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#16 Posted at 2018-05-01 21:22        
     
Good evening, our fellow CWR fans,

just in case if anybody else still plays A2 and this excellent Mod,

please note our new custom SP Pack for the CWR2 upcoming very soon:

    * good old OFP-style mission design;
    * intros, outros, overvievs, external sounds, and scripts;
    * custom voice-acting and radio traffic;
    * plenty of music;
    * full-fledged cutscenes for every mission;
    * intense combined-arms action;
    * support by armour, mortars, artillery, helicopters and fixed-wing;
    * an array of different military specialties for the player;
    * real-life tactics and SOPs (within the engine’s limitations, of course);
    * developed background story, based on the real-life military concepts of the 1980s;

Without false modesty – the missions are pretty atmospheric and fun to play.



A SMALL TRAILER VIDEO

This post was edited by batteriefuhrer (2018-05-07 08:45, 198 days ago)


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#17 Posted at 2018-05-03 07:51        
     
One more VIDEO on the upcoming SP pack.

Some finishing touches before the release.

This post was edited by batteriefuhrer (2018-05-04 07:24, 201 days ago)


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#18 Posted at 2018-06-14 21:10        
     
Thanks for making this mod. I love replaying one of my top favourite games on a modern engine.

I'm having a problem though. All of my guys are using their LAW rockets against infantry instead of vehicles and it's killing me. Also, BMPs seem to take way more shots than they used to. Is there anything I can do about these problems?


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#19 Posted at 2018-07-03 21:54        
     
# DekklinOfDeath : ... guys are using their LAW rockets against infantry instead of vehicles ... BMPs seem to take way more shots than they used to. Is there anything I can do about these problems?

The AI preference of targets is written in the respective weapon's config, seems there is no way to alter the AI behavior without intervening into the addons.

Option: rearm the rocket people with something more suitable for your mission. BIS AT4s, for example, fit the 1980s era as well.

Umm by "take more shots" you meat the BMPs can withstand more damage, right?
Again, armor settings belong to a vehicle's config, so an immediate way to address the issue might be either reducing a unit's "health/armor" setting in the editor or dynamically adding extra damage for every hit via the "hit" event handler.


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#20 Posted at 2018-07-08 23:39        
     
# DekklinOfDeath : Thanks for making this mod. I love replaying one of my top favourite games on a modern engine.

I'm having a problem though. All of my guys are using their LAW rockets against infantry instead of vehicles and it's killing me. Also, BMPs seem to take way more shots than they used to. Is there anything I can do about these problems?

Believe me, we tried a hell lot of tricks to prevent the moronic AI doing that. Some of what we tried was working - except that then they missed the tanks (more than they already do). The problem here is the ancient engine and the lack of developer interest in fixing it.
Best thing is to see it as some sort of 'management test' and to make sure you always have an LAW/RPG by yourself, just in case. :-D

Oh yeah and it's finally here : The last war


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#21 Posted at 2018-08-02 18:49        
     
There's no sights for me when using the M16A2 W/ M203 in M203 mode. It seems that the M203's leaf sight doesn't flip up. Not sure if there is a button I have to press to engage the leaf sight or not.

I play without crosshair so I have to use the actual sights.

This post was edited by Pachira (2018-08-04 04:56, 109 days ago)


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#22 Posted at 2018-08-06 09:37        
     
I'm still playing arma2, mainly for this mod. I've noticed an odd problem - when playing singleplayer missions/campaigns, AI soldiers will sometimes "freeze" standing on one spot and won't unfreeze until 5-10 mins after the area is reported clear. The problem seems to be related to the file "formationCDanger" in cwr2.pbo, which is odd as this file is for governing civilian behavior. Nevertheless, with the file deleted soldiers now move and fight normally although of course less aggressively than in original Ofp. I don't know if this will cause problems outside of cwr2 reporting the file missing but I have reached the limit of my own modding abilities.


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#23 Posted at 2018-08-07 19:08        
     
I added the modified formationcdanger.fsm because Corepatch has/had it also in. As I've just seen, they also removed it because it's causing more issues than it's fixing.

Just removing the file from the pbo is eventually not such a good idea as I can't tell which behaviour script then is used.

I will provide a fixed cwr2.pbo asap in which the original fsm files from A2 are included. Just need to find some free time for packing and uploading the fix.


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#24 Posted at 2018-08-08 11:01        
     
Thanks for the response! I currently have copied the contents of arma2 danger.fsm (soldier version of danger) into the cwr2 formationcdanger.fsm file and that seemed to resolve all issues. I did actually try copying from original arma2 formationcdanger first but that didn't fix the problem. It really seems that soldiers in cwr2 missions are using formationcdanger for their AI. I can't test it further because I don't really know how AI in arma2 actually works.


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#25 Posted at 2018-08-13 11:02        
     
Updated cwr2.pbo with original formationcdanger script is here.

I can't test it further because I don't really know how AI in arma2 actually works.
No worries, I don't know it either nor does the team. Heck I guess not even splendid (not) Bohemia Interactive knows how their AI works. :-D


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#26 Posted at 2018-08-13 21:02        
     
I'm sorry to report but this update is still exhibiting problems for me.

formationcdanger:- AI soldiers seem to be using this script even though it is for civilians.

symptoms of bug:- Fairly easy to spot affected soldiers as they stand frozen on spot for 10-15 mins.

missions affected:- Only seems to affect CWR missions, perhaps AI is setup wrongly within the missions themselves?

The fix I mentioned in my above post (overwriting contents of formationcdanger with danger.fsm) is working for me but it is admittedly a fudge.

It will likely not work if AI mods are being used (if they have formationcdanger file it will overwrite the fix).

I'm able to use my temporary fix so I am happily playing cwr2, I just post this info in case anyone else has the same problems. :)


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#27 Posted at 2018-08-16 23:02        
     
That's the problem actually, no one else except you reported this problem so far. And many people spent countless hours with the Mod in the past years.

Long time ago I had a similar problem with the AI being stuck on Eilte when Kronzky's Urban Patrol Script was used. After some time, they also just stood around. I guess pathfinding was just too difficult with all the hay rolls on the fields.

Please provide me the mission(s) in which you experience the problem so I can have a look by myself. :-)


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#28 Posted at 2018-10-02 14:34        
     
I have the same problem, the ai freeze completely in danger mode and some units blocked in up position and they don't move until the area is safe, i have arma 2 CO + all dlcs with latest core patch (1.64 144629)


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#29 Posted at 2018-10-30 12:06        
     
Sorry for the delay but meh... life sometimes sucks.

I recently played a bunch of old missions just for the memories and found the AI 'frozen' too when there's something like a tank nearby. Not really unlogical as you don't run around a tank but it also is frustrating when they just idle around and nothing goes on.

In my configs I removed all fsmdanger lines completely now and it looks a lot better. I will do some more testing in the next days and then will prepare yet another update. Which sucks because I have to update all Expansions as well. *WALL*

If all goes well, I will provide the fixed core units by the end of this week. Expansions then sometime in November.






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