Arma 3
AI Resurrection
188 kommentarer
Adri_karry  [ophavsmand] 21. nov. kl. 7:23 
@Bumblebee It is not compatible with ACE because it is a complete system inspired by vanilla.
Bumblebee 21. nov. kl. 6:57 
sorry if this has been asked before but, ace compatibility?
Mr Noseybonk 14. nov. kl. 6:10 
Jesus would approve of this mod!
AustralOK 13. nov. kl. 17:55 
esta siendo un problema bastante persistente eso de que la ia simplemente te ignora, creo que si agregaras una forma de forzar el revivir seria la verdad un goty de gotys
Adri_karry  [ophavsmand] 9. nov. kl. 16:19 
@AustralOK No lo puedo poner parametro persistentes porque si fuera una partida con mas jugadores abria muchos parametros diferentes de cada jugador y el mod se ejecuta de forma global por eso hay que configurarlo en cada partida
AustralOK 9. nov. kl. 7:52 
si si, lo que estuve haciendo fue activar "daño letal" y "desactivar curacion para redfor", eso sirvio bastante, por ejemplo me dejo terminar la mision del heli

hay una manera de guardar las opciones permanentemente asi no tengo que abrir el admin menu a cada rato? no lo podrias poner en el menu de addons? ignoro si hay otra manera


perdon tantas preguntas! excelente trabajo !:BEheart:
Adri_karry  [ophavsmand] 9. nov. kl. 5:01 
@AustralOK Gracias por el aviso. He testeado modulos de mision y scripts para crear una mision con la ia y el problema no viene del mod, probablemente queda alguna unidad inconsciente o los triggers/scrips no detectan bien las bajas. Los objetivos se completan correctamente al eliminar toda la infantería incapacitada.
AustralOK 8. nov. kl. 23:04 
he notado que el mod se buguea en las misiones en las que hay que "matar a todos los enemigos" mas especifico infanteria, ejemplo

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3585032756 (esta es dentro de todo la mas rapida, no vas a poder completar nunca la primera mision)

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3493382224 ,esta no vas a poder completar la mision del completar el campamento, pero si la primera, ya que solo compone de destruir vehiculos

