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mickeymen

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Everything posted by mickeymen

  1. This sounds sad. Who informed you about this? In addition, I already wrote above that this problem can be solved without AI Man, to be honest, unfortunately, I don't even want to hear about it( Everything that I see after 1.3 years Reforger life, to put it mildly, does not cause my delight. It looks very weak and so buggy. Thus, I understand, that it will take at least another decade to create Arma4, and then polish it. I live here and now and at the moment, what will happen in 10 years is less important for me and I would like today to see a normal Arma (without teleportation of physical objects, through other physical object) Today, and not tomorrow, not in dreams. Sure, that 99% of users want the same today, and not in 10 years. All that I think - If @BIS continues to announce and sell DLC, if @BIS continues to service the game, if @BIS promises to service it, then such shameful mistakes should not be in the game! We all deserve it, thanks to the dedication to this game for 10 years! I'm 100% sure if the studio wanted to, this problem could be solved, but they simply don't have this desire. They are too passionate about their sales, on endless sales. All I hope for when I open this thread, is to bring the community together and have a collective impact. Then we have a chance...
  2. The video I'm showing has nothing to do with CUP. This is a Sefrou-Ramal, on this screenshot I use Hellanmaa, map that uses ONLY vanilla assets. So you want to blame the maps makers for this problem and say that BIS is not involved!? What about vanilla maps? The same will happen there too. You probably forgot, that in any vanilla map the AI will also go through walls, if the AI doesn't fall through the floor of the first floor, so that's because in vanilla maps, there are almost no buildings with a high ground floor. No, now I can clearly see that you are blaming the map makers for this problem😁 I sure, you making it difficult... I believe, that the problem of AI can be solved without AI, Yes exactly! You do don't believe me - look at the mod - https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255&searchtext=anti+wall+glitches This is not an AI mod, but still solves this problem. Just a one mod maker had such an intention to fix it and I would like @Bohemia Interactive, too, to have the desire to correct such embarrassing mistakes in their game also. I would stop at this mod and forget about this problem, but the mod adds some issues, in other aspects, that I, as a player, would like to avoid. In addition, the mod does not work with the floor. This only works for walls. It seems to me - It is enough to create collisions, that AI will not be able to physically ignore. Right now in the game the AI ignores any collision - it will go through other AI, and it will go through vehicles, buildings and containers. Going through it all, he won't be physically stopped. This is because AI has no collisions with the outside world. All that is needed is to enable physical collision for the AI, at least inside buildings, and no more AI programming) Well, so that the AI, just like the player, was not able to physically get inside some objects. It's more a matter of customizing game objects, than new AI programming. And what should we do? Play an even more buggy Reforger which doesn't even have 5% content from Arma3? Or wait next 10 years for Arma4 to come out and get it bugged? Unfortunately, the prospects are not at all bright 😞 Already today we have Arma3, and already today there is a ton of content for that! I'd rather have such embarrassing bugs solved in Arma3, here and now, instead after of a decade of new hopes, for new games...
  3. Good day! I am writing in this thread, because I see that some work is underway with the light in the game (Game update - 2.06) and I want the BIS developers to see this. Today I received update 2.06. and read about some updates on the light (Added: Volumetric light cones (similar as on vehicles) to flashlights) I'm not sure if I understood this update correctly, because visually, I could not see any differences in any flashlights. I had a question that I think is important for the Arma3 community. Today any light in the arma3 will shine through walls and houses, betraying its owner! This does not take into account large physical objects at all and it makes me very upset. Moreover, the problem will be for both flashlights and vehicles. Example 1: Example 2: Also, if light hits the wall from inside the building, it light hit will be visible on the outside of the building! Example3: All this creates a hellish confusion for the player, regarding the light sources! This makes it impossible to create adequate flashlight mission in an urban environment. Unfortunatelly the light physic in arma3 looks looks silly and not realistic. I would like to know - the solution to this question is impossible? In Arma3, impossible create shadow LODS that can take into account (will blocks) a light of flashlight or vehicles headlights. B.I.S. please give your attention to this issue or inform the community about the impossibility to do anything...
  4. Good Day Devs! despite the sunset of the Arma3 life span, I still hope that the game can be improved in the following patches. I would like to talk about countermeasures that are useless vs AT-Missiles. I often ask these questions: 1.What for in the Arma3 there are vehicles countermeasures ? Is this only protection from not Guided rockets (like RPG-7, like RPG-42 etc), while against Guided AT-missiles it should be useless ? 2. What for in the Arma3 have a signal of an approaching AT-missile (inside land vehicles) ? In order for the player to understand that he will die in several seconds? If countermeasures don't work against it, then the signal doesn't make sense Still I have no answers... When an opponent launches a guided AT-missile into a player's vehicle (APC, Tank), the player hears a shrill warning (beep), but why he hears it is unclear - the player will always be destroyed together with vehicle. AT-Missile approaching - At this point, the player can only make the following actions:. a) The player can release one smoke (from two available) b) The player can release smoke (from two available) and change his position (move). c) A player may release two smoke (!more his vehicle not have). d) The player can release two smoke (!more his vehicle not have) and change his position (move) And this is all that is possible in Arma3 and all 4 options will lead to the inevitable death of the player and his vehicle! Dear devs! if you read this, please explain - what is the point in the signal indicating the approaching AT-missile, If a player’s vehicle is not able to resist this threat? PS: I propose finally to set up counter measures in an adequate way. If in Arma3 there is no active vehicles protection, then the vehicle must be able to withstand enemy AT-missiles, and the number of smoke screens must be > 2. Today, armored vehicle survival is very low.
  5. mickeymen

