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Everything posted by mickeymen
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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
Before, I proposed to create a new waypoint and new command - "breakthrough" . https://feedback.bistudio.com/T81042 But my ticket was safely shut down. I hardly believe that developers will improve AI. Unfortunately, they are more interested in the visual series in the form of new DLC. Thanks. This video seems interesting, but I can not understand everything in the speech of this dude, because English is not my native language. What exact mod (one mod) can give this AI-ability ? Thanks. Unfortunately before, I tried using VcomAI, but I did not like this mod. I prefer ASR AI, it's really impressive, because enemy AI in this mod more dangerous. It seems to me, that the problem of running AI, under enemy fire is a more difficult problem than I foresaw. Even if there is a solution, the mission-maker, will first have to blow up his brain (- 18 replies
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- ai in arma3
- retreat
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(and 3 more)
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Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
BIS, Please teach the primary weapon to remember the fire mode. If to switch the primary weapon to automatic shooting or on fire of queue (on three shots) and after, to replace this primary weapon with any other secondary weapon (a pistol or launcher), then Arma3 does not save the previous shooting mode. Thus, after each weapon change, the player's primary weapon always will be on a single fire. Always need to activate the previous mode, again. Or if you lift the weapon from the ground, after switching it to automatic fire mode, this weapon will always be on a single fire mode. Please correct this, because the weapon must remember its mode. -
Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
BIS please make actions/animations of reloading or treatment interruptible. When a player run reloading or self-treatment and suddenly finds himself under enemy fire, he can do nothing, because the game continues these animation. Animation continues and the player can only watch as the enemy kill his. Especially it looks not good, if player reload a machinegun or launcher (long animations). In this cases, the player gets hits and continues to reload this weapons, during 5-6 sec. This reloading-animation can contribute not only killing of the player, but also it is not realistic action in the game, because man can't get the bullets hits and at the same time to reload weapon. BIS, Please make these animations interruptible at the player's will, or automatically, after hits of enemy weapons. -
Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
Mine-detector has no beep. If a player has a mine-detector and detects a mine within radius, then he says to himself about it! For the player, this moment looks silly. I think mine-detector in the moment of detection enemy mine, should have special sound signal.At this, not necessary to remove the voice of the player-character - "I see mine". BIS, you can leave It in some cases.Thus the player will always respond to danger mines, during the special signal and this moment, will seem more realistic. -
Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
Destructable doors. Many times I asked myself a question. Why all the doors in the Arma3 indestructible? It cannot be destroyed by anything, even from tank! BIS, Please make this moment realistic. Almost all doors in the game maked from wood. Doors are should have hit point limit and player should be able to destroy any door, using a hand-grenade or grenade launcher, launcher and more heavy weapons. -
Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
Required action/animation to throw on the ground the current useless weapon. If a player wants to throw on the ground useless weapons (when the player runs out of ammo and near there is no possibility of recharging), then for this simple action player needs to do three steps: OPEN INVENTORY CLICK ON THE USELESS WEAPON CLOSE INVENTORY It complicates a simple action and during this moment, the inventory menu obscures the vision of the player. Several second enough to get the bullet. If the game will have a special button and special animations for throw the current weapon, then it would be good. Thus, we replace three actions by one! About animation. Today, when in Arma3 the player wants throw on the ground (using three steps in the inventory menu) useless loucher/primary weapon. then, instead of throwing to the ground the player sees the animation as a soldier puts his invisible weapon on his back. In this case, we see empty hands of soldier with inappropriate animation. At least it looks ugly. BIS please add special throwing animation also. -
Yes, you are the master of your mod and I can not argue with you) Thank you, the question is resolved Sorry, but judging by your words enabled == no change I do not see any differences.You said -stamina enabled for AI in player's group, But you not said - stamina enabled ONLY for AI in the player's group. Since in both settings the stamina is present in the AI of player's squad, this seems to be the same. I understand your reason. Probably you are not interested in my question about disabling FSM, but it's your right. Thanks
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Robalo, how do you think, It is possible to force the AI to accelerate movement to the player, if the player is more than once uses the command " Return to formation"? For example, If AI far is behind of player and this player calls his subordinates back to to formation, more than one time (within X second), then the subordinate AI, should turn off the FSM for a short time and run to the commander. The FSM disable must be short-lived. This should help the AI to be faster, as it will disable caution. Thus only one order -" return to the formation", will mean only the status of subordinates - in formation, the next order " return to the formation" should make AI accelerate to the player. Is this possible? Or bad solution?
