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Everything posted by mickeymen
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Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
Good day, @BIS! Even after more than four years of Arm3 life, the game still does not have any repair model. Please give the game at least some repair system, because such repair as it: is now, already looks shameful. Any progress in this matter would be received with great gratitude! The Arma3 has the various damaged parts from any vehicle. If I could influence the game, then I would have the ability of repaired for each damaged part of the vehicle as personal action, with a choice for the player or subordinate in the action menu - "Repair engine", "repair hull", "repair turret" , "repair fueltank" etc. For example, BIS, you can do, something like this not complex(as seems to me) repair system: 1) Each external damaged part of damaged vehicle can have its own personal marker (snap-positions), in which the repair specialist (soldier), will have a repair animation. This should not have many positions. Only for each wheel or other external parts. 2) Repairing of each damaged part could have a status-bar and have a personal repair time, can be random number of seconds within certain limits. 3) The impact on the external and internal damaged parts of damaged vehicle could have a different positions for the repair specialist (external and internal also). For example, the hull, wheels/tracks, fueltanks, cannon etc can be are repaired only outside the damaged vehicle, while some parts (such as the turret, engine of land vehicles) should have a repair position(invisible) only from the inside of damaged vehicle. This is just the opinion of one person, but it seems to me, that such a repair system could give a more realistic gameplay, especially for the ArmA3. -
How to force the AI-units make the deployment of mines ?
mickeymen posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everybody! I tried to find information, but did not find it :( How to force the AI-units make the deployment of mines, for example on the current waypoint ? I would like the enemy AI, to place mines at the specific/random points of the map. In this case, the direction of deployment is important, since such mines as SLAM, Claymore, Mine Dispenser are requires a certain deployment direction. Thanks for help!-
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Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
@BIS! In the Arma3 still does not exist the ragdoll or death-animations for all static gunners and quadbike crew! Please finally add this for all static gunners and quad bike crew. Since the 2013 release, all tickets on these issues at feedback tracker have been ignored. This: and looks so ugly Please, spare the game from this! -
I completely agree. In the latest version of ASR the spawn of grenades is overly exaggerated. At first I liked how the AI uses grenades (old versions), but it's annoying now. Maybe this is my perception? Or probably the last update of ASR added additional spawn grenades, despite the author's claim that he reduced the spawn. (there could be a wrong new algorithm) Today (v 1.1.3), the grenades in ASR, are complicate the life of the player, this is good, but unfortunately this does not look realistic, because once the AI detects the player, through 00000.1 seconds, the player sees flying grenade! conclusion: @Robalo, after any recognition of enemy target, It is necessary to give the small delay for use grenades (can be within 2-5 sec), so in the most cases, let the AI, first will use the primary weapons and only after this throws a hand grenades. Regarding the use of UGL, it still looks decent
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
absolutely agree -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
But still try to increase the sound of breathing significantly louder, because, now when the character is completely tired (cannot sprint), absolutely nothing is audible :( Thank you! -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi LJ! Do you work on the sound of the player's breathing? The fact is that when the player's character is completely tired (unable to sprint), then he does not have a heavy breathing. At this moment, I do not hear anything at all! This is not good. Can you add this detail? I remember OFP, there besides the heavy breathing was also realized the knock of the heart. I miss all these details, unfortunately today in Arma3 we do not have this ( PS: As it seems to me, in general, the player's breath when completely tired (should be louder than breathing, when the player's character still has strength. Please consider this issue in your mod -
I'm tired of arguing, Is enough. To all users - only good mods...
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No, because it has more advantages than disadvantages Thanks for info These are variations only for static units. With this, there is no problem, because I can easily deprive units of movement, using a AI-module in the editor. However, in my case, I wanted my several single-snipers to move with random periodicity and only in a given radius (stealth mode). Such an snipers, could be more unpredictable and dangerous. It is for this reason that I am talking about the special movement, without rapprochement with the enemy. As it seems to me, the sniper should not approach to the enemy. He must only maneuver over a long distance, since the purpose of a sniper is to destroy an enemy from afar. PS It would be not bad, if Robalo took into account the class of soldier, who should use distant support. Thus, single snipers should not be taken into account. However, if this does not happen, Then it's okay. As I said this mod has more advantages than disadvantages.
