Extra's - Scripts and Mods, what do you use?

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  2. 4 years ago

    I'll be sure to check out all three of those! Do you notice and particular performance hits with the extra AI from the traffic / ambient flight?

  3. I generally have the traffic set to spawn between 3-5 vehicles and the ambient flyovers are I think set to about every 10-30 mins or something like that so it's very negligible.

    It's just nice to see the odd chopper or jet fly over, although if I'm honest the jets are a little underwhelming because they fly too slow. I might have to have a look and see if I can't fix that at some stage.

  4. @JD_Wang ououfff... All 3 you mentioned are scripts and I cannot script (and it is really hard for me to understand scripting) further than a simple addAction BUT... I will definatelly try the traffic script! Thanks and please keep posting guys...

  5. You really don't need any real scripting knowledge to use those.
    Most of them should come with simple instructions. eg the fuel script says

    Example for initPlayerLocal.sqf: player addEventHandler ["GetInMan", {[ _this select 2] execVM "scripts\kp_fuel_consumption.sqf";}];

    So you simply copy and paste that line into your initPlayer.sqf (and if you don't have one of those just make a new file in your mission folder and name it initPlayerLocal.sqf) save and you're done.

  6. INCON's Undercover script is absolutely brilliant, would definitely recommend if you want to do some recon without getting noticed.

  7. Absolutely agree with INCON's undercover we've used it recently in a non ALiVE mission with great success

  8. Checked out and added the cinematic flare, advanced jamming and guilt and rememberance...it definitely adds a lot to the mission for sure!

  9. @UncreatedLemon91 mate, I LOVE extended jamming... Hope we help a bit with our suggestions... What do you have to suggest?

  10. Edited 4 years ago by YonV

    I have been using lambs danger, suppression, and tactical link x instead of VCOM, seems to perform better than VCOM

    https://forums.bohemia.net/forums/topic/221659-tactical-combat-link-typex/
    https://steamcommunity.com/profiles/76561197962792796/myworkshopfiles/?appid=107410

    And for the missions that have diving I fixed up an old script trindisplay
    https://drive.google.com/file/d/1GAYnP8-rN32crCdoXKrDnBeRC3w0MOPY/view?usp=sharing

    and Mrh' milsim tools, and satellite
    https://steamcommunity.com/id/wizardofodds/myworkshopfiles/?appid=107410

    And finally Adv medical, and kat advance medical

  11. Edited 4 years ago by arismagic

    I really like MRH' mods (both of em!) and I also use ADV Medical and KAT advnace medical!

    I also liked a lot the LRG Fundamentals from Mokka and MitchJC (I have already posted it here but for our convinience I re-posting it). Among others, I asked them to add a function that locks 1st person camera when you are on vehicles. (I play 3rd person which I know may be considered corner cheating (but I do not do it... I just like seeing my avatar, not cheating. I change a lot between 1st and 3rd) but in vehicles, it is SUPER cheating and I just wanted to have the fun but the vehicle 3rd person was too much.) and they actually did it in less than an hour!

  12. You know, one mod i've been looking for, is an ambient wildlife mod.

    I know Spyder had it in, but I could never get it to work (The animals would just be shadows if it was hosted on a dedicated server).

    Anyone know of such scripts / mods?

  13. Yeah ambient wildlife would be great. It'd be even better if you could spawn say a herd of goats with a goat herder

  14. I had the opposite issue with the ambient wildlife, 1000's upon 1000's of goats they were a plague sweeping across the land.

  15. @YonV I had the opposite issue with the ambient wildlife, 1000's upon 1000's of goats they were a plague sweeping across the land.

    So majestic!

    @JD_Wang Yeah ambient wildlife would be great. It'd be even better if you could spawn say a herd of goats with a goat herder

    I'll continue to dig around and look for something...maybe I'll see if I can make a small script for that...I always appreciate some more immersion where possible

  16. 3 years ago

    Bringing this thread back from the dead as we've changed a few things over time and I'm always interested in what others add to their missions.

    We dropped VCOM and now roll with a combination of LAMBS_danger.fsm (already mentioned in this thread and in my opinion the #1 AI mod currently) and CF_BAI which is a really cool AI mod focused mainly on the AI vision. Now when it's dark or foggy (or we're in a forest) it's much easier to stay low, concealed and avoid contact. AI also seem to engage from longer ranges which can lead to some nice long firefights. It also has a suppression mechanic which allows you to drop the accuracy etc of the AI when they're suppressed. So far it's proven to be a good combo.

