-
Content Count
767 -
Joined
-
Last visited
-
Medals
Everything posted by mickeymen
-
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately, the number of bugs is replenished. This is what I found at this hour (except for what has already been said above) NLAW (PCML) does not have a sound when firing, Flight sound VTOL Xian (player Pilot) has a buggy sound -
interrior Tanks DLС - creation Interriors for armored vehicles?
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
@en3x, If you consider the question of interiors through priorities, then you are certainly right. This is the most priority for drivers, but on the other side I would like to see the some animations inside the cabin, for each crew member. In this case, a complete interior is needed. For example, if there is an interior in the tank, BIS can animate the some actions. For example "turn out/in" action, because today it looks very poor - described here BIS can also make animations when player changing positions - driver/gunner/commander, because today the change of position takes less than 0.1 seconds! I hate this moment in Arma3, because this is an very unrealistic moment, the player must spend time for changing positions or for abandonment/enter of a vehicle. If the all armor interiors will are created, then it would be possible to improve the changing positions inside. I see it thus - first the animation that will show the beginning of the movement between the positions, after this the player will see the darkness (2-3 seconds) and again the animation of the end of the movement between the position (the player can be see how the character falls into a chair) In general, the transition between positions (driver / gunner / commander) can take 4-6 seconds and this is already better than 0.1 second! I would even add a status bar so that the player could see not only the darkness but also the time to change positions! The main thing - is that it's possible to do it, because we already see something like this (animations) when the player changes positions in the MRAP (Hunter, Ifrit) -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, I can add something. But these are not bugs, this is only wishes (to be my subjective perception only). 1. The flight of missiles from NLAW / RPG is accompanied by a strange sound. It's like creaking. Just a strange sound. 2. The destruction of buildings at a close and long distance has the same sound, only quieter. For distant destruction, special sounds are needed.Very noticeable when shelling artillery (when buildings collapsed) 3. The sound of shooting from Katiba or Mk20 sounds too dry. There is not enough power and low sound. For comparison, the new MX sound is perfect! With a low, powerful sound 4. Shot from the RPG-7 shooting sound does not have a powerful sound. I hear only the sound of a rocket's flight, but there is not a clear and powerful sound of shot, as we have in the shot of RPG-42, the Titan Launcher 5. I already mentioned this, if the character is completely tired then hardly heard the sound of heavy breathing. It's just impossible to hear. It would be nice to hear the player's fatigue -
Video: AI not evading exploding vehicle tests (might amuse you)
mickeymen replied to Baraz's topic in ARMA 3 - DEVELOPMENT BRANCH
Well said! This is what I want in Arma since the release 2013. I was always surprised, by the primitive gameplay of Call of Duty (in this game, AI always tried to avoid a grenade, if it's next to him) had this AI-ability, but ArmA does not have it! I'm sad. A few years ago, using feedback, I created a ticket with such a petition, but still there is no effect.- 9 replies
-
- run for your lives
- exploding armor
-
(and 2 more)
Tagged with:
-
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@LJ, the ASP-1 Kir - does not have a sound at shooting. please fix this bug -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi @LJ, now downloaded the version of JSRS SOUNDMOD 6.17.1026 and after the launch of the game it impressed me like no version before. Maybe I have not yet met bugs or anything wrong, but the first impression is - It sounds awesome! the best sound of movement for all time, the best MX sound in the history of all mods. I can say that JSRS is my most favorite mod, Many thanks! -
