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Yeah, make AIs to enter and search buildings and this version will be perfect. Just dreaming aloud. Last version feels like MP nearly. Had some nasty encounters in towns. Sometimes AI surprises really. Thanks for hard work on this. I am enjoying it a lot.
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In reply to this post by mp5lng
/quote
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 luv to see the epeen screen due to the fact i lost counting the headshots ( lost it after nr 5 :D ) |
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In reply to this post by ataribaby
Not sure but i think Cowar Mod will do this for you ;-) |
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Nope, sadly... Such a thing requires some quite complex scripts. I've been messing with it some time ago - but never managed to have something working :/ |
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Too bad ! :-( even friendly AIs seem to have issues getting in buildings, but they do manage to get in somethimes,. |
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In reply to this post by Haleks
i have not really tested it, but i got the impresion twice while playing that in factions2017 they enter in buildings. once i saw AI using the "tunnels" which some buildings have, and one AI entered in the first floor of the firestation. Both things i never saw in the "normal" factions version.
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Actually i saw this happen in regular factions, it's actually an easy way to make friendlies get in buildings...you select the AI you want and place the cursor to the middle of the floor or the room or the hangar you want your AI to get to, just point the middle area and order the AI to go there,. Always worked for me,. PS: maybe i didn't explain it well :-p |
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You know when you order an AI to go somewhere a green line appear,...that line means the AI will follow it till it's end, try to avoid that line inside buildings and the AI will stand right where you pointed,.
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ah ok, i think i know what you mean^^
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:->
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This post was updated on Jun 04, 2013; 12:21am.
In reply to this post by Haleks
Updated!
See the changelog for the new features & fixes. Sadly I was unable to come up with something decent for the humanity function - we'll have to stick to the Arma 2 rating system. Idem for the debug monitor : if I can fix it, I'll upload a patched dayz_code. Hope you'll enjoy it! |
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In reply to this post by Haleks
Wow, its clearly to see that you work really hard on your mods!
I enjoy every update more playing! ![]() Thank you! ![]() btw: do you know if recruited survivors also won't run out of ammo anymore? |
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Yup, all NPCs use the new ammo system - you shouldn't have to bother checking their ammo anymore. ;) |
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You made great things in this update but this one is the best! Just Perfect! If i change their equipment it will still work? |
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Yes, it will work no matter what guns/equipment you give them. I also made sure it still works on respawned survivors. |
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Wow! Perfect!
![]() Just saw (downloading) the recommended LandTex Addon, the J.S.R.S Soundmod is just great! Love the thunder of rifleshots rolling threw chernaurus! The "creepy forrest at night" is a funny add i found in the Soundmod folders too. ![]() |
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Hi all, I ve a problem with Backpack. I ve rMod, but on new (Clothes I pick up from the floor) skin they are invisible... I run Arma with Launcher, can it be a problem? (Sorry for bad english)
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Sadly it's impossible to have the backpacks showing up on Arma 2 units - only the OA units were designed to carry them. |
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In reply to this post by ataribaby
Best mod i ever played. :)
I dounno why but I can't self bloodbag. It keeps saying I'm in combat. But I'm noooooot!!!! Standing alone ,No zed around. Why is this happening to me? :( |
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In reply to this post by Haleks
Thx! Best mod ever :)
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