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Everything posted by mickeymen
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@Robalo I like how the AI uses grenades and UGL in the ASR AI mod. It's just Christmas for the player! In vanilla AI, grenade attacks was almost not noticeable, but in your mod the AI is more dangerous, thanks to this feature, but I would like to ask you. Could you make it so, that the AI also used the launchers against infantry (Anti-Personnel munition)? Of course I mean Anti-Personnel missiles/rockets in the game. I haven't seen this feature before in any AI mod. I not undersand why, It's hard to do? It would be great to see how the AI is attacking enemy infantry with Anti-Personnel missiles or rockets (by means RPG-42, Titian-Launchers ). At least then the AI would not be around, this is a useless burden in their backpacks... Also AI gunners do not use Anti-Personnel munition, while in tanks, but however this issue is secondary. Also I'd like to know What settings you use for the of AI in the game settings? I use skills - 0.85 and precision - 0.55 and I noticed that with your mod, AI-enemies shooting at me get into me, much less often. What are your tips in the those settings?
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Thanks, now the problem with BLUFOR triggers resolved. I noticed one small issue. For reasons unknown to me, the settings have no effect on my game For example The setting "Soldiers fall when hit" - has no obvious effect. I switch off this, but the soldiers continued to fall, as they were not in vanilla. Or when I enable "Stamina system on AI in players group", I see that the AI does not get tired in the player's squad. Do you know why settings can not affect the game?
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Or is it enough to download the latest version? @Robalo you have considered the problem (in the version 1.1.1) with BLUFOR triggers? In version 1.0, in the add-on settings, I tried to disable the incognito mode, but this did not solve this problem
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I am experiencing the same problems. Which exact file should be deleted? asr_ai3_incognito.pbo ?
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Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
Make the AI of Arma3 better. Finally, at least some of these omissions must be cured.. 1. AI-Gunners of light armed vehicles not able attacks VTOLS. https://feedback.bistudio.com/T124591 2. On the battlefield the wounded AI wait medic-support in full erect position. https://feedback.bistudio.com/T124222 3. AI-drivers, not leave light vehicles (Plowler LSV, Qilin LSV, Offroad Armed) if the gunner is dead. https://feedback.bistudio.com/T123678 4. Ai with waypoint "Seek and destroy", after too short time stop your searches. https://feedback.bistudio.com/T123627 5. AI do not deploy the static weapons 100% accurately. https://feedback.bistudio.com/T124298 6.AI not able use suppressive fire command against player. https://feedback.bistudio.com/T117528 7. After players order, the AI not able rearm/reload your weapon from alied units. https://feedback.bistudio.com/T85921 8. AI does not react to a fallen grenade near to him. https://feedback.bistudio.com/T85491 9. AI informs about the enemy, even when he sees an ally. https://feedback.bistudio.com/T84974 10. AI not able use Anti-Personnel Missiles against infantry, which carry in the their backpacks. https://feedback.bistudio.com/T83138 11. AI not does not react to any allied contact (treatment, reload, inventory) https://feedback.bistudio.com/T82407 12. AI not seek/penetrate into buildings, if this AI uses waypoint "SEEK AND DESTROY" https://feedback.bistudio.com/T80772 13. AI too fast at detecting distant, barely visible/audible targets (if enemy uses sound supressors) https://feedback.bistudio.com/T80218 14. AI passes through walls. (pathfinding problem) https://feedback.bistudio.com/T125744 15. If the tank loses all fuel, then the AI crew, will not leave this tank. https://feedback.bistudio.com/T125760 BIS, thanks for your work! -
Only with big tits/
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Hi All! I don't use the dev version, but I know the Jets-DLC, improves the damage model of the basic planes also. Someone can tell me, VTOLs, from the Apex (Blackfish and Y 32 XI'an) also received a new damage system also or not?