yes it's like the truth I do not want to argue or quarrel with anyone, I just try to make the Arma better. Today the end of the completion radius setting inside waypoint for AI-units simply does not works. Let's talk. We have only two options: 1 - then how to say @oukej (AI, will consider completion radius settings in your waypoint only with danger / stealth mode) 2 - that's how I say (AI in general ignored completion radius settings in your waypoint) The problem is that both options prove that today the option Completition radius in the game Arma3 is not looks adequate! Even assuming that I am wrong, and @oukej is right, then such a solution ( completion ONLY at danger/stealth mode) is strange and illogical. According to @oukej, under the basic mode (Avare), AI will not use it ever! Note that the player will always complete his waypoint regardless of the mode, while the AI will hang from the mode! lol! It's absurd! Why does the player have different conditions? I think the completion of the waypoint should work adequately and stably for every unit in the game. With this do not argue. In my tests, I clearly proved that at least this is unstable. I checked it dozens of times, Maybe instead of 10 tests, I needed to do 154 tests to finally see that the AI can be able finish its waypoint? This is not normal ... If the developers make completion radius stable, then it will be better for each user of Arma
- 5179 replies
-
- 1
-
- branch
- development
-
(and 1 more)
Tagged with:
-
I checked it dozens of times. Moreover, I provided two repro-missions. You can open it, change the mode of waypoints to to Stealth/Danger and you will see that this has no any effect. What strikes me most is the fact that the developers themselves do not understand how they game is works/
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
I did not understand why @oukej, said that it only works in danger/stealth, he does not know how this works in fact? Anyone can make a simple test with completion radius for AI and you will see, that the AI mode does not affect on this
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
@oukej I checked what you are saying. You are wrong, what you say does not happen. Try my two test missions. Repro mission for joined AI-group here - https://yadi.sk/d/m3xtBifD3M3eKG Repro mission for moving AI-group here. - https://yadi.sk/d/VPphaavg3Nqnjv In both cases, I set the "danger-mode" for the AI group. According to your words AI-group should complete own current waypoint, but this is not will work! AI just does not understand this at any mode
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
What's the news! Since when did this happen? I've been using Arma for a very long time, before it worked steadily, in aware-mode inclusive
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
Unfortunately I have to agree... AI in fully oblivion. I think, 50% of the declared things in the game (ai-waypoints, ai-special command) in ArmA3 simply do not work. This only creates the appearance of the fact that the game has such details, but in fact it deceives the player ... AI-Feedback == 0
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
How to make a run AI-units under enemy fire?
mickeymen posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi to all In fact, I endlessly face the same problem in Arma 3, when I try to make a some missions. Very often, there are times, when AI must move and save its ass, but does not move and endlessly dies! This problem annoys, because at such moments, I can say, that the current waypoint in the Arma3 do not function. If the AI currently uses a waypoint - "GET IN", it means, that this AI must get into the given vehicle, but does not hunt for the enemy, since the commander will order him to attack the enemy targets. Thus, when AI under fire is a simple waypoint, can turns into a nightmare, because of which the whole squad can die. In real combat, sometimes soldiers should only run and don't get stuck down in the combat. This can be a breakthrough towards to the priority target or running to the helicopter/vehicle to leave the dangerous region or salvation from a mortar attack etc. It is also sometimes necessary to show the fast retreat, some maneveurs or even cowardly soldiers with the specified waypoints, but each time in Arma 3, I can not do it. I tried various variations of settings inside the waypoints and tried to use AI-modules with disabled FSM, Target, Auto-targets options, but there is no obvious effect. AI will in prone or just stand still, almost without moving to its destination. Users please help me. Everybody can imagine a lot of situations in which the mission maker will need such AI behavior, but imagine a simple situation: It is necessary to make the AI squad run at full speed to the evacuation vehicle, under enemy fire. How to do this? I'm not strong at writing scripting, I hope for clear advice. Thank you for any help.- 18 replies
-
- ai in arma3
- retreat
-
(and 3 more)
Tagged with:
-
Hey hello. I noticed that any AI-unit has ceased to understand the completion radius in the waypoint settings. Now any settings of completion radius are ignored. This is very unfortunate. Something was broken and it seems the @BIS is not in a hurry to fix it. I have feedback and two repro-missions - https://feedback.bistudio.com/T126472 Can someone confirm this problem?
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
Can confirm this problem since v1.1.3 I was hoping that the problem with grenade spam would be solved, but reports of this continue to flow
-
@Nakken thank you
-
What is the latest version of ASR AI3?
