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mickeymen

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Everything posted by mickeymen

  1. Good day TPW. I have a small issue regarding TPW BLEEDOUT. Today (TPW MODS v20181117) when a player character begins to lose blood, there are no visual indicators of his condition. He may lose 10% of blood or 60% or even more, but there will be no any simulation to understand the condition of the player’s character. For this reason, often sudden death from blood loss can be an surprise for the player. If this possible, please try adding some visual effects that will make the player aware that his character’s condition is deteriorating and that he may die. for example, those effects can be — blurred vision with red halo or ever-increasing blur might with darkening vision - can be good indicators for progressive blood loss. If this can be realized, then the player will understand the state of his character (light blood loss, medium blood loss or heavy blood loss) Thank you
  2. Can anyone tell how to properly configure the Vcom settings inside the userconfig folder? The user has a file - userconfig / VCOM_AI / AISettingsV3.hpp For example, I want to disable AI-mine laying and inside the file AISettingsV3.hpp file, I change VCM_MINECHANCE = 75; to this VCM_MINECHANCE = 0; but I have no effect -I see the AI continue to lay explosives. Any other attempts to disable any features failed, I still do not see any changes within the game. I tried two options for using AISettingsV3.hpp: If I paste the contents of the userconfig folder into the Arma3 root folder (in default userconfig folder) , then the Vcom works, but when I change something inside AISettingsV3.hpp, I don’t see any changes inside the game. If I leave the userconfig folder inside the mod folder (as it is after downloading the mod), then Vcom does not work at all, despite the fact that mod icon is shown after starting the game in the list of mods. Thus, I can not configure
  3. Make sure you activated Vcom correctly and that it really works. When I using Vcom, I see quite the opposite - AI often uses bursts of shooting, instead of single shots, as AI does in a vanilla game. This is especially noticeable at close distances.
  4. Hey, can anyone explain to me, why the in Vcom AI 3 mod the AI kills itself and its allies when using explosives? I constantly see - AI will placing the explosives under their feet and setting the timer for a minimum activation period! This normal for this mod? Why does he activate explosives, when he himself is in the blast radius? Why does he activate explosives, when there is no enemy nearby !? Lol Also I see constantly - if a player character will have explosives in his inventory, then the player character will automatically lay a this explosive, even if the player does not want this! This can happen at the most inappropriate moments, for example, when enemy shoot at you, but instead of shots back, your character will start laying a mine under your feet! As seems to me, AI and player character does not even use elementary logic in laying explosives. He will simply drop a mine at the current point, regardless of location. It looks very stupid. Excuse me for criticism, I do not want to seem rude, but I want to say that - this Vcom AI 3 makes the AI infantryman more dangerous, but unfortunately working with AI explosives looks very bad. It's like a ballast that prevents this mod from looking good. @ genesis92x please fix those issues If you cannot, then prohibit the use of explosives at all - it will save your mod from silly moments
  5. Hi Vcom AI-mod! Some of my observations * The player’s character will automatically lay mines, even if I don’t select this in the commands menu. * The player’s character will automatically assign a formation to subordinates, even if I didn’t select this in the action menu. It seems that the player character of the player automatically repeats the actions for the AI error messages are also often observed. Here is one of them:
  6. Just a little additional information. For several days I continued my tests with TPW. Yet I have seen several times that a dead body flies up from the prone, but the height of the bouncing is much less than it does in vanilla and it happens much less often than in vanilla. My observations - TPW have approximatelly 1-1.5 meters in bouncing height, while in vanilla bouncing can have a height of 3-4 meters and sometimes even higher. Thus, TPW your mod has an undoubted positive effect on this problem, if this possible, please try to improve this moment until any bouncing will be completely neutralised. Think about what may have an effect on the problem. PS: Please note! I don't use - FALL in my tests and I don’t know which else module can be responsible for influencing this problem, but this influence definitely exists!
  7. Hi TPW! Today I played Arma with last version TPW and I was pleasantly surprised. I have not seen a single flight of a dead body from prone. It seems to me that you fixed something and now there is no such problem in general. I would not want to make a mistake, I hope with the help of TPW we will no longer see the cardboard soldiers flying into space! Have you increased body weight when it is prone? or what have you done in the latest version? Thank you so much, you saved my eyes from five years of bleeding!
  8. mickeymen