    Arma 3 Creator DLC: Western Sahara

    Hi to All! Today, after a long break, I again played Scenario - "EXTRACTION""and got indescribable pleasure! Atmospheric music, the expanse of the desert, and the specific planning of each mission. And this works very well, even with a lot of mods! I want to once again say to all the creators of this DLC, thank you so much! For me, this is one of the best DLC for A3! Still, a lot could be improved. In my opinion, the following additions would greatly improve this DLC, lifting it to incredible heights! 1) Very lacking in gameplay settings. Similar settings already exist in many mods such as Antistasi. It would be highly desirable for the player to adjust the following parameters: > level of AI of opponents and allies. > number of AI opponents, his probabilities. > probability and number of random patrols, on the way to the primary objectives and missions. > the cost of allies recruting, their level of AI. etc 1) I noticed that unfortunately, if you play single player (no co-op) then the game is a bit unbalanced. Towards the very end of the campaign, where the missions are most difficult, the player cannot raise enough money to recruit AI allies. In addition, the level of hired AI is extremely low, they almost do not bring any benefit to the player, because As a rule, they will all be shot, before they can kill even one enemy! As a result, the player at the end of the campaign is forced to go on the most dangerous missions alone. I played several times and every time, in the final this srory, the player didn't have enough money to hire at least one stupid AI. While the recruitment cost is very expensive and the number of AI opponents in any given mission will always greatly outnumber the player's squad. There will always be a small disbalance here. Hiring one ally is expensive $500, while they all die almost in the first encounter with the enemy. For this reason, player would really like to customize the level of the hired AI, or have several variations for recruitment costs, where a High AI level is more expensive, than a lower AI level. 2) the player's base requires a more protected look. Heavy sand fortifications, static guns, and even soldiers on gun emplacements are needed. Several times, very close to the base, I met enemy patrols. An undefended base near with enemy looks unrealistic, and besides, non-attacking opponents make it more strange. It was great to see protected base, which will be exposed to random enemy attacks, with a sense of player security inside the base. 3) I would like to have at least some kind of randomness of tasks, but this is not. For example, I tried the "Hack LapTop" mission 3 times, because my character and the whole team were killed, but each time this LapTop was in the same location, on same table, in same tent on every subsequent playthroughs this made the game less interesting. If during the replay, the location of the key laptop changed each time, then such a game could be played with great interest! 4) From the very first minute of the game, the player has access to the entire arsenal of Arma3, all weapons including all mods! This devalues some more advanced weapons. I would like to see some restrictions and a list of unlockable weapons, with the progress of the player. Again, this is already in Antistasi, which makes advanced weapons less accessible. I hope you consider some of my thoughts as it would undeniably improve this DLC. ALL WS team, Thanks for your great work!
  6. @BIS, good day! On January 6, in the Steam I read your appeal to the community. This sound good, but I would like to ask to pay at least a tiny amount of attention to the AI of this game. Unfortunately over the past few years AI Discussion and AI Driving topics seem to me ignored by any developers, every AI-topic on the Arma3 (development brunch) forum will be also ignored, ai-issues on the feedback tracker will also be ignored, it looks like total oblivion. No one developer, not will give its answer, related to AI topic, here on development branch, while Arma3 AI still has a shameful flaws and bugs, which the community doesn't deserve after 10 years of supporting this game: > the game supports a bunch of vehicles, but AI-drivers won't be able to avoid elementary obstacles on tnis path, the player will see vehicles trying to endlessly push the houses! > ai-drivers will crush their allies soldiers! > ai-mechanized and motorized infantry groups have meaningless and rapidly replacing each other infinite command loops for their subordinates (Desembarking/Get In)! > ai-infantry will constantly pass through walls, houses, fences, other objects! > ai-vehicles group, provided by the game (platoon, section, etc) vehicles cannot move together, some vehicles will forever lag behind and stop! there are many other AI omissions, that unfortunately continue to be ignored I don't even dream about of super AI in Arma3, but I think, that game, that still supported and was released about 10 years ago should not have shameful flaws related to a basic AI! This reduce its quality. My ask to @BIS - If you want and you promise to support this game, then give at least 1-2 programmers, who will maintain/repair the AI in Arma3, at least as long it is will official supported. It seems to me, that this could also spice up the work with new DLC. So, in 2023 please don't forget to pay your attention to AI! Best wishes to Bohemia Interactive!
  7. mickeymen