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Thanks for the answer. Yes that's quite right, I was confused by this. But I still can not understand why this is necessary? If the AI in the player's squad does not have Stamina, can this improve AI somehow? In addition to the fact that we do not have fair gameplay in relation to the all opponents (because all opponents have stamina) , it only allows all members of the player's squad to run far ahead. (if player is not commander) There are no more advantages. In the settings of - Stamina system of AI in player`s group, users has a three settings - Disable, Enable, No Changes.I can not understand the difference between - "Enable" and "No Changes" ? Before, I tried to activate a stamina in the player's squad using only the - "Enable" option, but it did not work. But today I used also the check-box "Owervrite Mission" and noticed that the stamina appeared in the player's squad! Please explain how your settings work? What is the difference between "Enable" and "No Changes"? And for what exactly is used - "Owervrite Mission"? Also my humble opinion is this: if you make use of the stamina in the default player squad, then it would be more logical. AI in the player squad, will always fall behind (if player is commander), even with the stamina turned off. This problem annoyed me with the release of 2013, but as seems to me, the reason is different. AI will lag behind the commander, usually only when he switched to a danger mode. Probably in this way, the BIS implement the caution in artificial intelligence. Before, I created numerous reports and suggestions on feedback, but of course AI almost interests developers. They are as always busy with the next DLC.
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I can not imagine Arma without a stamina/fatigue systems. This is already not Arma. For me, this is a bad decision. It is also not clear why the author of ASR uses the disabled fatigue in the player's squad by default. As it seems to me it should be vice versa. The disabling option should be an affordable option for all who wish this. Does anyone know how I can activate a stamina in my squad?
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Hello users. Please tell me, does anyone else experience this problem the same way? Already in the third version of ASR mod, I can not activate a stamina system in a squad from a player. How player can activate a mod settings and turn off this cheating ability? In general, I can not understand why it was added, because all opponents have fatigue system.
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
LJ I continue to enjoy new version of JSRS. This is a holiday for my ears and fear at the same time. I say fear, because when I'm under close fire, it makes me afraid. The new version reminds me of the early versions of JSRS (when I first time heard your mod) on the power of sound. Powerful version, sonic cracks sound nice, bullets whistles sound much better than in the previous version -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lol! You remember it so far! I have not reported this for a long time. Thank you for remembering me and my requests ) I'm also impressed by the sound of this game. As seems to me, the soundscape in this game is better than the game itself -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First Impression 5.17.0705 - Nice Release! @LordJarhead! Thank you very Much! I think this is the most powerful version in its sound -
How can a player disable this feature? But, I do not know whether for this reason I am experiencing the following problem. On the one side, the fact that AI joins the near allied groups is a good feature of the ASR mod, but on the other side, this feature breaks the mission. Unfortunatelly, I constantly experience this problem... For example, in my mission, I placed single snipers in different points of the map and gave them the specific patrol waypoints. As soon as the enemy detects my squad, within a 10-20 minutes, all the opponents from the whole map, grouped and attack me! All single units, ignore their waypoints and leave the assigned directions. This is not good, since the mission may require special routes for my opponents. It would be nice, if @Robalo, made the joining of the enemy AI, only under certain conditions, namely, the AI that will join should take into account the current waypoint. For example, it would be logical to do thus: 1) Joining should occur ONLY if the group to which the single units join, will have current combat waypoints, namely - DESTROY, SEEK AND DESTROY, SUPPORT, GUARD. 2) Joining should occur ONLY if the small joined AI(1-2 units) has the same waypoints as the group to which the joining is made. 3) Joining not should occur, if the small joined AI(1-2 units) currently use such waypoints as MOVE, FOLLOW, GET IN, GET IN NEAREST, HOLD, JOIN, JOIN AND LEAD, LOAD, LOITER, SENTRY, because this means, that the AI at this moment has personal orders and should not ignore them. @Robalo, please consider this issue, because AI (small groups or single units) upon joining, ignore the current waypoints and leave the specified destination.