    Weapon Resting & Deployment Feedback

    Hallelujah. Thanks you!
  9. mickeymen

    Weapon Resting & Deployment Feedback

    In general, why are they willing to consider not an ideal system? I think any updates in Arma should be perfect! If something is not perfect, initially they just need to throw it out and move on to really perfect things. I vote against the new bipods deployment system. The old system works stably and without problems. I do not want to have new problems in game, because there are so many other problems
  10. mickeymen

    Weapon Resting & Deployment Feedback

    It is very likely that BIS wants to add additional problems to the game. New bipod-system? As seems to me, today in a stable version, the bipods work well and stably and do not need to change anything! Devs Please do not add new problems to the game! If I could vote, I would vote against the any new system for bipods. Increasing the firing angle when using bipods does not look realistic. I'm sure if devs touch it, then this add new problems, which you will fix for a long time.. Why do you need it? Isn't it better to fix a real bad things? @BIS better get really useful points for Arma3: 1) After five year game, finally configure a adequate hit-reactions and remove current idiotic animations when a bullet hits soldiers! 2) After five year game, finally customize your ragdol! If a soldier is killed while prone, In 50% cases the corpses fly into space! 3) In the event of a collision with other vehicles/fences/small obstacle, forbid to turn over the bottom for all tracked vehicles! 4) Adjust the correct body position for primary weapons collisions and finally remove this ugliness out of the Arma3! 5) After five year game make the inventory not work stably and well. In 50% of cases, it is impossible to raise a launcher or weapon from the ground, since this simply does not exist in the inventory menu! Good to all
  11. Hello and thanks for the reply. Yes, I also assume that the problem happens precisely because of the bad configuration of the ragdoll. Even if the influence of TPW is accidental, it seems to me that you can solve this problem, If you wish. You can finally disable ragdoll for units that are in prone. Let ragdoll work only for standing and crouched units! You can not do it? I don’t know, maybe you don’t care about this problem as much as I do, but if you solve this, then TPW will definitely be even better. Of course I used it. Even a few versions, unfortunately it does not solve the problem. I continued to see flying corpses (I mean death in the prone position)
  12. Hi TPW! Perhaps you did not see my question of August 22. My eyes bleed, when I see dead paper-bodies fly into the air from prone. Such a spectacle spoils the Arma3 gaming experience. All this has been going on for 5 years, it proves that Bohemia Interactive is not able to fix it or no want do it. I know that you are working on the hit reactions. Please Tell me, how can you totally neutralize these ugly flights of dead bodies? Is it possible in TPW or not? When I use TPW, I still see these glitches, but this happens much less frequently than in the vanilla game. So, as seems to me all the same, you are able to influence it. Please let us know your thoughts on
  13. Maybe, maybe. Probably the whole thing in the sound devices that we use. Everyone has their own effect. I have nothing against the sound cracks, I have already returned them, but I do not hear the sound of a body bullet-hit. This sound is not noticeable
  14. LJ, I use the jsrs-soundmod-version-6.18.0821 and I temporarily disabled the jsrs soniccracks archive, because it's very loud for my ears. I think this can even be traumatic for the player's hearing. Make it a little quieter, especially if the player is fired from heavy machine guns mounted on vehicles. But also I do not hear the sound when the bullet hits the body. It's just missing. This is very noticeable when the player's character is killed. No sound hit, the player's character just screams. I want to ask you. JSRS soniccrack and bullet hits (body) in any way interrelated?
  15. Hi devs! All with the fifth anniversary of Arma3! I wanted to talk about the free look ability of player inside the vehicles, after Tanks DLC it looks contradictory. In the - GAME OPTIONS/GENERAL/VEHICLE FREELOOK there is a setup (enabled/disabled) however, now after appearence of armor Interriors this setting does not will affect heavy armor vehicles. The activated FREELOOK will have influence only on planes, helicopters, cars, MRAPS - all vehicles in Arma3, but except only tanks and APC. This fact makes the setting of FREELOOK not stable for any vehicle in game. So player get different rules for free rotating the head inside vehicles. When FREELOOK activated, then in planes, helicopters, civilian cars, light armored vehicles the player can rotate his head only by means Mouse, while inside the tanks and APC the player must use "Alt + Mouse" - this makes the player control not identical to all vehicles in Arma3, because after update 1.82 in the Tank and APC, the "Mouse rotation" is only the turret/optics rotation. All this moments makes some confusion for player relatively game settings. As seems to me, inside tanks and APC it would be better to invert this control. The freelook must be - only via mouse, while the turret/optic rotation must be via Alt + Mouse. If this will be done, then the "VEHICLE FREELOOK" could have the same effect on any vehicle in the Arma3, It would be logical. Among other things, simple rotation of the head for a human looks more simple and natural action than the rotation of the turret or the optics of the tank inside. For this reason, this action should be easier to manage for the player control - only the mouse is the rotation of the head, while the Mouse + Alt (or any other button) - this is the more adequate rotation of weapons or optics inside the any vehicle. Devs if you still are not going to invert it, then please, in the game settings give to the player any way to inverting this control or customized as desired. It still does not exist. Any way to turret or optics rotation via "Alt (or any button) + Mouse" would be very desirable, while the FREELOOK would work just like in all other vehicles by means only mouse rotation. This is a main advantage of this feature - it would make the FREELOOK game setting the same for any vehicle in Arma3 Thanks...
  16. Hi LJ! I continue to enjoy your mod, and again thank you! I want to note the tanks sounds, the tank gameplay sounds awesome! But there are some notes from my side/ After the upgrade of DLC Tanks, the time reloading machine guns inside tanks was increased (gunner position/ commander position). Now the recharge time is much longer (this takes about 15-20 seconds), but the sound for recharging remains very short. Unfortunately, this contrast does not look good. Can you make sure that throughout the recharge, a short recharge sound would be repeated several times in a row? Or replace the sound with a longer one (if it does not cause problems) As seems to me, any suitable for duration, sound effect for recharging, could improve the simulation inside tanks I also want to note the sound of shooting from Minigun of Qilin LSV (!maybe all miniguns also) Unfortunately, this does not sound good, the sound is rather strange, like the screeching of metal, but not at shooting. Maybe there is an error? Or the sound needs to be replaced? Please pay attention to these detail. I remember in old versions of JSRM the minigun shooting sounded much better
  17. mickeymen