-
Tanks - tracked vehicles driving and handling
mickeymen replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Of course this is also unlikely, although it is physically possible. Especially if the situation is critical. For example, when the driver or gunner is killed and the commander is under fire in a tank! I dream about the moment when the @BIS will make the time spenting for change the positions of Driver / Gunner / Commander! It can always be realized. At the very least for changing positions, the @BIS can add movement sound in the cockpit, make a black screen and create a status-bar for moving between positions. Thus each movement between positions of Driver / Gunner / Commander could have a personal time for changing positions. It is also necessary to add the status bar for entering and exiting the tank. That's when everything I said will be realistic! PS: What we see now in the game (changing positions without the spenting time, entering / leaving the tank without the spenting time) is not a good part of the Arma gameplay -
Tanks - tracked vehicles driving and handling
mickeymen replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Of course, I understand that the new control of the tank is directly more convenient, but as seems to me, the old control was more realistic. In this case, the inaccuracy of the AI driver, demonstrates the fact, that the tank is managed by another person and he can not understand the accuracy of movement with the help of telepathy! This is how it should be in real life. Earlier, on the commander's place, if I needed accuracy for driving a tank, then I used the Ctr + W (Slow move command) or sat in the driver's seat and drove the tank myself. No problems! Now, If I could influence the game, for more precise tank-control on the commander position, I would add additional voice-commands for the AI-driver and would remove contlol directly. Thus, the player-commander could have not only Ctrl + W (slow foward voice command), but also more accurate - Ctrl + D(slow right), Ctrl + A(slow left), Ctrl + S(slow backward), which would mean more fine control of the tank through the AI driver. I really hope, that the new control(directly) of the tank will remain only a test. -
Tanks - tracked vehicles driving and handling
mickeymen replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Good news. @BIS, Thanks for tank-updates. All updates please the my soul, except the last - "player tank commanding changed to direct control over the vehicle" Hmm. Maybe I do not understand this correctly!? Does it mean, the player operate the tank without voice commands, as if he was sitting on the driver's seat? If the commander turned into a driver, then it's not good. If the player is on the commander's place, he must control the tank only by means voice commands, as it was before IMHO. Otherwise, the feeling of controlling the tank from the Driver / Commander position will not have a difference. -
Make heli land under fire
mickeymen replied to redivider's topic in ARMA 3 - MISSION EDITING & SCRIPTING
None of the proposed methods will not work. -
I very much like Arma3, but I think that the animation part of the game is weak side. For example Look at reloading RPG-7 in other games: Medal of Honor Squad Call of Duty Black Ops FAR CRY Battlefield Call of Duty Modern Warfare Now, look at recharging RPG-7 in ArmA3... Any adequate person will understand that Arma3, lags behind in animation issues from other games of genre. @ lexx There are a lot of animations in the editor, yes! However, most of them are garbage, of poor quality. I think, unfortunatelly the BIS developers are rather lazy (I speak only about animations area!), because they spent twelve years to realize the elementery rotation of the helm in the game! (2001-2013) However, I talked about the idea of @esfumato. I've already thought about this before. Unfortunately, I'm sure that this will not be realized in Arma3, never. This is the subject of conversation, so do not go deep into the possibilities of BIS, because it has its strengths and weaknesses simultaneously...
-
Yes, you will see the "endless list of animations for anything", but there is nothing for which it really is needed. There were no usefull additions after the life of the game for more than 4 years.
-
I think this could be the best addition to working with mines! But But this did not happen... it seems to me that this will not happen in Arma3 :( Unfortunately, BIS is very lazy when it comes to new animations and simulations from player of first person. I can draw such a conclusion, because the game does not even have some elementary main animations (on/off NVS, change between sights view (Example How it should be!), repair anim, placement of weapons, blah, blah, blah - this list can be infinite)
-
Request for expansion of infantry AT assets in view of Tanks DLC
mickeymen replied to SuicideKing's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks for info. Super usefull info, espesially for @BIS. I fully agree with the author of this topic