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yes, armaholic has problems with server -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
8m, 1-20 meters from or to what? This distance from the source of the shot to observer or distance a passing bullet to the observer? Please feel the difference. In this case, it is important not only the distance to the observer, but also the distance from the source of the shot. Before, I was only talking about the source of the shot to the observer. In your video example, the enemy shooting relative to the cameraman is very far away, besides, also do not hear any whistles of bullets. In this case, the Video is not suitable for any demonstration. I talked about a different situation. When in the Arma3, I'm a squad leader and I stand in front of my subordinates (wedge formation) and hear behind me - wzzz, wzzz. This means that my subordinates are shooting at the far enemy, behind my back ( Note! the source of the shots is 8-10 m away from me, not like in your video ) and I do not should to hear wzzz, because it seems to me unreal. If the person is near the source of the shot, this means that the speed of the bullet is maximum. We know that the speed of the bullet (if this ammo is not subsonic) is higher than the speed of any noise, which means that we should only hear the subsonic crack, but not the whistle of the bullet. The whistle of a bullet can only be heard, when the bullet loses its initial speed of flight. In relation to the observer, this can be when flying bullets over long distances or during ricochets. In my opinion, everything is logical. PS: I Rolled back my JSRS to the previous version and enjoy :) -
Rabalo should not, but you owes, how I can see ; You have to explain this to me ... huh? Thanks, without you I would not understand this
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Where disappear the author of this mod ?
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Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
The game boasts to the user, its bullet penetration system through various surfaces, however in the case of grenades and glass we have a complete mess. Player has problems with grenades and glass in the game. @BIS, please make a adequate physics when grenades hit window glass of buildings. 1) The UGL grenade is not capable to break window glass - https://feedback.bistudio.com/T82591 2) The hand grenade flies through the glass of buildings, without any physical contact - https://feedback.bistudio.com/T126046 -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It was said rudely, but in General the guy was right. Unfortunately I also do not like the last update. V5.17. LJ! I love your mod, and I can not imagine Arma gameplay, without your mod, but where did you get this -wizzzzz from? As seems to me, this sound effects can only be suitable for subsonic ammunition or when the bullet flies very long and loses its speed, at the fire from large distances or after ricochets. But when I stand in front of my subordinates and hear behind my back wzzzz, wzzzz,, wzzzz,, wzzzz, - it does not sound good. @LordJarhead, please consider this issue - subsonic cracks disappeared and instead of them came whistles from the flights of bullets - this is already a problem. -
Exuse me, but I disagree with this. The use of grenades is an advantage, especially in close combat, when the distance to the enemy is < 35-45 m. If AI uses advantage, it becomes more dangerous. Agree. I retried the several tests and fired with sound supressor (single shots at intervals of 5-10 seconds, with Rahim-rifle) from a distance of > 500 m into the enemy AI unit. With about 3-5 shots, always AI immediately detected me. Another problem is that when AI(individual units 1-2 AI) is joined to the one allied group and running to the enemy, he ignores his current waypoints. I completely agree. @Robalo Please reduce the accuracy when firing from UGL. I use the precision of AI in the settings of the game 0.55 and I notice that the AI hits me almost from the UGL, as well as when firing from the main weapon. Most likely the multiplier for hit from the UGL should be less, in comparison with the main weapon.
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My God, how I love this mod! I can not go through my missions again, because the enemy AI breaks me in the most unpredictable ways! Now I even fear the enemy, because he is really dangerous. This is definitely the best AI mod for Arma3! Only small issues that I noticed: 1) Sometimes AI aims at the empty sky, when there are no enemy air-vehicles in general. Or he aims much higher targets, even in those moments when he has a real target. In this example my subordinate AI, gets target, reports - "ready to fire", But is aimed significantly higher than the current target 2. AI good uses hand grenades, but several times I noticed that my subordinates AI, throws grenades, even at the "Hold Fire" mode. 3. I tried to work with the settings, (I turned on the fatigue for the player's squad and turned off the falling of soldiers, when bullets hit) however there is no effect. There are no obvious changes. 4. In some cases, the AI commander in the squad runs away too far (if the maximum speed is set in the waypoint settings), breaking the formation. At this momments is noticeable, that this AI-commander of players squad does not have fatigue (probably this is the reason of problem). I think this problem has already been mentioned several times before, by other users
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Unfortunately, this is USS Freedom Is one big bug. Planes, fall under carriers or explodes without any reason on the runway. AI (pilots) is not able to fly up from the aircraft carriers runway (even in the helicopters!), AI is unable to see the boundary of the deck surface and falls down to the sea and then appear again on the deck, the AI and character of the player gets stuck in the stern and twitches in convulsions. Yes, BIS, you tried
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Can confirm this issue. I hope this issue will solved