    AI Discussion (dev branch)

    I do not know how to do it. Where to create this post? In addition, I wanted to see interested users in such a petition, but it seems that they are not present in the nature. I'll have to face it ...
  18. mickeymen

    AI Discussion (dev branch)

    So what? You want to say that the standard updates never broke the game? Of course they broke. DLC brought a greater chance for breakdowns, while standard updates also had every chances broke the game... Perhaps in the developers' studio, there was a lot of staff turnover. Some people started the previous version of the game, while the next version was finished completely different people. For this reason, the docking of the two versions of the game always does not go smoothly I see that while no one has any desire to create a petition that I proposed: No any answer about. Instead of wanting to create a petition, just chatter. Let's create a petition! Or Most likely this date is September 3, 2018, the final death for arma3 AI?
  19. mickeymen

    AI Discussion (dev branch)

    Hello. From my point of view, most updates are useless (most of all it is dlc), because it destroys the stability the previous versions game and often add non-functional things. About breakdowns, I already gave some examples above.There are tons of other examples, they all hang for years on the feedback tracker and no one tries to fix them. The most affected is artificial intelligence, this directly relates to this topic, so I'm talking about this. Now, I do not want to deep into the discussion about the usefulness/uselessness of updates, this is not related to this topic. As part of our conversation about Encore (as no more than just about the last update) , I can give the following example: It took a lot of work to create "USS Liberty", but it is impossible to apply it in a single mission, because the AI is not able to move around it It is impossible to create any mission on this ship! I can not understand for this use? It can be used only as a visual decoration, not more, because It can not move, it is not destructible and even AI can not move around it! The AI will not understand the waypoints on his board - It will always pass through walls, or fall overboard. It's a real shame.... The same applies to Freedom Carrier. This is completely useless material, because the AI-pilots is not able to take off / land on it. The deck crew is not able to understand where the boundaries of this ship and any waypoint on his board - they will constantly fall into the sea ~ All these ships are only a beautiful pictures, but they are not functional. I think a useful update will be if developers stop adding any non-functional garbage to the game, and instead start to raise the functionality of the game. Now ( v1.84) One third of the Arma3 is simply not working things, while this is the declared material in the game, most of all it concerns AI. Here's my answer.
  20. mickeymen

