group of Moders ..one of the reasons why we incorporate this mod into our dedi.

    Edit: I must say I have NOT fully tested variants such as switching weapons from the VAS for example. However the weapon I was using is from massi and it recorded kills to the WR.


  3. Its the medical .pbo that is the problem....

    I removed all suggested @agm .pbo's ( AGM googles, explosives, scopes or medical) and reintroduced one at a time. When I reintroduce the medical .pbo your kills, rounds fired etc... are recorded but switching up weapons mid battle it stops recording your kills, rounds etc... to War Room.

    T or highhead

    anything new here with @agm war room conflicts?


  4. Thanks for the heads up, we will take a look and try and figure something out with the AGM guys

    Edit: taken a quick look and it is likely either AGM googles, explosives, scopes or medical. Could you test with removing these to see if they stop interfering with war room?

    Its the medical .pbo that is the problem....

    I removed all suggested @agm .pbo's ( AGM googles, explosives, scopes or medical) and reintroduced one at a time. When I reintroduce the medical .pbo your kills, rounds fired etc... are recorded but switching up weapons mid battle it stops recording your kills, rounds etc... to War Room.


  5. War Room Culprit mod is Authentic Gameplay Mod

    ( @agm)

    Everything records if you grab a vanilla weapon NATO or CSAT but if you switch weapons mid battle it stops recoding kills , shots fired etc ....vanilla weapon or otherwise

    Remove @agm and war room recording works as advertised .

    @agm also jacks with the radio debug for the alive support radio but that can be fixed by removing the @ agm radio . Pbo.

    This blows because @agm is a badass mod and the war room is a badass feature but here in Arma country you can't have your cake and eat it too.

    Thanks for the help T


  6. First off, i just learned how to fix it a few days ago. Yes, two months after first release. No one is paying me here, I'm very busy with RL stuff this moment in time.

    Secondly, Arma AI are a lil bit stoopid (just a little bit).

    Third, they way you can use it in multiplayer is:

    1. Get In the vehicle

    2. Have a buddy of yours hop in another seat.

    3. Fly/kill.

    So for all intents and purposes, if you wanna "complain", at least have the courtesy to suggest a solution. For this very same deal with Ai, i have been requesting help for it since day one.

    Mods badass ! Thanks for putting your work out there


  7. EvW Helicopters DLC :-)))) Just couldn't wait.

    v0.95

    *Helicopters MI-8, UH-60

    *New units: engineers and sappers

    *New items: RD-54 and ALICE backpacks

    *Ammoboxes added

    *New magnificent Soviet helmet SH-68 model made by Vladimir (aka _boby_)!!!!

    *Some fixes and tweaks

    This update could have been released four hours earlier if I wouldn't decide to play some time with ALive mod. :)

    Great thanks to Vladimir for his excelent SH-68 helmet and I hope we will do a lot more stuff together.

    http://acrofobia.ru/images/evw/evshot15.jpg

    http://acrofobia.ru/images/evw/evshot14.jpg

    Download ~655Mb

    I like you man! Cold War Missions in my future


  8. To tell AI what weapons to use against which targets, try playing with the values in the cfgammo for missiles/guns. https://community.bistudio.com/wiki/CfgAmmo_Config_Reference

    cost = 100; for example is a weapon that has a high chance to be used, also cost value in the target units cfgvehicles is taken in to account. AI is simple, and not always hard to manipulate.

    The value change got the Cobra and the Apache shooting the Chaingun at ground forces but not the Hellfire. I lazed some techies when I put the CAS in a SAD role via ALiVE tablet but they just don't engage. I'm sure a tweak or two is all that's needed.

    The Venom on the other hand brings the steal rain like a mad man. No hydras yet.

    Great mod sir!

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