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Thread: ACE for OA 1.12

  1. #281
    I very rarely have units use launchers on infantry. You can't order them to do it, and you can't recreate it, so there are only certain obscure circumstances where they will do so.

    And really, it's not a problem. Handheld AT is used against infantry all the time in the real world. I say they should just expand the damage radius of those HEAT rounds slightly and put some sort of hard prohibition on using one-shot launchers against infantry.

    Edit: Actually, I can confirm that they absolutely love using RPG-18s on single infantrymen at close range. But I can't get them to use their RPGs and AT4s.
    Last edited by maturin; Oct 26 2011 at 17:04.
    My Chernarussian Civil War SP missions:
    Enfilade Ambush
    Autumn Siege

  2. #282
    Seems like that AI Medics can´t heal anymore. Ticket created at DH.

    http://dev-heaven.net/issues/25895

  3. #283
    Colonel Sickboy's Avatar
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    Cool

    Quote Originally Posted by Humvee28 View Post
    Seems like that AI Medics can´t heal anymore. Ticket created at DH.

    http://dev-heaven.net/issues/25895
    Cheers, fix attached!
    A.C.E. Advanced Combat Environment

    Dev-Heaven.net Free Project Hosting | A2 Community Issue Tracker Help BIS, Help yourself!

  4. #284
    Cheers to you Man!

  5. #285
    Quote Originally Posted by Tonci87 View Post
    Yeah, I think that is the problem.
    We should then add this to the ArmA3 CIT on Dev-heaven to fix this serious limitation.
    "Most Realistic Military Simulator", heh? ^^
    Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
    We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview

    Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!

  6. #286
    Couldn't you have special weapon classes for AI that will be automatically replaced and only be able to use 1 type of ammo, and have a script switch between them based on the kind of ammo that makes sense in the given situation as long as that ammo is available?

  7. #287
    Does anyone here notice M203 HEDP grenades taking long periods of time to explode? The last game I played, they were absolutely bonkers. I would take aim at a BMP and fire and nothing would happen. Also, I managed to frag myself with one after a long time had elapsed. It was like I had fired a GP-25 or something.

    Edit: However, I can't reproduce it. Maybe it was just that mission. Cipher isn't the simplest piece of software by any means.

    Also, I am not loving the various gear changes. I used to be able to interact with units of lower rank and access their inventories. Now I have to wait for some scripts to fire, because it takes several seconds for the screen to pop up. Likewise, I can no longer access rucksacks and RPG packs like I could in vanilla OA. The action menu option is gone and I have use the interaction menu, only to sit through a three second lag time to hear that the back is locked. Excuse me? How do you lock a sack of rockets?

    And when I shot the selfish bastard carrying the gear and took the back myself, I could never open it. It took me a few minute to cycle through the various combinations of "In Hands," "On Back" (it disappears from the model!) and on the ground versus action menu, Interact and Self Interact. Only one of those combinations got me an Open Pack option (I forget which), and when I clicked, nothing happened. So I couldn't play that mission because my extra rockets were locked inside a backpack.

    I rant here because none of this is ticket-worthy. Here's my RPT anyway; some of the spam is Namalsk's fault.

    ================================================== ===================
    == C:\Program Files\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe
    == "C:\Program Files\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe" "-mod=C:\Program Files\Steam\steamapps\common\arma 2;Expansion;ca;Expansion\beta;Expansion\beta\Expan sion;@cba;@ace;@acex;@acex_usnavy;@acex_ru;@acex_s m;@jsrs-e;@jsrs-v;@jsrs-vw;@jsrs-w;@fallujah;@namalsk;@panthera;@proper;@trueuser;@ rws" -nosplash -world=empty -showScriptErrors -maxMem=2047 -cpuCount=2
    ================================================== ===================
    Exe timestamp: 2011/09/30 20:32:53
    Current time: 2011/10/26 19:48:50

    Version 1.59.85015
    Item str_disp_server_control listed twice
    Updating base class HouseBase->NonStrategic, by nst\ns2\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->HouseBase, by ca\buildings2\a_generalstore_01\config.bin/CfgVehicles/House/
    Updating base class Weather6->Weather5, by trueuser_skybox_bluer\config.bin/CfgWorlds/Desert_E/Weather/Overcast/Weather6/
    Updating base class Weather6->Weather5, by trueuser_skybox_bluer\config.bin/CfgWorlds/Takistan/Weather/Overcast/Weather6/
    Updating base class Weather6->Weather5, by trueuser_skybox_bluer\config.bin/CfgWorlds/Zargabad/Weather/Overcast/Weather6/
    Updating base class SCAR_H_Single->SCAR_H_SD_Single, by x\ace\addons\c_ai_rof\config.bin/CfgWeapons/SCAR_H_STD_TWS_SD/SCAR_H_SD_Single/
    Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BAF_Jackal2_L2A1_D/Turrets/M2_Turret/
    Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BAF_Jackal2_GMG_D/Turrets/GMG_Turret/
    Updating base class SCAR_H_FullAuto->SCAR_H_SD_FullAuto, by x\ace\addons\c_weapon\config.bin/CfgWeapons/SCAR_H_STD_TWS_SD/SCAR_H_SD_FullAuto/
    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02
    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