    RHS Escalation (AFRF and USAF)

    Good day @RHS team! May 10, 2023 marks 2 years, since the RHS has not been updated. This is an alarming date. I, and I'm sure, many A3 users would like to know - will one day be able to get at least one RHS update? Or will there never be any more updates? Maybe the whole mod team switched to the Reforger engine? It would be interesting to understand how many people remain in the team, what are your plans? Thanks for your hard work, because this mod will forever remain the best decoration of Arma3...
  8. mickeymen

    LAMBS Improved Danger.fsm

    I am so happy to read this news! Thanks LAMBS!
  9. mickeymen

    Western Sahara CDLC Unofficial Discussion

    Good day! I have long wanted to write about this, but due to doubts put it off... Since the first release of Western Sahara, I have enjoyed the empty locations of Sefrou-Ramal every time and this was given me particularly smooth gameplay, even at many infantry squads battle. For me, it has always been an empty map with high performance! But it seems to me that the latest updates (maybe Alchemist theme) broke something, because every time, when I play on this map, I feel much worse game performance than on Altis, Malden, Livonia and other basic maps! How do I feel, the game performance on Sefrou-Ramal has become noticeably worse than on release. And this is taking into account the fact that Sefrou-Ramal is a much more empty map, that does not have forests and thick grass areas as in vanilla maps! It seems counter-intuitive, but now on maps with forests and thick grass, I have noticeably smoother gameplay than on Sefrou-Ramal, even if I will have significantly more units fighting! In addition, I began to notice a visual glitch only in Sefrou-Ramal, in which a grass rarely seen by the player of this map sometimes very fast disappears/appears. This happens multiple times, forming a semblance of flicker. Other maps don't have it. About my test. location: settlement near the airport with name - "Al Mahdes". number of units participating in the test: 3 vs 3 squads (with 8-10 units in every ) and 2 vs 2 vehicle It seems to me that this card needs optimization and it should be one of the best performing map, because it is mostly empty... PS: If anyone else has also noticed the worst performance/glitches of Sefrou-Ramal, then please write about it. I'd like to figure out what's wrong
  10. Dude, I'm not going to look cool. The main thing is that you look cool) Second, did you tell me that I had other mods enabled!? Maybe can you imagine playing Arma 3 without mods/dlc/additional corrective content? I, like 99% of community users, have those enabled, because Arma3 in 2023 without this all is not playable content. PS: In addition, I want to say that when I wrote about the GM error in which tanks turn over, I turned off all mods. But I still got these errors! It just wasn't related specifically to ZSU-23.
  11. Good day for all! As far as I understand, this update has only been uploaded to the Dev Branch/ Can anyone tell, when the 1.5 update will be in the stable branch? Many thanks You gave me useful information! I namelly had this mod! I also assume that it will have a bad effect on RHS vehicles, because sometimes they had weird physics also! As soon as I removed it, I stopped seeing small bouncing of RHS vehicles. Thus, I do not advise anyone to use Bullet Casings.
  12. mickeymen