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Ok, but then how about what exactly did Robalo say: ?
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Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
Hi @BIS. Please do the work on the thermal vision in the game. Today, (v1.74) it is far from perfect :( There are some omissions: * Too much brightness. The thermal vision in the Arma3, looks as not fair ability, because at any distance, the player sees the enemy, as torches in the dark. It's too bright!!! Thus, the thermal scopes -TWS and TWS MG, will always are surpass any other sight in the game. Please, reduce the brightness of all objects, which really do not burn at the moment, since today the flaming object and the strolling man, have the same thermal brightness. * NO influence of distances. The distance does not affect quality of thermal detection, at least it is not tangible. All objects are visible at identical infinite distances and for all thermal devices in the game and with same brightness. Please, try to create the linear brightness reduction depending on the distance. * NO personal features of different thermal devices. There are no noticeable personal characteristics for different thermal devices. For example, the thermal vision of the tank and the NVG, have the same capabilities. Please, create personalized features, at least for some personal thermal devices. For example, as seems to me, the range of thermal detection, for sight of hand weapons (TWS & TWS MG sights) and night vision googles (Compact NVGs) should be reduced, while the thermal vision of combat vehicles, at the large distances can be more effective. * NO realistic visualization. The thermal image looks excessively smooth and crisp. There is no graininess in the visualization. Please, try add a noise or some blur effects. If we look at the real thermal vision on YouTube, we will see this particular qualities. * NO influence of weather. The weather has no noticeable effect on the thermal vision. In heavy rain and thick fog, the brightness of the all objects radiating heat, will be the same. Please, create a weather effect on the thermal vision. Bad weather conditions should significantly impede detection. * There is NO influence of time of day. Look at the imager in the deep of night - 02:50 am or at - 12:00 pm - there is no noticeable difference! In the daytime in sunny weather, buildings should heat up and this means in the thermal imagery they should be more brighter than man. Please, devide the effect of the day and night on what we see in the thermal imager. * NO birds in the thermal vision. Birds are not displayed as a light source. We see beautifully other animals but birds are an exception. Please, make the birds as visible in the thermal vision, because it doesn't look good. -
I play dozens of my old missions with the ASR mod and I can not recognize my old missions, because AI ignores plan of these missions, which I created by means waypoints. Yes, with ASR, the AI has become much more dangerous opponent and this is good, but also ASR, broke the intent of some missions, this is opposite side of one coin
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I'm not arguing that. I have repeatedly admired this mod! I just want this mod became better, while some users, are ready to tear me.
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Well, with your logic, waypoint in Arma3 not have the slightest sense. Yes exactly! Only by understanding the artificial intelligence of the current waypoins, the player can get adequate gameplay with AI! You speak as if the autor of ASR mod, has created a truly smart intelligence, and now he doesn't need a correction via waypoints, because the AI is now known to all - when and what to do! Lol! Sorry, but this sounds absurd. You want AI support?- Then use specific waypoint - SUPPORT waypoint! You want AI-movement? Then use to MOVE waypoint! You want AI-attack? Then use to SEEK AND DESTROY waypoint! THIS IS THE CONCEPTION OF ARMA! Yes the AI during the execution of the waypoints, must be able to attack/defense , but this AI must not ignore the basic order, otherwise, the waypoint in the game, doesn't matter. In the mission there may be times, when the AI-movement can be a priority and the AI should not be stupid enough to ignore his first priority. If AI, ignores his waypoint, then this AI ignores the concept of the game, as a whole! If someone does not understand this, then I try to explain it. If someone continues not to understand this, then I am powerless. Thanks for your recommendations. In turn, I will recommend you at least sometimes, to open the editor of Arma3 and read what it writen.