    [9137,122.704,0,"XEH: PreInit Started. v3.3.2. MISSINIT: missionName=, worldName=namalsk, isMultiplayer=false, isServer=true, isDedicated=false"]
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    [10203,137.016,0,"XEH: PostInit Started"]
    [10203,137.166,0,"CBA_VERSIONING: cba=0.8.1.168, ace=1.12.1.515, acex=1.12.0.348, acex_ru=1.12.0.61, acex_usnavy=1.12.0.64, "]
    [10203,137.974,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1"]
    Strange convex component31 in nst\ns\build\ves\molo2.p3d:geometry
    Strange convex component31 in nst\ns\build\ves\molo.p3d:geometry
    [17180,345.175,0,"XEH: PreInit Started. v3.3.2. MISSINIT: missionName=Groznaia, worldName=namalsk, isMultiplayer=false, isServer=true, isDedicated=false"]
    [17180,346.024,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
    2nd UV set needed, but not defined in ReportStack not available
    [17279,355.022,0,"XEH: PostInit Started"]
    [17279,355.086,0,"CBA_VERSIONING: cba=0.8.1.168, ace=1.12.1.515, acex=1.12.0.348, acex_ru=1.12.0.61, acex_usnavy=1.12.0.64, "]
    [17279,355.291,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2"]
    Strange convex component01 in x\ace\addons\sys_ruck\backpack_data\ace_backpack_r pg.p3d:geometryView
    Strange convex component01 in x\ace\addons\sys_ruck\backpack_data\ace_backpack_c ivil_assault.p3d:geometryView
    [18364,403.5,0,"XEH: PreInit Started. v3.3.2. MISSINIT: missionName=Groznaia, worldName=namalsk, isMultiplayer=false, isServer=true, isDedicated=false"]
    [18364,404.814,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
    [18388,407.883,0,"XEH: PostInit Started"]
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    [18388,408.268,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=3"]
    Strange convex component02 in nst\ns\build\panelaky\in_nastenka1.p3d:geometry
    Strange convex component03 in nst\ns\build\panelaky\in_nastenka1.p3d:geometry
    [25706,927.493,466.674,"x\ace\addons\sys_cargo\XEH_ preInit.sqf:72","EXPLODE_1 _this: _target=6a1ba400# 298181: ace_ruck_crate.p3d"]
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    [25706,927.494,466.674,"x\ace\addons\sys_cargo\XEH_ preInit.sqf:44","EXPLODE_2 _this: _items=[[],[]], _type=m"]
    [25706,927.494,466.674,"x\ace\addons\sys_cargo\XEH_ preInit.sqf:44","EXPLODE_2 _this: _items=[[],[]], _type=w"]
    [25723,929.195,468.333,"x\ace\addons\sys_cargo\XEH_ preInit.sqf:72","EXPLODE_1 _this: _target=6a1ba400# 298181: ace_ruck_crate.p3d"]
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    [25723,929.196,468.333,"x\ace\addons\sys_cargo\XEH_ preInit.sqf:44","EXPLODE_2 _this: _items=[[],[]], _type=m"]
    [25723,929.196,468.333,"x\ace\addons\sys_cargo\XEH_ preInit.sqf:44","EXPLODE_2 _this: _items=[[],[]], _type=w"]
    [43699,1458.66,0,"XEH: PreInit Started. v3.3.2. MISSINIT: missionName=Groznaia, worldName=namalsk, isMultiplayer=false, isServer=true, isDedicated=false"]
    [43699,1459.98,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
    [43727,1463.53,0,"XEH: PostInit Started"]
    [43727,1463.64,0,"CBA_VERSIONING: cba=0.8.1.168, ace=1.12.1.515, acex=1.12.0.348, acex_ru=1.12.0.61, acex_usnavy=1.12.0.64, "]
    [43727,1463.92,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=4"]
    Out of path-planning region for O 1-1-B:6 at 6648.4,11376.6, node type
    These kind of changes are worth a dev blog, at least.

    Edit: Okay, deep breath. I went and confused myself thoroughly, so not everything I said above is necessarily accurate.

    But I think I can report that the Interact key Rucksack option doesn't work when you try to open the bag of a corpse. This is sort of okay because you can simply open the bag through the action menu, though.

    I still have a feeling the Interact Key gear swapping takes longer to initiate in a busy mission. Was the scripting method for this function changed?

    I am pretty sure it wasn't user error that prevented me from opening a dropped RPG pack.

    And most of all, I think we should be able to access the rucks of living units who are not in our group.

    Also, there is now a cosmetic issue where RPG ammo carriers no longer have their packs visible on their models until they die. This confused me in an old mission.

    Edit Again: Is there any possible effect team switching could have on the ruck system? I tried to retrieve rockets for an ammo carrier from a different group and found the rucksack "locked." I killed him and was able to access the ruck as in the vanilla game. But after repeating the process as a different unit, the ruck would not display its original contents. It appeared empty and would only accept the items that I put in it.
    Last edited by maturin; Oct 27 2011 at 02:49.

  8. #288
    Colonel Sickboy's Avatar
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    Quote Originally Posted by galzohar View Post
    and have a script switch between them based on the kind of ammo that makes sense in the given situation as long as that ammo is available?
    How do you determine the kind of ammo that makes sense in the given situation?

  9. #289
    First Lieutenant CameronMcDonald's Avatar
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    Quote Originally Posted by zGuba View Post
    We could try adding AI muzzles for various types of rockets, but that would mean AI able to fire 2 rounds of different types instantly. I don't think it's particularly desired for infantry.
    Can't you use the aiRateOfFire entry to fix that? That is how the multiple muzzles o' tanks/APCs workaround operates.

    Probably different for AT launchers, though.

    Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.

  10. #290
    Quote Originally Posted by Sickboy View Post
    How do you determine the kind of ammo that makes sense in the given situation?
    Same as how you determine whether or not you should rearm and from where - That's where the "smart scripting" comes in

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