    Simplex Support Services I use this in just about every mission, be it an ALiVE mission, Zeus or simple objective based missions. Originally I started using it for ALiVE for CAS aircraft on maps with no airfields but now I've replaced ALiVE's supports with Simplex. You have a basic mode were supports are called via map click, and then you have "milsim" mode which requires a 10 digit grid to call in that airstrike or artillery. Interestingly you can assign any vehicle as a transport, meaning you could technically set up a taxi to drive you around. It's easy to set up and very flexible when it comes to who can/can't call supports. One idea I had which Sceptre was cool enough to implement for me was the ability to blacklist support areas. Eg you can place markers 100m wide over all the mosques on the map and then set it up so players can't call arty/airstrikes into that area.

    Finally KP Ranks > We don't use this as much as we used to but it's a cool ranking system that can be setup so the admin awards ranks or (in my opinion the better option) you can set it to automagically award points towards rank up for playtime, kills etc while subtracting points for civilian and BLUFOR kills. Notifications pop up when a player ranks up and the mod will also change your sleeve insignia to show that rank.
    For a while I use this mod to limit arsenal gear based on rank, eg you couldn't use a marksman or sniper rifle until you hit a certain rank. This in conjunction with a huge penalty for civ kills suddenly had my playerbase being a lot more careful PID'ing their targets :)
    I would also add a small passive bonus to certain underplayed roles such as TL or medic which incentivised their use.

  17. Edited 3 years ago by DrDetroit

    @JD_Wang Thanks for the update JD, much appreciated. Always looking for new toys to plug into my Alive campaigns!

    I'm very interested in SSS mod, I'm going to try it out later today. I'm currently in the middle of a Lythium ALive insurgency campaign, and I play solo with 9 AI squad members; is it compatible with solo play or ALive support is better option (I play solo in MP mode, if that makes difference)? Also, is there any conflict with ALive support, can they run together?

    KP ranks sounds interesting just in the point system for tracking kills. I have Alive setup to show scores for me and AI, but it seems messed up and not tracking kills and deaths properly.

    I use all the Lambs mods, they are pretty awesome! Just works and I noticed the enemy AI will now setup and fire mortars and start raining thunder down on blufor - so cool to see, even if I'm on the receiving side.

    Had a nice mission clearing villages in the north western area of Lythium this morning, all is well, no AI deaths and plenty of ISIS kills and insurgency locations dismantled. I take my squad over a hill, not noticing the mortar team on top of a house about 500 meters out. All of a sudden I hear the pops, and the incoming...wiped us out, the whole team, five-times over before we could get out of the zone and kill the team. I was like WTF - was not expecting that at all. It's awful and wonderful at the same time! Got to pay attention constantly now days I guess.

    Anywho, I also use All in One mod, which really helps with AI management, along with C2, ACE, ect. I run JSRS and a few other sound mods and such, tactical position, ect...basically personal preference type stuff, adding immersion where possible.

    I'm eagerly waiting for the one guy working on Super AI mod. That just may redefine the AI by the time he is done. Looks very promising.

    Anyhow, thanks for the heads up on those two mods, gonna try it out.

    Good day!
    DrDetroit

  18. Typically I use drongos air operations for fixed wing CAS since alive's combat support RTBs then either just takes off again or parks right in the middle on the taxiway. Drongo's mod will RTB then store vehicles in the VAM (virtual aircraft manager). After that you can choose what loadout you want for your aircraft be it CAS, AT, etc. Recently you can assign certain aircraft to the VAM prior to mission start while also giving it a number of assets.

  19. @DrDetroit you don't need to use ALiVE supports at all if you use SSS. It provides transport, CAS, (even the blackfish gunship if you like to play with those guns) artillery and even resupply airdrops that you can configure to your hearts content. Unlike ALiVE some of it's supports (Gunship, drone, fixed wing CAS) are virtual, so they spawn a ways off, do their thing and despawn. But you can set up cool down timers etc so they can't be over used.

    What makes SSS so good is how flexible it is and how easy it is to set up.
    Make sure to check out the wiki on github as it explains what you need to set things up.

  20. @JD_Wang thanks for the details...I'm going to give it a shot!

  21. @JD_Wang thanks for the heads up, I'm going to give it a shot!

 

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