Arma 3 Drongo Enhanced Command Tutorial

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  • Опубликовано: 8 сен 2024
  • Another Drongo tutorial that is bit longer than I normally would. I would recommend watching the entire video so you may get an idea of how to utilize this mod in your gameplay. I will have link to the mod as well as link to my demo that I mention in the video.
    Link to Mod
    steamcommunity...
    Link to Demo
    steamcommunity...
    If you do not have the two Creator DLC and wish for me to make the demo user friendly I can go back and redo my work for you to enjoy

Комментарии • 27

  • @JSkoba
    @JSkoba Месяц назад

    Finally. Thank you so much

  • @6komodo6
    @6komodo6 Месяц назад

    excellent vid RV, ty

  • @charlesanderson533
    @charlesanderson533 Месяц назад

    I dont know how that comment ended up in the wrong spot but thats where it lives now

  • @helios4753
    @helios4753 Месяц назад

    My only issue with DCE is its very clunky compared to the Platoon Leader mod, which I wish had an update

    • @raidernivide4636
      @raidernivide4636  Месяц назад

      Drongo just updated DCE just recently. Felt little bit better for me this go around. I also like that it has some good features Platoon leader mod doesn't have. I just like being able to spawn my own force and tailor it per the fight I am about to go do. I want to mess about with it and DMP and see how it goes.
      If you were wanting to play with friends and only wanted the assets spawned. This is also an easy way to just get the aircraft, ground vehicle, or boat you want and spawn it for you. Eliminating the need to use zeus or another mod.

    • @6komodo6
      @6komodo6 Месяц назад

      yeah i like both but PL is superior when it comes to controlling ground units. I use DAO for the air vics, really good combo

    • @raidernivide4636
      @raidernivide4636  Месяц назад

      Its a shame that PL doesn't get updated anymore. I defiantly enjoy it. Though because of its issues I switched to DCE as the creator still updates his content.

    • @charlesanderson533
      @charlesanderson533 Месяц назад

      I love the battlefield music at the end brought me right back to the menu screen of battlefield 1942

    • @raidernivide4636
      @raidernivide4636  Месяц назад

      @charlesanderson533 thank you. I enjoyed battlefield 1942 back in the day and thought it was fitting for the DCE mod.

  • @kgp227
    @kgp227 25 дней назад

    Are the objectives modules working yet? I've been wanting to build a CTI scenario with this for a long time but the objectives modules never worked right, they either couldn't be captured, or would rapidly give infinite resources if you could figure out of how to make them capturable.

    • @raidernivide4636
      @raidernivide4636  25 дней назад

      @kgp227 just looked into it. For the objective module. What are your radius settings?
      Also how much is the passive income you have it generating? Also what is your cycle length for the objectives? 30seconds can be long time between checks. I recommend 10 if you want it to flip back and forth if you have an enemy force able to retake the objective.
      Are the enemy ai or your ai on the objective fully?
      I tested it and they managed to not only take the objective. I had enemy units go in and retake it.
      Also I am not using an insane amount of mods that allows the enemy commander opportunity to retake lost territory.
      That could explain if everything else is in order. The game can struggle to update if a lot is going on. Don't know if this is your case in this situation.

    • @kgp227
      @kgp227 25 дней назад

      @@raidernivide4636 It was set to a radius of 100 with a cycle length of 30. I haven't tested with the new update yet, or to see if enemy AI can test it. Had to dig through old messages on Drongo's discord to find the exact propblem I had actually, been a long time since I messed with these modules. However, the main problem was that the capture check would run after the objective was captured by friendly AI, thus giving infinite resources.

    • @raidernivide4636
      @raidernivide4636  25 дней назад

      @kgp227 I just tested it about an hour ago. Recommend changing the 30 seconds to cycle to 10 seconds. Will speed things up if you want to have forces capture an area.
      Everything seems to be working as intended now. Though let me know if you run into issues

    • @kgp227
      @kgp227 25 дней назад

      ​@@raidernivide4636 Thanks, I'll check it out tomorrow in that case.

    • @kgp227
      @kgp227 24 дня назад

      @@raidernivide4636 So just tested it again, it appears the initial value setting is bugged, rather than being added only when the point is captured, it gets added to passive income along with the value setting. It also seems that the objective module only works on some maps, it works fine on Desert Battlegrounds for example, but does not work on Korsac.

  • @charlesanderson533
    @charlesanderson533 Месяц назад

    Sorry to keep blowing this up but what's the difference between destroy and seek and destroy

    • @raidernivide4636
      @raidernivide4636  Месяц назад

      @charlesanderson533 I think destroy is for ai with explosives or launchers to utilize them to destroy the enemy ai target. Also I think works really well with ground vehicles targeting other ground vehicles.
      Seek and destroy means the ai will be looking around an area seeking them out and eliminate them.