    LAMBS Improved Danger.fsm

    dude, I didn't understand what money you asked me about. But I realized that you are a joker, even by your one phrase: Keep up the good work, we love your jokes😁 PS: I called all LAMBS subscribers as backers, whether you have sponsors or not. I admit it may not be correct...
  13. mickeymen

    LAMBS Improved Danger.fsm

    There will be no funeral! I was talking to @nkenny on Discord yesterday, he said that they are preparing a new release! I asked him about the main work on LAMBS and the LAMBS-RPG for Global Mobilization and Prarie Fire. Here is what he replied: so all beckers, don't give up hope...
  14. mickeymen

    LAMBS Improved Danger.fsm

    You say that like LAMBS AI didn't do it. I think LAMBS AI did this + many other improved things. I hope he will come back, don’t bury it so early...
  15. Hi @tpw! You still have not everything going smoothly with BLEEDOUT module periodically I meet errors: Error Undefined variable in expression: _skill File TPW_MODS\tpw_bleedout.sqf..., line 237 if I try save and restart mission then I thave another error message: 23:56:12 Error Generic error in expression 23:56:12 File TPW_MODS\tpw_sanity.sqf..., line 44 23:56:13 Error in expression <ealeh",1]; }; if (tpw_bleedout_affect == 1) then { > 23:56:13 Error position: <== 1) then { > 23:56:13 Error Generic error in expression 23:56:13 File TPW_MODS\tpw_bleedout.sqf..., line 217 Also, at this moment fps drops a lot. I don't know if this is related
  16. mickeymen

    AI-support for Arma3 in 2023

    Dude I know your mod! Thank you so much for trying to fix such shameful bug, that a game shouldn't have after 10 years of its support. I really hope @BIS will fix this problem on a much more professional level! PS: Better late, than never!
  17. mickeymen

    AI Discussion (dev branch)

    Don't be too surprised, but Arma Reforger against the background of Arma3 content, which the community and BIS has been creating for 10 years, is simply unusable material. It is not able to give its player even 10% of what Arma 3 can give. Basically, Arma Reforger - just a test. And who told you that you need to invest "senior engineers"? I said oh 1-2 people and these people do not have to be "Senior or Lead AI Engineers" to make things right from the start and wait at decades? Personally, I don't want to wait decades, I'm satisfied with old Arma3, which will still be playable for at least 10 years, if this game is supported by the developers and by mod-makers. As far as Enfusion is concerned, I'm not against it developing, I'm for it! But while this is still being developed, I and other fans of the game would like to have a stable and supported Arma3. There are a lot of developers who wrote AI for Arma3, these people could not lose their abilities in one second, after the release of Reforger. Maybe, but Arma3's AI shouldn't be forgotten, at least if you as a developer promise to support it in 2023 Has nothing to do with what I said. This is another topic
  18. mickeymen

    AI Discussion (dev branch)

