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Thread: Suppressionscript-pack

  1. #41
    Quote Originally Posted by (Nepumuk @ May 01 2007,12:41)
    I have just played some quick missions in the editor with the latest scripts and I like it
    I was able to defeat 2 or 3 enemy squads whereas my 9 man squad only suffered 2 kills and 1 or 2 injured.
    Same thing here Positions from where group can send big amount of fire to enemy's neck seems to be very important aspect to overcome bigger size of opponent but when defending positions are bad for consetrated firepower result (like forrests, as they break line-of-sight very easily) turns out to favor attacker who can use bigger amount of fire against few visible defenders (while rest of defenders get pinned down, panicking and eventually fleeing). I've been banging my head to wall because of that (as i love forrest fights). Spruces expacely breaks LOS as AI lying under spruce can't see his own hand easily!
    \"on se saatanaa, että kansa on pieni\"

    -Paasikivi

  2. #42
    I just tried the scripts and I'm very impressed! I have combined the script with a lower accuracy setting in the Armaprofile file. Battles are very slow and intense with constant firing. Just the way I like it . I might set te multiplier a bit higher though to compensate for the increased suppression due to the increased volume of fire caused by the lower accuracy.

    I believe ArmA might have given us the tools to finally do something about the horrid stock-AI.

  3. #43
    If you're having problems with the stock flee function maybe you can write an ancillary one (called retreat or something) that makes them fall back to last waypoint? Or maybe 200m in direction of last waypoint?

    I just heard you had problems with fleeing sometimes they hide instead of fall back.

  4. #44
    Quote Originally Posted by (Frederf @ May 02 2007,20:34)
    If you're having problems with the stock flee function maybe you can write an ancillary one (called retreat or something) that makes them fall back to last waypoint? Or maybe 200m in direction of last waypoint?
    Fleeing ain't problem... I'm just wondering that how it works... Maybe they start to flee to random places when they don't have previous waypoints enough far to pullback (they wouldn't get away from enemy fire if they flee there) or known enemy is in direction of previous waypoint, i'm not sure how it works. But in OFP, if i rember right, they don't flee at all if they don't have waypoints or waypoint is is direction of known enemy.

    Quote Originally Posted by [b
    Quote[/b] ]I just heard you had problems with fleeing sometimes they hide instead of fall back.
    But this i don't get I don't recall saying anything like that (has my english made a trick or two when i've been writing?). What i ment to write is this: when fleeing or searching for hiding places they might get into places from where they don't find way out.

    Fleeing should override hiding by default. Atleast that's what i noticed.

    Zendjir said:
    Quote Originally Posted by [b
    Quote[/b] ]I believe ArmA might have given us the tools to finally do something about the horrid stock-AI.
    I'm converting this to OFP... But there are certainly limits, which is pity

  5. #45
    Quote Originally Posted by (Second @ April 27 2007,02:33)
    And same applies to fleeing, they don't act same as in OFP anymore it seems: they seek fleeing spots acording to situation and only sometimes flee to previos waypoint...
    This is what I was responding to.

  6. #46
    Quote Originally Posted by (Frederf @ May 03 2007,00:45)
    Quote Originally Posted by (Second @ April 27 2007,02:33)
    And same applies to fleeing, they don't act same as in OFP anymore it seems: they seek fleeing spots acording to situation and only sometimes flee to previos waypoint...
    This is what I was responding to.
    Okay now i understand.

    No, it doesn't seem to be problem with scripts, it's problem with ArmA's hard-coded AI's pathfinding issues. Which, luckily, doesn't seem to be too severe/freguent: I have run up against it few times in small areas where is lots of buildings and only narrow pathways.

    Were these scripts used or not doesn't matter, as it might happen in both cases... Atleast by my understandment.

  7. #47
    Quote Originally Posted by (Zendjir @ May 02 2007,16:57)
    I just tried the scripts and I'm very impressed! I have combined the script with a lower accuracy setting in the Armaprofile file. Battles are very slow and intense with constant firing.
    That's waht I like too. But your squad can run out of ammo quickly during such a firefight because it is very hard to control the AI rate of fire in ArmA - even more than in Ofp. Damn AI ignores hold fire commands once the firing has started
    BIS really should work on the command interface and give us some more options there like rate/method of fire, fire sectors and so on.

  8. #48
    Quote Originally Posted by (Nepumuk @ May 03 2007,21:55)
    Quote Originally Posted by (Zendjir @ May 02 2007,16:57)
    I just tried the scripts and I'm very impressed! I have combined the script with a lower accuracy setting in the Armaprofile file. Battles are very slow and intense with constant firing.
    That's waht I like too. But your squad can run out of ammo quickly during such a firefight because it is very hard to control the AI rate of fire in ArmA - even more than in Ofp. Damn AI ignores hold fire commands once the firing has started
    BIS really should work on the command interface and give us some more options there like rate/method of fire, fire sectors and so on.
    Well, vote for it
    0002218: AI ignores HOLD FIRE when detected - Armed Assault Community Bugtracker

    I've made another request, referencing this thread:
    0002466: implementation of suppressive fire - Armed Assault Community Bugtracker

    Regards

    Boecko

  9. #49
    Quote Originally Posted by (Nepumuk @ May 03 2007,21:55)
    That's waht I like too. But your squad can run out of ammo quickly during such a firefight because it is very hard to control the AI rate of fire in ArmA - even more than in Ofp. Damn AI ignores hold fire commands once the firing has started
    BIS really should work on the command interface and give us some more options there like rate/method of fire, fire sectors and so on.
    Hold fire only let them holds fire until the enemy is dangerously close or when they are under fire, when you order it during a firefight it they are most likely under fire
    Firesectors can be done with the watch command (hold alt, click direction), its not perfect but it works.

    I also use the lowered accuracy trough the armaprofile and i havent noticed the AI running out of ammo yet, but the rate of fire can be lowered trough the config of the weapons, cant remember the exact names of the values though.
    (IIRC the AI now always flees when they dont have a weapon or ammo, so it shouldnt be a very big problem when they run out of ammo for AI squads)

  10. #50
    Quote Originally Posted by (ofpforum @ May 03 2007,22:37)
    Hold fire only let them holds fire until the enemy is dangerously close or when they are under fire, when you order it during a firefight it they are most likely under fire
    not really .. look at Bug 2218 ...
    The AI begins to ignore the "HOLD FIRE", if the following condition is fullfilled:

    e1 = enemy (my teammate knowsabout this unit);
    m1 = my teammate;

    if ( e1 knowsAbout m1 > 0.7.. ) {
    *** m1 ignores HOLD FIRE
    }

    regards

    Boecko

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