para resumir el problema esta cuando hay que "eliminar infanteria" sabes de algun workaround de esto?
Adri_karry  [ophavsmand] 31. okt. kl. 19:18 
@AustralOK de momento no tengo ninguna opcion para volver a pedir ayuda o forzarlo porque no me aparecian los addactions en modo incapacitado, pero si podria añadir esa funcion con una nueva tecla cuando lo actualice ya que le tengo que añadir las teclas personalizadas dentro del mod para no usar las teclas de accion personalizada porque ya descubri como crear mi propio apartado de teclas
AustralOK 31. okt. kl. 19:14 
otra pregunta, como se puede hacer para forzar que los bots te revivan? he visto que no quieren revivirte en combate, es entendible pero a veces hay combates muy prolongados, no hay una manera de forzar que el bot venga?
AustralOK 31. okt. kl. 18:13 
no no, no es de tu mod! tranquilo, me referia a que hay mapas MP que ya son asi por default, y que gracias a tu mod podemos seguir jugando al revivirnos mutuamente, por eso mismo, tu mod es un must have para grupos chiquitos
Adri_karry  [ophavsmand] 31. okt. kl. 8:40 
@AustralOK Gracias, revisare el boton de reclutar yo al menos no note el bug de que no te puedes cambiar a las tropas reclutadas, nose si alomejor era porque era una mision en MP porque solo se puede cambiar a aliados en SP
AustralOK 30. okt. kl. 21:48 
Excelente mod amigo, gracias a esta joya de mod, se arregla eso de que a veces no podes usar un bot o de que tengas que resetear toda la mision, de 10
Adri_karry  [ophavsmand] 18. okt. kl. 6:34 
@minecraft with gadget Yes, I still need to add the new parameters to the module. The damage reduction setting helps prevent instant incapacitation, but if set too high, it can make units nearly immortal depending on weapon damage and armor from mods or DLCs. Incapacitated units now survive more than one shot because I changed that in the latest update to count kills properly instead of assists.
minecraft with gadget 17. okt. kl. 18:23 
This is nice, but there's no way to configure it properly right now. Admin menu doesn't seem to work and the module doesn't let you configure all settings. By default EVERYONE is incapacitated all the time and never OHKed, regardless of damage, which is pretty annoying.
Konstance™ (Recovering) 10. okt. kl. 15:09 
Any chance of having a CBA version for it to disable seperate side Revive systems without having to manually open up the system each time a mission starts?
Adri_karry  [ophavsmand] 27. sep. kl. 4:36 
@Ambitiose It should work well, I haven't checked it.
Ambitiose 27. sep. kl. 0:22 
Hi, does it works with Antistasi Ultimate? I am new to Arma 3 mods so idk if Antistasi Ultimate is an additional module too
Adri_karry  [ophavsmand] 20. sep. kl. 11:44 
@ItsJustRyan2701 The AI mod I am creating is inspired by the AI from Commandos Strike Force or Commandos 2 because the main function is for the AI to use the first person and not turn around magically without having detected you beforehand. There are also additional functions such as investigating shots based on distance; it will approach in one way or another but not to the exact position. Upon detecting an enemy, it alerts nearby troops. There are default patrols in passive mode for infantry and some other things. The only thing I lack is vehicle patrols, but I don’t know if I should include that function due to performance and to better customize their movements from the editor.
ItsJustRyan2701 20. sep. kl. 9:40 
@Adri_karry Oh ok,i see i see. Well im looking forward to your new AI mod :D
Would you include a feature that allows for AI calling in artillery or air support?
Adri_karry  [ophavsmand] 20. sep. kl. 8:18 
@ItsJustRyan2701 Yes, but it's also true what you were saying since I verified it myself with the mod I'm creating because it added new movement orders when being alerted, and if it is given after reanimating, it overwrites it, and with lambs it will happen the same way sometimes.
ItsJustRyan2701 20. sep. kl. 6:14 
@Adri_karry Ignore my comment. AI will still revive, just takes a little longer than usual
Adri_karry  [ophavsmand] 20. sep. kl. 6:04 
@ItsJustRyan2701 Yes, reset the commands, I am also creating another mod for AI behavior by default and I had to include the commands to go revive because the behavior mod resets them.
ItsJustRyan2701 20. sep. kl. 5:57 
Mod does not work with LAMBS, AI will just leave you to die.
Moe Th 18. sep. kl. 3:56 
This is EXACTLY what i needed, i wish the parameters could be edited in addon settings rather than in the admin menu (which doesn't work right now anyway). It'd be alot easier to set everything up once and then have that apply for all future missions
Adri_karry  [ophavsmand] 12. sep. kl. 21:23 
@skye If the module has become a bit outdated compared to the admin menu, I need to add the new parameters.
skye 12. sep. kl. 15:56 
I dont see alot of the config options in the editor module
Adri_karry  [ophavsmand] 8. sep. kl. 19:48 
@CHASKOH If it apparently works well in the editor, but in missions the functionality can be somewhat relative since the AI has assigned orders and more scripts and mods, and that is what causes it to sometimes arrive just in time and go after some order, not giving enough time to start reviving.
CHASKOH 8. sep. kl. 13:34 
I don't know if the addAction menu thing got fixed or not. But I realize that I never clarified that when I did that, it was just with the mod loaded in NMD sandbox.
Adri_karry  [ophavsmand] 4. sep. kl. 6:43 
@KimiBochiTTV Great, anyway in the next updates I will try to fix that too.
KimiBochiTTV 4. sep. kl. 6:40 
Oke thanks i think i fix it <3
Adri_karry  [ophavsmand] 4. sep. kl. 6:23 
@KimiBochiTTV Yes, it is certainly because sometimes there are some AI groups that reach the target but don't wait even 1 second and go to regroup, and they don't have time to do the animation.
KimiBochiTTV 4. sep. kl. 4:17 
This still work i play just now game and there is that someone come to pickmeup but in the end no one going to me etc. like ai dont do anything
Adri_karry  [ophavsmand] 22. aug. kl. 18:18 
@Salad & Tatos No, neither with ACE; also, for it to be coherent to combine with ACE/ACM, I would have to create another version, otherwise the AI would revive too quickly.
Salad & Tatos 22. aug. kl. 18:09 
does it work with ACM?
Adri_karry  [ophavsmand] 5. aug. kl. 15:25 
@itsniko Thank you, I'm going to add you, and if you want, we can try it now. You would only have to assign the user key 10 and in theory, it shouldn't open the menu.
PᄂΛYBӨY ЩIƬΉ Λ GЦП 5. aug. kl. 15:05 
if you want i can test it
Adri_karry  [ophavsmand] 5. aug. kl. 14:59 
@itsniko yes players can drag AI or incapacitated players but I haven't updated it yet.
PᄂΛYBӨY ЩIƬΉ Λ GЦП 5. aug. kl. 14:51 
i mean can you drag carry ai?
Adri_karry  [ophavsmand] 5. aug. kl. 14:06 
@itsniko Yes, but only players and it is used with a key, since the AI doesn't make much sense to move them as it wouldn't understand well what a safe place is either.
PᄂΛYBӨY ЩIƬΉ Λ GЦП 5. aug. kl. 13:47 
even ability to carry injured?
Adri_karry  [ophavsmand] 5. aug. kl. 13:44 
@itsniko If I already have the option to drag incapacitated ones as well, I practically have everything, I am just testing it and I will look for someone to verify that the menu works well.
PᄂΛYBӨY ЩIƬΉ Λ GЦП 5. aug. kl. 13:15 
and also i hope you add a way to drag injured
Gideon 5. aug. kl. 8:43 
Thanks mate. appreciate
Adri_karry  [ophavsmand] 5. aug. kl. 7:26 
@Gideon I will add a new parameter so that only factions with at least 1 player enter incapacitated mode in the admin menu that I am going to add.
Gideon 4. aug. kl. 14:18 
Its a really nice mod. I would like to for example exempt the opposing faction from using these if its not too much to ask. Is it possible? i am running vanilla missions and for some this is exactly what i was looking for except that the enemy is also reviving lol
PᄂΛYBӨY ЩIƬΉ Λ GЦП 4. aug. kl. 5:46 
yeahhh admin menu will work and please add ability to drag injured
Adri_karry  [ophavsmand] 3. aug. kl. 7:06 
@itsniko but the cba parameters really don't make much sense since they are global parameters, what I could add is an admin menu that can always be opened in sp and in mp only by the admin or the one who creates the game, I already have one but I don't know if it really works well in preventing others from opening it.
PᄂΛYBӨY ЩIƬΉ Λ GЦП 3. aug. kl. 5:53 
it really need cba settings like other mods how am i gonna add script when im playing premade missions
Adri_karry  [ophavsmand] 2. aug. kl. 7:03 
@itsniko If you want your squad to revive each other, use:

missionNamespace setVariable ["reviveRadius", 30];

This limits the revival to nearby allies. You can also configure it through module parameters or mission scripts. The capture percentage gets stuck due to the game mode that blocks conquest with fallen enemies. This mod removes incapacitated enemies when AI can. Those that remain alive are usually bugged. If you are the squad leader, select a unit and aim at an incapacitated enemy; if the 'attack order' appears, they will shoot on their own. If no order appears, you will see that they do not attack those enemies.