    AI Discussion (dev branch)

    Dear users! All who are concerned about the fact of the destruction of AI in the game! I think we need to come up with some kind of mechanism, an impact on the developers. Otherwise, the developers will not react in any way, to the desire to make AI more adequate. Every day the chances are increasingly melting! The remaining developers spend their efforts to create useless things (such as encore), which, moreover, are likely to add additional AI-errors. I do not even dream of having a new capabilities added to the AI. I only dream of having everything that is stated in ArmA3 worked fine! I mean every command for player subordinates in the command menu and every waypoint type and its settings, which is stated the game editor. All this details must work 100%! Unfortunately, it seems to me, now 40% of those details in Arma3 is not functional or semi-functional. All this is a sad experience, which makes me angry because I remember the moments when it all worked fine! I propose to collect a petition Let's think together, How it's best can be done? A petition with a large number of signatures may have a chance
  21. mickeymen

    AI Discussion (dev branch)

    Yes Yes Yes! BIS please find and please hire again the AI programmers! if not in the studio, then this may be AI Mod-makers from this Forum!
  22. mickeymen

    AI Discussion (dev branch)

    You are absolutely right this is sad. From those that I found, these AI-bugs were added after the two last updates After 1.80 the "Next Waypoint" command for AI-driver not work stable After 1.82 the AI-subordinates do not enter the cargo hold of vehicle After 1.82 the radio-status "Ready" for AI-subordinate drivers disappeared After 1.82, the ai-gunner is unable execute the Fire-command of his commander I found 4 destruction for AI in two last updates! And this is not all bugs, there are other bugs not related to AI! F*uuuuuck I'm hit!!! BIS no longer has AI-programmers, but continues to make useless updates, for this reason that I said that - I dream about the times, when all this endless and useless updates will end Yes it's true, but big part of AI capabilities already not functional, within the declared gameplay of the game in which it should work! Note that before this worked. In Arma3 the AI does not understand the some waypoints and settings inside this waypoint, Now AI not understand the commands in the command menu. I do not want to see any non-functional garbage in the game - I think this is the desire of normal user who loves his game I'm glad that you still understand my message
  23. mickeymen

    AI Discussion (dev branch)

    Hey hello. You did not understand anything that I said, maybe it's my fault. I said that any update since the release of Arma3 (this is 2013), broke something from the previous version of this game. For example version 1.12, broke partially version 1.1 and so on. Sometimes it was microscopic breakage but still. Anyone who was attentive to the game could have noticed this @Ivanoff.N as a matter of fact wrote about the same, the story continues
  24. mickeymen

    AI Discussion (dev branch)

    I do not remember not one update (2013-2018), so it does not break anything from the previous game. How tired I am of these updates! All last updates always kills precisely the artificial intelligence or something associated with it (for example, control of the AI through the command menu). All tickets on feedback just hang in the void and no one fixes it. Instead of fixing, the developers are preparing the next update, which will add new bugs. I dream about the times, when all this endless and useless updates will end! It seems to me (at least so it looks from the side) that the BIS has long disbanded its AI - programmers, for this reason, we see only breakdowns of AI, instead of progress. We need to accept with a partial collapse of the AI in the Arma, unfortunately in this life it will never be polished.
  25. Hm, does the sound of building destruction not work just like it does for vehicles explosions? I remember that before, I saw that in JSRS the sounds of explosions for different distances had personal files. For example, for explosions of vehicles at different distances, personal sound files that corresponded to the special ranges: Close_Distance Medium_Distance Far_Distance If Arma not uses of multiple audio files for destruction at different distances for buildings, then I can understand why it has the same file at any distances :/ Now I understand you and this is a good update!
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