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Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
unfortunately, Inventory (with lying on the ground objects) in A3 works not good. A player cannot take launcher, from ground surface, without explosion of the brain! Many of tickets ( my personal feedback ) of some users has been created before on the feedback tracker, but it has no effect. Today, (v1.68), there is no changes, is in an unprocessed state. To put it mildly, this looks far from ideal. Dear BI Developers, try to make the interaction with weapons or other objects, which lying on the ground surface or other places, via special markers, as it tries to make StarSitizen: As seems to me, such a system of interaction could greatly improve the gameplay Arma3. -
Arma 3: Community wishes & ideas- NO DISCUSSION
mickeymen replied to Maio's topic in ARMA 3 - GENERAL
Hello BIS! Thanks, the Jets DLC the Arma has received many updates and improvements. I want to talk about the ejection of the pilot. Now, the Jets DLC added to Arma, the ejection with the help of a catapult, and this is fine! But the Jet -pilot or the paratrooper, still has no the animation of the opening of parachute! The lack of this animation, it was an unpleasant surprise for me, since the Arma3 release of 2013. More accurately - If you are catapulted or jumped down with a parachute, then you have the animation of free flight (with catapult or without it), after this if player will choose in the action menu to "open the parachute" then the player instantly finds himself in a position of hanging on the lines of a parachute! No exist the transition to that position, no any sound of opening parachute!!! In the general, there is no any animation of the transition from free fall to the hang on the straps. Dear BIS team! As seems to me, now, (before Jets DLC release) is the time to add this animation and make the ejection or parachute jump more exciting! -
Hello BIS! Thanks, the Jets DLC the Arma has received many updates and improvements. I want to talk about the ejection of the pilot. Now, the Jets DLC added to Arma, the ejection with the help of a catapult, and this is fine! But the Jet -pilot or the paratrooper, still has no the animation of the opening of parachute! The lack of this animation, it was an unpleasant surprise for me, since the release of 2013. More accurately - If you are catapulted or jumped down with a parachute, then you have the animation of free flight (with catapult or without it), after this if player will choose in the action menu to "open the parachute" then the player instantly finds himself in a position of hanging on the lines of a parachute! No exist the transition to that position, no any sound of opening parachute!!! In the general, there is no any animation of the transition from free fall to the hang on the straps. Dear BIS team! As seems to me, now, (before Jets DLC release) is the time to add this animation and make the ejection or parachute jump more exciting! Thanks in advance
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you and NATO carrier will not be able to send to the bottom of the sea because it will most likely indestructible. (everyone is happy with it)
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This is easy to solve! Before rotation should be a powerful explosion which will destroy all objects. The main thing to have desire. You are asking me to do this? But still it is not my job. I said, let that be hitpoint like the buildings on the map. In fact we see the same thing with tottering houses. The house falls down! And the Carrier also can do it, if it's a static object. Only in the case of the aircraft carrier, should be given a small roll and a lot of smoke on the water surface, which will hide imperfections of the submersible wreckage The crash is possible on the ArmA engine, as static houses on all maps prove this
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Whats problems!? It cannot have hitpoints? Every houses on the map have hitpoints! Why static carrier cannot have this? No! It may not look primitive. Add a random not big roll of 5-10 degrees on the Y axis (vertical axis), add a random not big roll of 5-10 degrees on the X-Z axis (gorizontal axis), add a lot of smoke on the surface of the ocean! Add fire in 3-5 areas of an aircraft carrier! And what would that be still primitive!? I think this is elementary to do, especially without PhysX! The problem is not that it's impossible on the engine of ARMA, but the fact that nobody even wants to think about it! For this reason, since the release of ARMA in 2013 the destruction in the game was not improved even once, while the BlastCore mod, proved to all of us that the destructible in ARMA can be much more attractive!
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And yet it is difficult for me to agree with you here. I think it should be some kind of cunning. All you need is to slowly lower the carrier to the bottom of the ocean (!only animation, without PhysX)
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I can only hope that you are wrong, because the little that I understand in the Arma3 engine/
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I disagree with you. We are in 2017 and it already obliges. I do not call for an encore to do, super detailed destruction. With regards to flooding, you surprise me. It's very simple to do. It is necessary that only the aircraft carrier very slowly went under water, as do corpses and ammunition boxes/ (when the ground falls flat)
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If BIS makes this carrier free, it does not mean that you should pray to this aircraft carrier! This means that they know their strategy for future Jet DLC sales Yes, we are grateful, but we all know that BIS likes not to finish its job perfectly, and it's a fact. I believe that if this aircraft carrier is not destructible, then it will be the case, again not a polished work. How you an imagine, this armed enemy carrier, if, for example, the 15 allies aircraft (including your plane!), send to this carrier the missiles,rockets, bomb simultaneously and this vessel will continue to float as if nothing happened!? This is normal? Or maybe I want the impossible!? Lol! As seems to me, the adequate, or if you want realistic( everyone in the Arma community love this word ) gameplay in this case will be, only, if this ship will is destroyed. But if it is destroyed, then it can not swim further. This means second thing - It must have the ability to be dumped also! Or maybe I'm wrong? This aircraft carrier must be destructible and this is not the whim of crazy peoples. As seems to me, this desire for an adequate gameplay ArmA3, not more.
