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2 - Works with NR6 HAL Evolved ?
Either way, thank you for the work that you have put into this, it was enjoyable watching AI seemingly act smarter.
Project are not supported yet.
_Group setbehaviour "COMBAT";
if ( !( ( getPylonMagazines _Enemy ) isEqualTo [] ) AND !( _this call ODKAI_CheckStaticNearby ) ) then {
[ _this , 100 ] call ODKAI_SetClosestBuilding;
};
bugtxt:
if ( !( ( getPylonMagazines _Enemy ) isEqualTo [] ) AND /#/ !( _this call ODKAI_CheckStaticNearby )) then {
[ _this , 100 ] call ODKAI_SetClosestBuilding;
};
WH?help?---------AND /#/ !----------
read details in description please.
Please tell me if this mod is automatically applied to AI or I have to configure other steps.
And what AI mods are compatible with your mod now, thanks!
For ai drive yet i not change anything, if i find a way to manage drive system i change something
on Workshop i pubblish also odkai_dev.
Is a testing stable version of odkai.
Client side add:
- debug mode for admin.
- cover system for players.
- parachute system for players.
Now is modular,so if you read the guide and disable all featurus than can collide with other mods,everythings works
Sorry, for italian language will be in english soon.
Features don't implemented will be rewrited and re implemented soon.
I'm sorry but with new update Can't work with LAMBS,becouse i create my own danger.fsm
For waypoints it's a bug fixed with last upgrade,if you find another bug please open a ticket in in "Bug Reports"
2 with this you can costumize all the AI skills, file ODKAI\ODKAI\AIUnits\functions\ODKAI_Functions.sqf Row 209
1. Is ODKAI now compatibile with CF_BAI? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1415343823
2. What exactly the "Enable costum skills" does? I can't see any code for this option in pbo except the checkbox.