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Playing Antistasi this evening clearing a NATO watchtower with turret emplacements. I've successfully cleared all floors and rooms of the tower.
After a minute or so of looting the bodies at the top of the tower in dead silence with no footsteps approaching a bot that I probably didn't find and clear from the rest of the base teleports into the turret right next to me and immediately has the barrel of the turret that was pointing outwards from the towers edge instantly trained at me as he spawned onto it and kills me with a one tap.
This is very easily replicated.
I come back to this comment section every now and then to see if you've made a mistake as to which game you're playing. keep us updated.
Maybe asking a bit much here, but possibly even CBA settings which allow the dispersion amount, or per AI side and with vehicles?
VCOM and Lambs danger make the turret gunners terminators.
i need these to work with RHS, because right now theyre just laser beaming us.
I currently uninstalled danger.fsm for now because of CUP terrains having issues and my scenarios unable to work correctly with lambs on takistan but i do miss those vehicles DESTROYING buildings so much
No arma2 mods. I have been exploring a bit how to alter AI behaviour as it pertains to aircraft though. In our group, we play a lot of helo based missions. Best tactics is to fly low and hard :)
Is there a way to disable the mod effects on some turrets? Or am I forced to disable the mod entirely?
It should be run on any server or client meant to host AI. Depending on the strictness of mod checks-- it should probably be run all-about
@Your Pal Deebs
In fact it already affects the HMG to some extent. Making it harder to quickly turn and fire ;)
1. It increases the time it takes for the AI to turn turreted weapons a little.
2. It adds dispersion (spread) to turreted weapon fire. Making them less laser, and more survivable for players.
Sorry about the slow response. The answer is yes :)
Yes, that is the case. Though it will affect modded turrets that inherit from the vanilla base. To be fair, I haven't investigated it fully. CUP is a large mess of classnames and RHS tends to be very well configured in my experience.
That said, as Valmont notes, this mod does affect some of the behaviour of turrets turning speed and accuracy.
- Adds autocannons
- Tweaks maxAngularErrorTurrets
I am preparing the release of version 1.4 of the Danger.fsm. After that I will revist the turrets and RPGs.
I will look into autocannons. :)