Arma 3
RPGTard Vanilla
17 Comments
seashell 17 Sep, 2023 @ 6:30pm 
will this be updated
GodDoor 𝕌𝔸 11 Jul, 2023 @ 11:11am 
Hi, it work with “lambs.danger”?
♣♦ Aram ♥♠ 17 Jan, 2020 @ 12:28am 
I decided to test your mod with all my mods unloaded to see if something else was affecting it. I found RHS version is not working at all, but vanilla version is working, although I found some peculiarities which I will share with you.
Test was done with steam workshop mods, RHSUSAF, RHSAFRF, RPGTard (Vanilla) on Stratis map. All changes to models were made in editor first.
- Control test was with syndicate Specialist(Launcher) unit - works, but only shoots one rocket, then runs (mostly i saw running away and out of sight over a nearby ridge, they have strange glitch where they turn aim at you but dont shoot then run and do this multiple times on the way. Then i would pursue and get close and they'd shoot with AK normally, or if not danger close they fire RPG again then run some more. Only once i saw unit came toward me after firing RPG, got within maybe 50m and started to fire AK as normal, but he was much close to begin with then the -other tests).
(Continued below)
♣♦ Aram ♥♠ 17 Jan, 2020 @ 12:27am 
- Now, if you give that same unit a pistol then behavior changes, and instead they will fire a rocket, reload RPG and continue to fire all rockets, and then instead of running, they stay put and shoot at you with AK as normal.
- I tested with 45 ACP (vanilla) and M9 (RHS) pistols.
- If i give another unit the RPG7, he will not prioritize it, instead will fire AK or other rifle.
- Then over the course of several tests (might be too tedious to describe each iteration to come to this conclusion), but the AK that the syndicate Specialist(launcher) default loads with is the AKS-74U 5.45mm (vanilla), and if I change it to other rifles then he will no longer be affected by RPGtardness, instead will prioritize rifle. Conversely if I give another unit the AKS-74U 5.45mm (vanilla)+ RPG7 they gain RPGTard behavior. Tested with vanilla and RHS units (made sure they had ammo after changing gun), and tested with syndicate Helicopter(pilot) unit who starts with that AKS-74U 5.45mm (vanilla) also.
locka10 4 Aug, 2019 @ 4:24pm 
any luck
locka10 2 Aug, 2019 @ 4:32pm 
thanks bro... cant wait to get shot down by rpgs again.... Great mod!!!!
Fat_Lurch  [author] 1 Aug, 2019 @ 8:03pm 
Thanks locka10 - I'll look into this - I just verified I hjave the ammo flags set to allow use of the RPGs against just about all targets (AIAmmoUsageFlags = "64+128+256+512";). There may be a change in the way ARMA handles ammo "cost". I have an updated method I used on the CUP version of this addon that may fix the issue.
locka10 1 Aug, 2019 @ 2:26pm 
thats the error i get
locka10 1 Aug, 2019 @ 9:23am 
i will give u more details but i get an error ever since the update.... ai wont shoot at helos
Fat_Lurch  [author] 29 Jul, 2019 @ 6:22pm 
locka10: What are you seeing? Thanks
locka10 29 Jul, 2019 @ 5:56pm 
I think it may be broken right now
Fat_Lurch  [author] 18 Jun, 2018 @ 6:06am 
Thanks Echo. I've seen the behavior you mention - I haven't been able to find a way around it so far mainly because the logic for how the AI chooses a weapon doesn't appear to be editable. They seem to do this less on the RHS version, but I'm not sure why.
Basilisk 17 Jun, 2018 @ 3:28am 
@Fat_Lurch oh btw man,sometimes AI keep switching between rpg and aks74u(both vanilla) and they won't shoot @ ya.And sometimes they just aimin loaded RPG @ ya without shootin.Think both of these r bugs,may helps ya.
Fat_Lurch  [author] 16 Jun, 2018 @ 2:59pm 
Thanks Echo. I'll look into the RPG-42
Basilisk 15 Jun, 2018 @ 4:35am 
Would like a mod for Rpg-42 as well :steamhappy::steamhappy::steamhappy:
Basilisk 15 Jun, 2018 @ 4:33am 
:steamhappy:Awesome mod,but AI accuracy is weird sometimes,they can punch a rocket thu a sandbag barricade shootin hole with size average only a head w/helmet.Well its cool to get headshoted by rpg anyway:steamhappy:...