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Should probably work with the dev version if the structure is similar to the prod one. Just ignore any "missing dependency" messages.
It requires LAMBS for certain behaviours
See https://ace3.acemod.org/wiki/feature/captives
Definitely not PIR as I run this mod myself without issue. Looking over Hors de Combat it seems to do mostly the same things as this mod so I don't see the benifit of running both.
If you've got the time I'd say try each mod and go with the one that fits your playstyle.
This is most likely due to another mod. Try running only the required mods and check if you encounter the same issue.
Fuck me, man. You are right. I was under the impression that the courage skill was not fully implemented and always set to 0.50. Must've been in a daze when I made my tests and wrote that piece of code. This will be changed in a future update, whenever that happens.
@SirColonelLongnuts
This mod is using the ACE surrender function. I've been unable to replicate this issue, could you try just running the required mods and see if it is still an issue?
Yes and yes
I would run it on both client and server.
Regarding not getting any debug messages, could you try running only this mod and its requirements and see if you have the same issue?
Correct, you can disable the other behaviours in the advanced settings category and just keep the fighting retreat behaviour.
Yeah, might be ARMA jank. Seems hard to get the AI to blindly follow a move order without being distracted. There may be better ways to solve the pathing jank, but I'm at a loss.
I didn't realize that enemies can't recover from the fleeing state like they can from the surrender state. I suppose that what I am looking for would be best served by turning off both fleeing and surrendering, that should still let them do fighting retreats?
The animations being broken is hard to say. I only play with LAMBS Danger so I believe it should work? I've definitely seen it working plenty - I think the issue will probably have to be put down to standard ARMA jank...
Forgot to add:
The fleeing units sometimes just standing around without cowering is due to another AI mod or script interfering with the fleeing waypoint pathing. I've noticed this happening more often if running VCOM, for example.
Do you mean like the shout mechanic in Swat 4 or Ready or Not? I've got not plans (or the required skill) to make custom animations, but if you are aware of another mod having a similar 'kneeling surrender' animation let me know so I can reach out to them.
@Pritchard
That is the fleeing behaviour of this mod. This can also be disabled under advanced options.
How this works is that the group drops their weapons and flees a random distance. When arriving at the fleeing destination they enter the cowering state and are essentially a non-threat for the rest of the game. If you want to enable the ability to handcuff cowering or fleeing enemies go into Addon Options -> ACE Captives and set Require Surrendering to 'Surrendering or no weapon' and 'Require AI surrendering' to false.
I've seen a few cases where an enemy flees and hides somewhere without their weapon, often just standing there without any special animations, and won't turn hostile again even if a player is right in front of them - so even though they're not 'surrendered' they may as well be, except that they can't be taken prisoner either.
Maybe add a failsafe where if a player is within their immediate vicinity they will pull out their weapon again? Or at least pick a new location to flee to so they don't just stand there.
Sure thing, new update just dropped with these features. Let me know if there are any issues.
Yes, I'm working on the next release which will have more granular settings and some minor bug fixes
very cool addition to the game.
This is done through the ACE menu system. Check the ACE 3 documentation for more info.
This is afaik how the vanilla morale system works. If you unload this mod the units should still show as having zero morale. This will change when you run your scenario.
@MunkSWE92
I am not familiar with this, but feel free test it out and let me know.
Alright, that might be the cause. I also know that Antistasi has it's own surrender logic, so that might cause some trouble with this mod. I'll add an option to disable the surrender behaviour and just keep the fighting retreat and fleeing behaviour in the next release, so people can run this with Antistasi without issue.
@SPESS
Not at the moment, no. I'll look into adding that in a future release.
Was this in singleplayer or multiplayer? Did you spawn with the squad or did you join the squad during the mission?
The cleanup code might need some work, I'll look into it. What you can do for now is up the cleanup range from 800 to a much higher value. That should sort the weird despawning behaviour.
@HunterJV
Only way I've been able to recreate this is if I load a mission, save, unload a required mod (LAMBS or ACE) and reload the mission. Can you walk me through the steps you've taken to encounter this issue
@Iron Maiden
As far as I know those animations are exclusive to Spearhead 44. I do not want Spearhead to be a requirement for this mod.
@Лесной Лайфстилл
Yes, but you might get some weird behaviours if VCOM overrides a move order of a fleeing unit. This won't break the mod, but you might see fleeing units just stop or run around in a circle in some instances.