    Hi guys! All with New 2023! It seems to me that the AI theme in Arma3 has gone into complete oblivion. If you look at the topics of AI Discussion and AI Driving - Feedback topic, will anyone see the answers of the developers over the past years? Unfortunately, there are none at all, already far from one year! It looks like BIS has completely disconnected all programmers from Arma 3 AI-support, but at the same time, we can see how the developers promise to continue to support the game. In the begining 2023, I went to play Arma in 2023, but when I again faced with AI penetration through walls/fences and when I saw again how AI drivers endlessly push buildings on their way, how AI drivers crush their allies in their path, I decided to once again remind BIS that if the game continues to be supported, then the AI should not be excluded, because even after 10 years, Arma3 still has shameful bugs and flaws related to AI. I was created a topic with a request to give at least 1-2 AI-related programmers to the promised game support in 2023. Who likes this petition, please support me! I hope that if they promise support in 2023, then we have a chance with AI also.
  19. Don't worry, it's the little things in life Thank you Now you have a new problem. If the unit was once in this position, then it has a chance to be on its feet in 0.1 seconds! Sometimes it looks like a soldier jumping out of the ground. PS: although I'm still not sure that jumping fallen to the ground occurs only from such a prone position. Because this is not visible from a big distance. This happens in my tests with the sniper at distanse ~ 200-250 m First, the bullet hits the soldier, then he falls to the ground. After a short amount of time (20-40 seconds), this soldier seems to jump out of the ground and get to his feet in a split second (FALL and BLEEDING they are switched on)
  20. Something is wrong with this update (Steam version) I have no more TPW settings, there is no TPW in the game at all! the content of the archive is completely different, it contains uniforms and other things that are not included in the main tpw package In addition, the weight of TPW is now 2.13 GB, instead of 152 Mb @tpwseems to me, you uploaded the wrong archive by mistake I absolutely share your opinion
  21. mickeymen

    LAMBS Improved Danger.fsm

    Perhaps this information will be useful for users of LAMBS. At first I thought that I found another LAMBS bug, but later it turned out that this is an incompatibility problem with other not AI mod. As it turned out, the CH Bright Nights mod - significantly increases the range of vision of AI without NVG in the darkness. When they are together with Lambs detection file (lambs_range.pbo), which itself increases the range of vision of AI, then AI will turn into Riddick, able to see in the dark at a distance of 300-400 meters and shoot in this darkness very accurately. This can break any night mission...
  22. Hi all! It looks like the author of TPW has disappeared. There is no response to posts. I hope he comes back to us one day... In this case, I would like to ask, does anyone have a previous version of TPW saved? namely, previous version to version TPW-MODS-20220821 I tried to download the previous links from @tpw but it always downloads the same version from 21 August. If anyone could share this with me I would be very grateful. Usually I have different versions saved, but this time I skipped it(
  23. mickeymen

    LAMBS Improved Danger.fsm

    Why do you think I didn't try it? For me, this is not good AI mod, because it is buggy and creates a lot of nonsenses in gameplay. Despite the errors I listed from LAMBS, this looks much better. I remember a lot of glitches from Vcom. For example, in Vcom AI blows itself up with self explosives. He sets up a Demolition Charge and blows up several ally members of the squad! There, the player automatically begins to perform the actions that the AI should perform, even if the player does not want it. For example, the player starts automatically throwing grenades, without pressing the G button! With errors like this, it's just not playable content for me. I put this mod several times and deleted it in irritation.
  24. mickeymen

    LAMBS Improved Danger.fsm

    Looks like this mod is dead. Very sad... The last update of the stable version was a year ago. Last dev update, over half a year ago. I tried using dev twice, not sure, but it seemed buggy to me (worst performance) For me, this is best AI mod, but with three pains in the ass, that interfere with full enjoyment: 1) AI (infantry, vehicles) will indefinitely suppress the empty sky. 2) If some of the enemies wil killed on your installed explosive, then the all enemies in map will know about you location and will start to hunt you. 3) LAMBS waypoints will ignore game waypoint settings, they are disposable in using. (cannot be switched to next) I tried informing the creators about it, but there is no effect. These splinters are still in mod/ Hopefully someday this will be fixed/improved...
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