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Yes, it happened! In 2013, I dreamed about this, and now we will get an aircraft carrier! I was upset only one detail. In the description of this beautiful addition, he said that it is motionless. Maybe in the future it will be possible to move, but now I just hope that this carrier can be destructible, since if it's not destructible, I get a double blow on my balls As it seems to me, this carrier should be flooded, and must have visual damage effects (smoke, explosions, sounds) If it gets a huge amount of enemy missiles and if the bridge can be destroyed separately, then it will be Christmas for any player! @BIS please make this carrier destructable!
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All the same no one answered me. Before, I doubted, but now - I'm sure. The determination of the direction of sound source in the JSRS 5.17.0215, becomes more difficult to determine. I think this is the biggest mistake of this version. When I used JSRS Apex, then I had a much better definition of the direction of sound. For example, imagine the situation, - in a city near me a enemy APC moves, but I do not see this, because, the buildings close it! Thus, player not understand where exactly its engine sounds from! Where it is located? Ahead of the right or left? The JSRS show me that this APC is ahead but as a result, the APC appears on the right and kills me! Unfortunately, this sound distortion often kills the player/ At first I thought that it only seemed to me, but I had already been deceived many times. As it seems to me, LJ, you need to reconsider such a thin thing as a player's perception of the source of sound. This detail is the most important for the Arma3 player. Unfortunately in JSRS this is misleading the player (I hope, after Apex-version, someone will confirm it the same way also) Please try make the direction of the sound source, clearer for the player. Thanks/ -
I just want to say that some problems of AI-Drivers, need to be solved right now, not postponing to the last point in the roadmap 2017
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Yes, and until Release the Tank DLC, 13756 soldiers, will be crushed by means allied land vehicles ) Lol!
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Today, there is work on Jets DLC, tomorrow the work will go on Orange DLC, the day after tomorrow will go to work on Malden DLC ,after all this work will go on - TacOps DLC, Tanks DLC, etc, etc, etc. You still do not believe that this ticket is forgotten? Tomorrow it will be forgotten as today, because DLC in this game has no end.
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In this topic, long ago I don't see the messages from the developers. This ticket is forgotten? I hope BIS is reading their own forums and this topic in particular! In this thread a dozen important ideas, desires, definition errors. Somebody of the developers, please report that you are reading this ticket. People occasionally report about bugs or nice ideas. I would like this conversation to take place not only between users, but also, at least occasionally with developers
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Among other AI-driving problems, there is the following problem: If the player is a commander and he comes out of his vehicle, then the driver of this vehicle, will always start the movement. As a result, very often the driver crushes the player-commander! It is a PROBLEM that must be solved also Why the AI-driver does start to movement this is not clear for me!? Probably he is trying to return to the formation. BIS, forbid AI-drivers to do this, because very often this crazy feature, kills the player!
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi LJ, on 13 February I reported the problem, but it still not fixed. You're not going to fix it!? Some problems was already fixed, but here some problems of JSRS SOUNDMOD 5.17.0215 which were noticed by me: 1) The aircraft A-143 Buzzard no has sound of Main Automatic Cannon. 2) Switching fire mode at Mk200 machine gun no has sound 3) The rolling player in both sides, when he lies on the ground, has no any movement sound. On the background of fine movement sound, the lack of sound when player rolling in the prone, spoil the experience from movement in first person. 4) The player hears soniccrack, inside heavy armored. In real life, this is unlikely. 5) The player hears Soniccrack, inside aircraft, this not possible since the aircraft is airtight. 6) Inside the tank the player hears the flight of an enemy shell (120mm). It sounds like if the player is out of the tank. In real life, this is unlikely. 7) When a player shoots from inside Buildings, sounding of reverb much weaker than it was in the JSRS Apex version. The sound of the reverberation in the current version barely audible. In the version of Apex that sounded much better! It still stays in the game and spoils the game impression. For this reason, I hope that at least some of this list will be corrected in the near future. Thank you for the wonderful work!