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@road runner, I'm not strong at script writing, but I figure out something. The main thing that I figure out - is that the vanilla AI will not ignore its cycled waypoints. In this case, If I compare with the ASR mod, I find vanilla behavior more appropriate. Moreover, many BIS programmers also think so (if they did it initialy). So I'm not alone in this matter... Yes, probably in the ASR AI, the the missions-maker, also can achieve that the AI does not leave these cyclical waypoints (scripting, thin settings) but why should the player blow up the brain? Is it not easier to make the behavior of AI more adequate initially? There is one hundred percent truth! If the any soldier (AI or human) currently has a waypoint with specific coordinates, this means that he has an order from the commander. Also, the order of the commander can be given to a single soldier, since he can receive this order at the before of the start of mission. We know that soldiers should not break orders and this is an axiom! I can imagine the fact, that the soldier broke his order and fled because of cowardice from the battlefield. This situation is realistic, But fact, when the one soldier leaves his waypoint u ran into battle within a 1-1.5 km, such an example seems absurd to me. All I want to say is that AI -support can be a nice feature of ASR! Yes! Yes! Yes! this is cool feature, but ONLY when the AI is idles or when the AI has a combat waypoint (Destroy, Seek and Destroy, Guard, Support) ONLY IN THIS CASES! Other waypoints should not be ignored. I think, If such a features in the ASR AI were to be realized, then it would be fine! Am I wrong in something? Does anyone disagree with this? @Alwarren As seems to me, You are not attentive to the problem of which I am speaking. I said that single snipers run a distance of more 1 km to the battle and leave their cycled waypoints. Then, how it: connected with my problem!? LOL! What does the team leader, who gives orders? Single shooters have no team leaders, since they are single! And why do you constantly talk about the non-existent combat mode Probably you are playing out in the old versions of Arma - Arma, Arma2 If you open the editor of Arma3 and configure the waypoints, then we will see, that this сombat mode "Do not engage" does not exist in general In the editor of Arma3 we are have only, the following options: UNCHANGED, FORCED HOLD FIRE, DO NOT FIRE, UNLES FIRED UPPON, KEEP FORMATION, DO NOT FIRE, UNLES FIRED UPPON, OPEN FIRE, KEEP FORMATION, OPEN FIRE
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Thanks, but it's strange that Robalo does not know anything about this
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The fact that it is irrelevant - It is a problem! The AI exact should take into account the current waypoint. ONLY combat waypoints can be considered for support. In addition, you said - "is only a MOVE waypoint", but in my case this is not just a MOVE waypoint! Pay attention, in my case this is a CYCLED MOVE waypoint! If it's cycled, it means that such a waypoint should not be interrupted. I congratulate you! But I wanted not to brag about my time spent in Arma3! I wanted to say that 4553 hours (Steam statistics) is enough to see that the vanilla AI will not leave its points and move for distances greater than a 1 km, to support an ally. You do not agree with the obvious. If the mission-maker uses any waypoint, then the AI must complete this waypoint and ONLY after the completion this waypoint, we can talk about support within a 1-1.5 km. According to your logic in Arma3, it is impossible to create patrols for specific areas, since AI will always leave them! And how I can set "DO NOT ENGAGE", if I want to create a patrol that must shoot at the enemy? I do not know anything about this. But I also do not want this.
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combat mode - stealth, movement speed - limited, I use waypoints LOITER and MOVE. Otherwise everything is default This is not close distance, this single units (snipers) are at a distance within 700-1.5 km. At this distance, the AI should not ignore the current waypoints. You should not doubt this. Before, I played my mission only with vanilla AI. When I played with vanilla AI, he does not leave his waypoints. To date, I played in Arma3 - 4553 hours (Steam statistics). In 90% of this time, I played only against AI or vs AI. I've never seen, AI move with support (any type of waypoints!) within such large distances! Vanilla AI not will do this... I think that support is a cool feature of ASR AI, but as seems to me, it should work ONLY, if the AI currently is idles, or if this AI currently has special-purpose waypoints (only combat waypoints - destroy, seek and destroy, guard, support). In other cases, the support of allies, at such great distances, must be unacceptable.
