I can say one thing about friendly AIs...KILLERS !...you give them a mounted gun and you'll see bandits running like chickens ! :-) we were flying and i already knew that the AI's mounted gun had only 8 bullets left, he saw a bandit faaaaar away from us and between trees, he yelled "enemy !" I told him to shoot....and the poor bandit was history, :-p the only downside with friendlies is they are a little dump at recognizing enemies, but when they do...it's over !
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That's too bad you can't run the CBA addons (why is that by the way?) and CoWarmod : it fixes these kind of issues with the AI's. On topic : I only have a couple of things left to do for v1.9. Set the damages for all the vehicles on the map (I think I forgot a couple of them) and modify the rating function to emulate the Humanity feature from MP. And have a look at the loot table. |
Maybe because of the illegal ARMA 2 CO copy i've got :-p So how the rating function gonna work ? :-) And are we gonna see puppies barking on zombies ? :-p Thanks for all the updates ! |
Banned User
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In reply to this post by Haleks
There are like no bandits any where? 0_o like the max I see is like 3 after playing for 2 hours.. is there any way to make more bandits appear at all?
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Banned User
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Also With the co war mod.. it screws up my UI when i go to gear the background disappears and all i get is a black screen with the gear menu on top, and my symbols ie The gear symbol, the wheel symbol, and the pilot symbol disappear, any way to get these back?
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Asi I said in the main thread, it's worth spending some reading the documentation provided with CoWarmod! ^^' All the troubles you have are optionnal features wich you can deactivate - I don't remember the names of the pbo's, but their readme's are well organized and easy to go through. Maybe you're unlucky? They're there all right, you might have to track them. If you want more of them, you can either edit the bandits functions (I explained how to do it a few pages earlier) or add more triggers. |
Banned User
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Thank you very much for the reply, after playing for some longer periods of time, the bandits have starting spawning I just had to give it some time, and boy oh man am I having a freaking excellent time :3
thank you for a great mod |
You're welcome! ;)
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In reply to this post by Appy
Try to reach Chernarus ! You'll find bandits....friendlies....lots of zombies...and the best thing....patrolling helicopter :-) |
In reply to this post by Appy
There is a Pbo file in the Cowar Addons folder, the file's name is like "black background gear", remove it and you'll have your gear menu back to normal,. |
In reply to this post by mp5lng
The rating function isn't done yet (I spent more time on 2017 than I thought...). And I don't know if I'll include the dogs - I'm having a hard time making them work in-game : they do spawn, but you can't hear them barking nor tame them :/ |
2017 is really a nice mod and spending some or ever more time on it will give geat results. do what you see is better for you and easier, if dogs don't want to listen...than leave them alone ;-) |
Hi Haleks,
I believe there is something strange with the bandit squads - either they do not seem to follow the same spawning mechanism of the individual bandit or there is something out of control: I keep having bandit squads appearing one after the other, something with 2-3 squads active at the same time! Last time I was in Elektro, and I found initially a few individual bandits and two bandit squads appearing in sequence (one W of the Power Plant, one in the industrial area SW of the city) but then I got suddenly a giant firefight with two bandit squads active at the same time (one N of the Fire Station, one S of the hospital) 6 bandits with top weapons (sniper rifles and machine guns) - I managed to send the only AI left alive in the Church and retreat on top of the Fire Station, from where I killed all of them with a trusty Mk12 SPR as usual. Went back to the Church - I barely had the time to enter in the Church when the last AI was killed by yet another squad, this time they were right at the Church's gate. I killed the last squad and then I saved the game. Is that supposed to be like that? Basically those squads are coming like an endless wave - so sooner or everyone (both AI survivors and player) are bound to be killed all. Side note: playing the Bandit Edition, max difficulty settings. Anubis |
Yes, the bandit squads triggers need to be modified a bit - there's the same problem at NW airfield. And there's also the crew driving the patrol cars : most of the time they end up abandonning it and continue on foot. I've already fixed all of it; I still have a couple of features left to work on before updating - maybe next week. |
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is it possible to know the to-do list for the next update, i am so curious i cant wait^^ |
This post was updated on .
Sure! Upcoming changes : v1.9 - fixed bandits triggers at NW & NE airfields and Elektro - fixed NPC's loot (different items in inventory & backpacks) - new ammo system for NPC (less ammo on them) - removed several machineguns - removed car patrols - the PK machinegun doesn't overwrite backpacks anymore - fixed damages for all vehicles - fixed empty food indicator on start up. - added :AKS_74_pso, PK machinegun, AK_107_pso to the loot table - removed all SCAR rifles from the loot table to do : emulate the Humanity feature from MP - Change the old bandit skin so the player is seen as hostile by survivors. And maybe a couple of things I can't remember right now! All this needs some testing of course. If you guys feel that something else needs to be fixed as well, don't hesitate to tell me! |
I forgot to point that out long time ago XD including the crashed helos ? cause i found one there ! |
Banned User
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In reply to this post by Haleks
this sounds great, thx for the list!
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In reply to this post by mp5lng
I've removed them from bandits loadout but they still spawn in the current release. They will be totally removed for v1.9, don't worry ^^ |
feel better :-) |
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