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Thread: All Round Defence

  1. #11
    Good stuff mate, now if only the AI could also make jokes about McStab every 5 minutes you'd be sorted!

  2. #12
    Release frontpaged on the Armaholic homepage.

    Last edited by Foxhound; Dec 9 2010 at 20:53. Reason: Mirror updated with version 1.0, but I have no idea what actually changed.

  3. #13
    Master Gunnery Sergeant Imutep's Avatar
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    Thx for the script
    Put it on our scripts section at Assault Mission Studio.

    All Round Defence Script v1.0 by Das Attorney
    Last edited by Imutep; Dec 4 2010 at 18:34. Reason: error

    Assault Mission Studio - German Mission Editing && Scripting Website

  4. #14
    Well done mate. Very useful

  5. #15

  6. #16
    lol this gives me memories of being on field Execs just wish that in Arma it were a scout which lead the fireteam or squad and not the IC


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  7. #17
    The only thing i'd change mate is having the gunners at the 12 and 6 position, that way the re-org can be done on the likeliest direction of enemy threat, that way you have your firepower pointing towards where the next position is and also where they may follow up from, always worked for me in RL




    Gonna test this quite abit as always wanted to see this in. Congrats mate good thinking.

    Edit. After testing a little i can see that different sizes of formation could be neccesary, this to counter Indirect fire, in an open environment usually push the guys up to 50m out, anyway will play more really good concept thanks

    Bootleg
    Last edited by Bootleg Soldier; Dec 5 2010 at 07:51.
    your entire reply is fetish, worthless. get lost
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  8. #18
    First Sergeant Das Attorney's Avatar
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    Quote Originally Posted by Bootleg Soldier View Post
    After testing a little i can see that different sizes of formation could be neccesary, this to counter Indirect fire, in an open environment usually push the guys up to 50m out, anyway will play more really good concept thanks
    Cool pics, good to see it get used.

    See if you like these ones





    Cheers for the feedback mate. As per the On-screen Menu on the right, you can now select different radii. There's a command to call them back into formation, which users might find quicker than SPACE, mousewheel down, click (return to formation), and also then doing SPACE, 7, 4 (copy my stance).

    Quote Originally Posted by mrcash2009 View Post
    Couple of things that I thought about:

    1. Could this be converted into an addon autoexec pbo to be used at any time?
    2. If this was the case could it have its own config file of which user could assign his own toggle key too?
    3. Is it possible that when you toggle it "off" that the team could auto regroup and not stay in "ready" state (unless this is a BIS limitation of course). Because effectively your taking them out of that formation by turning it off and I would expect them to get back to standard formation they were last in. IE Staggered column patrol, then ambush ... goto this formation ... done, auto return to me back in last formation. I really dont know that this can be done so its not a major issue or anything, nothing a "regroup" wont sort out.
    Thanks for the suggestions

    1 - Done! This is my first addon, so I didn't have a clue what to do at first, but now there's a working pbo version. I've been testing it on BAF missions and it it's working super smooth.

    2 - Yes, there's a userconfig file. You can set your own hotkey.

    3 - Done. If you run out of the (group radius + 2), your men will automatically regroup and go back to default behaviour. I squashed an annoying bug as well. They used to still look at their assigned directions even after you had recalled them to formation. Now they look where they are supposed to after the script is terminated. It was really pissing me off but it's much better now it's ironed out. EDIT: There's also the option to call them back from the menu, as per above.

    There's a few other little amendments and features that need working on before it's released. I expect the new release to be soon (ideally before Sunday as I'm missing too much VCB ATM); but it may take a bit longer to get done right. There's a couple of new bugs introduced with the on-screen menu, but nothing impossible to sort.

    The script version will be fully supported, but I'm looking forward to getting the pbo out, as it's easier for people to try.

    I've been playing about with Herring Bone as well, but I don't think there's as much potential to make something cool. I'll probably release something for it later. Here's a pic. (Pretty dodgy but it's early WIP).



    Thanks to everyone for the feedback and comments. Hope you enjoy using it.
    Last edited by Das Attorney; Dec 8 2010 at 23:22.
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  9. #19
    First Sergeant Das Attorney's Avatar
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    Quote Originally Posted by DaveP View Post
    Good stuff mate, now if only the AI could also make jokes about McStab every 5 minutes you'd be sorted!
    It's on the "to do" list!

    Download links updated on first page (version 1)

    Thanks to Armaholic and Assault Mission Studio for the mirrorz
    Last edited by Das Attorney; Dec 8 2010 at 23:50.

  10. #20
    Good work mate just a pity i've just got back and about to hit the sack or i'd be all over it
    Will have a play round when i get in from work tomorrow (well today) Could be a late one CO's on the warpath apparently but whats new!!
    Anyway the new features look pretty cool and defo worth having ARD ready to hand in any mission or situation, will make a vid tomorrow and some more pics to show it off.
    I see what you mean about herrinbone aswell useful in real life but when it comes to Arma a little less although saying that open herrinbone when in file and stopping for its alternate arcs would be very useful in the day and i think closed would be pretty cool at night, pic looks cool as fuck! See where your tinkering takes you!
    Anyway kettles on and bed looks appealing, till tomorrow (today)

    Bootleg

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