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I just try to explain the ASR AI problem (with ignoring waypoints) more clearly. @Robalo please image this situation: When the BLUFOR squad will enter battle contact with the OPFOR squad, all single OPFOR snipers will leave their current waypoints and will go to support the allied OPFOR squad. Please note, snipers have cycled waypoints - LOITER or MOVE. Thus they should not leave their waypoints (because they are cycled) Only a special waypoint should force these AI leave their place! But in the ASR, the AI will ignore this, he will leave his destination and rush to support/ PS: I use only ASR mod, not other AI mods
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There is no need for this, since I use ASR AI & CBA3. @Robalo, I want only to say, that for me, the ASR mod is a great AI-mod, but it has problems with ignoring waypoints for AI. It seems very strange to me that you do not understand what I'm talking about, because not only I telling about this problem. Also, I described the problem above several times I also noticed that you are not very fond of answering questions. Well, I have no right to force you ... Thanks for your mod anyway
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@Robalo, We are talking about your mod and the problem at which AI leaves its waypoints! Why he does it is not clear... when cpt.ghost said this: I reduced this settings in the ASR - radio report max range - 700m. Then what do these settings mean? So what do you think about it? This is possible? As it seems to me, AI should not leave its waypoints and run to the other end of the map to fight, when this AI has specific destinations
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Thanks for this useful information. I, too, suffered from the fact that AI left its waypoints. As seems to me that such principle of support (distance setting in the mod) is not the best solution for AI mod. At least it would be well to see the opportunity to configure each mission (but not all game in general), for example, by placing the ASR-AI module in the editor (Just like the ACE3 mod does it) Also, if @Robalo will used AI-support not only in the settings of distance, but also taking into account the current waypoint of support AI(which support-AI currently has), then it would be much better! Thus, the AI that will support allies, should take into account the self current waypoint. For example, as it seems to me, the AI-support could be implemented only if the AI-supporters have waypoints - DESTROY, SEEK AND DESTROY, SUPPORT, GUARD. Other wayspoints mean finding a particular point on the map. This means that the AI should not leave its destination.
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However, they do not look happy. I've equipped AI-soldiers (Missile Specialist) only with Anti-Personnel Missiles in virtual Arsenal and exported into the editor: Thus, each of the AI-soldiers, was armed only with Anti-Personnel Missiles, but as you can see, none of them even tried to use it! Anyone can repeat this experiment. In the following example, I used AT-soldiers who were equipped only with RPG-42 HE Rockets. In the case with RPG-42 everything is a little better, because AI, still tries to use the launchers. However, the accuracy of his shooting, is very low: It's very likely that when an AI shoots from an RPG-42, he takes aim directly to the enemy's head, but not to the ground near to the target. Also in the case of the RPG-42, the AI fluctuates and often changes its weapon from the carbine to launcher and again to the carbine several times. This looks not good. In both examples, I used the high skill level of the AI (>80%) I really don't like this fact in the Arma3 and I am too tired to create a tickets on the feedback tracker, because It hurts me to look at it since release 2013. Looks like nobody is interested in this issue. I would totally like to see the more dangerous opponents, that can usefully uses anti-infantry munitions. @Robalo, if you can not improve the situation as a whole, then please try at least to teach AI to be more precise, when they uses RPG-42 against infantry. Because you managed to do this in the case of UGL.
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I'll let myself ask you one more time. thanks for answers...
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How to make a run AI-units under enemy fire?
mickeymen replied to mickeymen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Already I was 100 times angry and 100 times calmed down. Unfortunately, feedback is a complete shit. Previously, it worked a little, but now it does not work at all. But I continue to make reports! And do you know why? So I collect the errors of Arm3 ;) It sound not bad) But my experience was different. I experimented with two versions. With 2.6. and 2.81. In the both versions, I at least witnessed 10 times as enemy AI сouldn't kill me from a distance of 5-7 meters at a time when I didn't see it! He just shoots 20-25 shots and all the shots pass me by! But, sometimes the enemy AI does not fire at the player in general! He just looks at the player and waits until the player shoots it. It looked very stupid. In the description of the mod it was written that the AI uses mines and explosives!! Then I was in lust! But how this AI uses explosives? Once, the Vcom AI goes into danger-mode, he just puts the explosives on the current position and this is all his logic! Unfortunately it ability looks like a primitive scripting. So, the AI simply spawnes the mines/bombs in the most illogical places, for example in the middle of the roads or other open places. I always dreamed to AI in A3 used explosives, but in this case, as seems to me, will be better if AI will not use explosives at all, than the player will see this. I would not want to offend the author of Vcom mod, but let him excuse me, since each user has the right to his or her personal opinion. I remember, after that, with skepticism, I launched ASR AI Mod and was pleasantly surprised, since my character had to die many times, in totally unpredictable ways. In this mod, AI is very dangerous, thanks to the use of grenades. ASR is not perfect, but today I stopped here. I think they do not even have attempts for a long time.- 18 replies
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- ai in arma3
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