Good stuff. I have a suggestion if its possible, any chance to add an option for us to force them to do patrols and set it on a loop so they will keep doing "forever"? I see that I can set 10 random patrol waypoints but they will stop when reaching 10, it would be interesting if there was an unlimited option or something or even put them in a loop.
Thank's. Well i have good new's for you. You can already do it in vanilla. In game master you have the waypoint's like move or defend etc. At the very left side there is a cycle icon. So once you placed the waypoint's just click on the cycle icon and they will loop their waypoint's.
HEY 👋🏼 I WANTED TO THANK YOU 🥲😊 SERIOUSLY THANK YOU FOR CREATING SUCH A MOD, im still trying to understand some of the things it does, but so far from what I've gathered it really helps someone like me with mental health and learning challanges when it comes to setting up the A.I entities in game master. If I may request, could you possibly add in a hostage and allied function for the mod possibly please and thanks, that way we can setup a hostage rescue situation by selecting an entity/ies as hostage and opposing faction/s enitity/ies as the capter so they don't just shoot the intended hostage on site instead maybe could put in a % chance that the selected capter may shoot the hostage if approached within a windowed radius and the allied selection between two factions could be for armas deal operations and one faction helping the other to take out the worst faction of some sort situation. Again thank you for your hard work it's appreciated all the way in nova scotia canada 😊. Here's to hoping this gets read at least also 😅 best wishes
Hey! 👋 thank you very much for the kind feedback. 👍 Happy to hear you like it. About your request. As of now with Reforger i don't really have any plan's to create/implement something outside of A.I. combat utilities/behaviors. Modding this game can be pretty tough. Due to the game still beeing in pretty early developement and update's constantly breaking stuff. Hope you understand. I wish you the best and enjoy. 😊
@@CRXEnfusionAI but will they return fire while moving? Thats what i missed in Arma Reforger, order for AI to move to specific position while fighting. Example squad , slowly progressing to position (push/retreat) with use of covering and returning fire. Problem for now is, when you give order, classic move, they will execute it only once firefight is done, so no ability to make flexible fights that AI can do. And if we use force move, smiply everyone will move , like its completly safe
As of now they will only move like with a "Force Move" waypoint where they ignore enemies. However i have already started to create a "Move Attack" order where they are able to attack their enemies while moving to their position. But this may take a little longer. So far creating all the base move functionalities were my main goal.
Great work brother can’t wait to see it in game
As a GM of my own server, I love the fact we can separate a squad like this now
Good stuff. I have a suggestion if its possible, any chance to add an option for us to force them to do patrols and set it on a loop so they will keep doing "forever"? I see that I can set 10 random patrol waypoints but they will stop when reaching 10, it would be interesting if there was an unlimited option or something or even put them in a loop.
Thank's.
Well i have good new's for you.
You can already do it in vanilla.
In game master you have the waypoint's like move or defend etc.
At the very left side there is a cycle icon.
So once you placed the waypoint's just click on the cycle icon and they will loop their waypoint's.
@@CRXEnfusionAI Interesting. So If I add like 5 patrol waypoints they will loop between the 5?
Oh thats amazing, just did it! haha nice. Thanks a lot man, much appreciate it
@CRXEnfusionAI for some reason it's nolonger in game master for me as it used to be would still be a great feature for sure
The cycle thing?
It is.
It's part of vanilla since quite some time.
Maybe you have to select a group in game master first to make it selectable?
HEY 👋🏼 I WANTED TO THANK YOU 🥲😊 SERIOUSLY THANK YOU FOR CREATING SUCH A MOD, im still trying to understand some of the things it does, but so far from what I've gathered it really helps someone like me with mental health and learning challanges when it comes to setting up the A.I entities in game master. If I may request, could you possibly add in a hostage and allied function for the mod possibly please and thanks, that way we can setup a hostage rescue situation by selecting an entity/ies as hostage and opposing faction/s enitity/ies as the capter so they don't just shoot the intended hostage on site instead maybe could put in a % chance that the selected capter may shoot the hostage if approached within a windowed radius and the allied selection between two factions could be for armas deal operations and one faction helping the other to take out the worst faction of some sort situation. Again thank you for your hard work it's appreciated all the way in nova scotia canada 😊. Here's to hoping this gets read at least also 😅 best wishes
Hey! 👋
thank you very much for the kind feedback. 👍
Happy to hear you like it.
About your request.
As of now with Reforger i don't really have any plan's to create/implement something outside of A.I. combat utilities/behaviors.
Modding this game can be pretty tough.
Due to the game still beeing in pretty early developement and update's constantly breaking stuff.
Hope you understand.
I wish you the best and enjoy. 😊
Absolutely fantastic work! Shame it will probably break next update. :(
@@joakim8910 its on experimental, so it should be fine, maybe just a tweak here and there if anything is added.
Exactly. 👍
How does it perform in firefights?
It's like an individual force move command.
So in combat they will move to wherever they were ordered.
@@CRXEnfusionAI but will they return fire while moving? Thats what i missed in Arma Reforger, order for AI to move to specific position while fighting. Example squad , slowly progressing to position (push/retreat) with use of covering and returning fire. Problem for now is, when you give order, classic move, they will execute it only once firefight is done, so no ability to make flexible fights that AI can do. And if we use force move, smiply everyone will move , like its completly safe
As of now they will only move like with a "Force Move" waypoint where they ignore enemies.
However i have already started to create a "Move Attack" order where they are able to attack their enemies while moving to their position.
But this may take a little longer.
So far creating all the base move functionalities were my main goal.
@@CRXEnfusionAI keep up great work