Jump to content

lerbert

Member
  • Content Count

    18
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About lerbert

  • Rank
    Private First Class

core_pfieldgroups_3

  • Occupation
    consultant

Contact Methods

  • Steam url id
    Lerbert
  1. Hi Great mission! Couple questions: Do we have any "getting started" documentation etc? I'm struggling a bit how to start the whole mission (what to do first etc.) Do you see any possible conflicts if I add Alive Module(s). Transportation is something in my mind.. Thanks, Lerbert
  2. Hi, Question about multiplayer supported features. Are those userconfigs somehow synced between clients? For example If I have parked car probability for 100% and mate has 0, which one is used? Is it possible to override userconfig from (dedicated) server? Thanks, Lerbert
  3. Hi, Is it possible to change module parameters (Alive Force faction for example) by a script? I was wondering if its possible to dynamically require mods that they can be changed from parameters.
  4. lerbert

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Thanks for your answer. The reason for not downloading too many mods is that I play with a group of friends and syncing all those non-steam mods (and also large steam mods) is always quite a hassle. For example a mod which adds only one vehicle is something that imo could be optional. That would allow us to test the mission for a while without too much mod-downloading / hours of hassle before we can even start. And if we love the mission we could start the mission with the vehicle mod in place. I'm looking for alive based missions and this seems to be a great one. I'm not sure about how alive works in mission editor but if the factions can be parametrized that would be awesome, so we could choose NATO vs massi's fighters for example and leave the 3cb (british?) mods out.
  5. lerbert

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Hi Would it be possible to create a version with only core mods (alive etc.) and leave other stuff as optional?
  6. lerbert

    Arma 3 Headless Client

    Thanks, seems to increase utilization around 60-70 % so definately a boost. Another thing, I have server set up so that missions is not started if no players are connected. However the server is handling headless client as a player, so if the HC is online then the mission will be started as well. Is this something that can be configured from server-side or probably mission design?
  7. lerbert

    Arma 3 Headless Client

    Hi, Does it makes any sense to have headless client on the same computer where the dedicated server is hosted? For some reason, dedi-server is not able to use the max power of cpus (utilizing around 30-40%) and server is dropping FPS. So would it be possible to use HC from same server to utilize CPU's more?
  8. lerbert

    [SP/CO8] A 3 - Antistasi Altis.

    Hi, has anyone ported this to some other maps? Would it be possible for Takistani etc.? We are getting sick of the grass :)
  9. lerbert

    ARMA 3 Addon Request Thread

    Does anyone know if there is ace3 style grenade throw mod (precise, high, drop etc.) but stand-alone? Thanks!
  10. Hi, It is possible to use houselights in MP, just to load the mod on dedicated server?
  11. Hi, any chance to use this on dedicated server for MP?
  12. lerbert

    AI Discussion (dev branch)

    Usually not-good-enough solution is better than no solution. However I think there's some kind of engine restriction as a ticket of this issue has been assigned 2013-04-18, and I can't believe this issue was prioritizes as a minor-minor thing. So the remaining option is that the work on the engine side is huge which can be assumed as the AI don't differ much from the OFP (2001). If we could see improvement to year 2005 and see something like AI of SWAT 4 it would be great; just wondering how would look like AI of 2015? (please don't get provoked fanboys). Actually I was a fanboy since Arma2, and have explained this issue as "AI get scared and won't obey any orders, that's realistic". However before we can start thinking how much they should be scared and act non-rationally, we should have limit values like special forces (obey orders at all costs) and disabled forces (sit there and cry until Altis is cleared). Unfortunately now we have only disabled forces.. Sorry for the frustration, as always hard times reflect to loved ones. Love you arma.
  13. lerbert

    AI Discussion (dev branch)

    Definately there should be a command to forcemove / rush / at all costs or whatever. It's always fun to raid a compound for example, as after seeing the first enemy AI will sit in the middle of a field and won't move a muscle until no enemies present in 10km radius. Also, smoke + fallback is not an option as AI will just lay there until death (patriotic, though. But I would expect this kind of behaviour only for Soviet units..). Another great feature would be urban-mode, which would shorten the gaps between units and maybe prioritize less crouching etc.. However this doesn't really matter as when the first bullet is fired the AI won't move anymore and are therefore useless (except the unbelievable accuracy they have when they are in the mood). However as I think all of us know, these suggestions are never going to happen so if we wan't to see a bit more intelligent AI we should play killing floor.
  14. Hi, Are AIs able to perform medic actions, like bandaging? If so, do they work on their own or does the player need to command them? Lerbert
  15. lerbert

    [SP/CO8] A 3 - Antistasi Altis.

    Hi, great mission! Are you planning to do any mod support for this (with parameters maybe, so no mandatory addons)? We would like to use AGM which requires basic revive-script to be disable. lerbert
×