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#271 Posted at 2009-06-22 14:45        
     
okay, now I tried "this removeMagazine "ACE_HandGrenade_PDM"" but that didn't work either... any other suggestions?

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#272 Posted at 2009-06-23 14:52        
     
You could try RemoveAllWeapons and then add what you do want them to use.

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#273 Posted at 2009-06-23 15:25        
     
Probably they carry more than one nade and with the above you only removed one from their inventrory.
Why not use removeMagazines?
This will remove all magazines of given type.

If this too does not work double check the classname.

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#274 Posted at 2009-06-23 15:27        
     
Something the ACE mod team should defenedly work on is the AI's engagement. I mean, I built a mission where I was a sniper as a iraqi republican guard and sniping US convoys from a hill. The enemy didn't fire at me at all, exept the humvees and Strykers, but when infantry attacks me, they came like 3 meters close to me and THEN fired, instead of seeking closest cover when beign fired at, and then returning fire. Or atleast firing back when beign fired at instead of running right next to me and then firing. And sometimes the hostiles and friendlies just walk right past each other when engaging other targets than each other.
The Ai engagement should seriusly be modified.

And about my grenade issue, I think 1.09 ACE patch helped it just a little bit, not sure.
Using "this removeallweapons; this addweapon "something"; this addmagazine "something"" is a bit to much work since I want the bots to have different kinds of weapons and a lot of bots.

EDIT:
@Foxhound, that didn't work either + I triple checked the classname :(

This post was edited by Tomahawk (2009-06-23 15:37, ago)

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#275 Posted at 2009-06-24 11:08        
     
Checking back 3 pages I see you ( Tomahawk ) were bitching about the AI back then. I gave you an answer back then too.

The AI has never behaved that way for me, so the question is now not whether the AI is "working right" but whether you've even plotted your mission waypoints and unit status settings correctly. I say this because I looked at the ACE code and there is nothing related to what you describe in there.

Complaining that "this is too much work" doesn't wash. I see you are just 14, but if you want to work on something then commit to rolling up your sleeves instead of expecting everyone else to spoon-feed you. Learn to properly write scripts to create your troops, their load-outs, and if you feel like it - the micromanagement of their behavior. I created an entire airbase on Rahmadi earlier this week with well over 80 special objects ( custom actions, respawns, non-destructable towers, items not available via the ArmA mission editor, etc. ) and it was not that hard.

Concider your grenade and AI issue *closed*.

This post was edited by Evil_Echo (2009-06-24 11:20, ago)

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#276 Posted at 2009-06-24 15:21        
     
Ive noticed that the A.C.E website is down. Can anyone plz post the special key commands that are used in A.C.E. Like Shift-V brings up the options for the scopes. Are there more of those special keys??

Thanx guys


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#277 Posted at 2009-06-24 21:15        
     
Check the BIKI article on ACE Features - http://community.bistudio.com/wiki/ACE_Features#Keys.

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#278 Posted at 2009-06-24 22:15        
     
Evil_Echo : Check the BIKI article on ACE Features - http://community.bistudio.com/wiki/ACE_Features#Keys.

Ahh thank you so much :)


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#279 Posted at 2009-06-24 22:49        
     
Does anyone have a link for shacktacs Evolution? i cant seem to find it any were

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#280 Posted at 2009-06-25 07:14        
     
Join the server, download the mission and you will have it on your PC as well.
Where do downloaded missions go

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#281 Posted at 2009-06-25 13:34        
     
Evil_Echo : Complaining that "this is too much work" doesn't wash. I see you are just 14, but if you want to work on something then commit to rolling up your sleeves instead of expecting everyone else to spoon-feed you. Learn to properly write scripts to create your troops, their load-outs, and if you feel like it - the micromanagement of their behavior. I created an entire airbase on Rahmadi earlier this week with well over 80 special objects ( custom actions, respawns, non-destructable towers, items not available via the ArmA mission editor, etc. ) and it was not that hard.

Concider your grenade and AI issue *closed*.

I've read a lot of tutorials about how to make missions and scripts for this game and also some few tutorials about how to make mods, and have also tried to make scripts and new units for some weeks but I'm not blessed with intress on scripts and texture making. It does not mean I don't know how to use them in the editor, but still I'm not that good. Even if you find making dozens of custom objects and units easy, I, unfortunately for me, I do not. And I'm not saying it's too much work to put the weapons on each units invidually, but to do that everytime I'm making a mission, when there could be an other way around it. For example, I removed all the AI enchanging files from the ACE/addons folder, and now the AI doesn't behave abnormally. So I consider my grenade issue closed too, but I still don't understand why I had problems with AI in ACE mod. It could be a conflict with a other mod I guess...

by the way, I did take your advice about the FSM thing and Mr. Murrays editing guide, I'm currently studying the editing guide and have studied it before you notified me about the existance of it, but the tutorial I found for FSM proved to be not so beginner friendly.

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#282 Posted at 2009-06-25 15:28        
     
Tomahawk : ...
So I consider my grenade issue closed too, but I still don't understand why I had problems with AI in ACE mod. It could be a conflict with a other mod I guess...

I'm glad you got your issue solved. But next time don't start bashing a mod when you aren't sure of the reason. I know the AI
changes in ACE because I burned 2 hours digging through the source code to see if this was the problem for you. Stating you were using a another mod that might have conflicted certainly would have been more appropriate to mention before flaming ACE.

Tomahawk : by the way, I did take your advice about the FSM thing and Mr. Murrays editing guide, I'm currently studying the editing guide and have studied it before you notified me about the existance of it, but the tutorial I found for FSM proved to be not so beginner friendly.

Finite State Engines are college-level work. I mentioned them because that is the only way to definitively alter the AI tactical behavior you accused ACE of messing up. The fact you took a look at it shows you do have some hope after all.

I have my copy of Mr. Murray's guide in a ring binder and open almost anytime I do mission work - which is basically anytime I'm not on the forums or gaming with my clan. It's a good book, though it has a few typos and really should stress the newer sqf syntax more. In that mission I designed recently over 80% of the techniques and unit names came straight from the MM guide, 15% from the BIS Wiki and the rest from ACE. Only one thing, involving free-fall parachuting, was based on info not readily available to the typical mission writer. And that'll get added to the ACE FAQ when I have time to write a cohorent document. ;)

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This post was edited by Evil_Echo (2009-06-25 15:37, ago)

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#283 Posted at 2009-06-25 15:33        
     
It seems you misunderstood me, I wasn't bashing the mod, I'm sorry if I made you feel that way. I love it :).

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#284 Posted at 2009-06-25 15:35        
     
Apology accepted.

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#285 Posted at 2009-06-27 14:16        
     
Ahh.. thats prety cool theres a Bunch of missions i couldnt find and i looked in that folder and there they were.:)

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