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mickeymen

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Everything posted by mickeymen

  1. mickeymen

    LAMBS Improved Danger.fsm

    Hello. This is a 100% vanilla problem, I have seen this for a very long time. Three years ago I already reported this on the feedback forum, but BIS, as always, ignored it.
  2. mickeymen

    LAMBS Improved Danger.fsm

    @nkenny @diwako Guys, It seems to me that the problem that I reported earlier has been smoothed out. I don’t know if I’m wrong, but for several days now I have been trying to observe the AI and I don’t see stupid shooting at obstacles in the line of fire! Looks much better! Current version 2.5.1 - Turing Thanks very much for your improvements, I love you all! I have a question about LAMBS waypoint. I want to remind, that unfortunately the LAMBS waypoints, do not work as vanilla waypoints do - The settings inside the waypoint (ai speed, ai behavior ) will not be taken into account by the LAMBS logic. Main problem for me - It is also IMPOSSIBLE to skip the LAMBS waypoint, by means activated trigger. At least I never got it. Once upon a time I already get some solution, but the answer I received, still does not work for me. The my main LAMBS waypoint problem, is that I cannot skip the LAMBS waypoint to next waypoint, under any circumstances. Hence the problem - I cannot use LAMBS waypoints - each of them becomes disposable for me. Thus, I cannot combine them with vanilla waypoints. @nkenny I remmember, you answered once, that there are modules clearing LAMBS FSM - "Task Reset". Several times, I tried using them, I noticed, that the LAMBS logic will be reset, however after that, such AI will not move to the next current waypoint. Looks like the AI can't see the next waypoint. As if it was just put on the map, with no waypoints. As result, such AI ( with cleared LAMBS logic) will simply remain on the map without any purpose. Please explain how a player can skip LAMBS waypoint, at the same time combining them with other vanilla waypoint? Here's a simple task example: First. I need the AI to hide in the house (TASK GARRISON), but after the trigger is triggered, I need the AI to leave the house and switch to the vanilla "MOVE" waypoint.
  3. mickeymen

    LAMBS Improved Danger.fsm

    If this is possible, then the solution would be to take into account the distance to the obstacle and the target distance, which is suppressed by AI.
  4. mickeymen

    LAMBS Improved Danger.fsm

    Guys. Why are you not talking about what, I'm talking about? Have I mentioned bushes or road signs anywhere? I mentioned buildings (Houses and high stone fences) These are completely different things. I suggested putting only buildings on the list of reasons that exclude AI-suppression. It is unlikely that this will affect performance, since we do not have several dozen buildings on one map! As a rule, in Arma3 (within a one map location ) there are no more than 3-5 types of buildings and only a few stone fences, depending on their length. @nkenny Thanks for the release, but it is incomprehensible why this version is called the same (2.5.1 - Turing) as the previous Dev version, which we can tried already week ago. The question arises, what is the difference between them. I noticed this right after the first test. Now my gameplay is smoother, thanks!
  5. mickeymen

    LAMBS Improved Danger.fsm

    @diwako Thanks for the detailed story my friend! I appreciate your work, You let me know the details! Let me please suggest some solution, which seems to me the way out in this situation. I think I see a solution here. Let's figure it out. In my video, the AI shoots at an empty fence that is 10-15 meters away. In fact, he suppresses the enemy who is located 200-300 meters behind this fence. May I suggest my solution? You told me that LAMBS still does have an AI obstacle checker. And you said that there can be only 3. This number is not so bad, but you did not say anything about the distance to these obstacles. And they did not say anything about the priority (from near to far). I would like to understand - is the AI able to understand the priority of an obstacle or not? In my opinion, for AI supression actions, the nearest obstracle should have the highest priority. As I understand it, LAMBS already has a minimum number of meters to the target (this is the number 28) for suppression, isn't it? This means that the AI has the ability to calculate the distance to the target or other objects. There should be no doubt in anyone's mind that this is exactly the case. Here's my suggestion: Can you disable AI-suppression, if the object from "lineIntersectsSurfaces" is less than a certain number of meters away from AI (can be calculated by squad leader or the shooter himself)? This can be done? If you create a threshold for the suppression distance for "lineIntersectsSurfaces", then I think this can significantly mitigate the problem. Just try to disable suppression actions for all AI squad, if in the fire line there are priority obstacles of the commander (as you said only the commander checks obstacles). You can create a list of unpierces obstacles. All houses and fences, stones and other impenetrable obstacles can be located there. Even if this will only work for one commander, then it will not be ideal, but already good, since the squad members is very often located next to each other. But if you can customize each shooter separately, then this will be the perfect solution! The threshold for checking obstacles and prohibiting suppression can be within 30-50 or even more meters (all of you choose this number yourself) and it can be calculated according to the priority of obstacles. The closest obstacles are the highest priority. Thus, the situations shown in my videos will never occur in the game, if the closest object (obstacle) is in the AI's line of fire, within the threshold for prohibiting AI-suppression. Do not judge strictly, this is only a proposal for you, not an order... In fact, a very simple solution can satisfy everyone at once. Just give the player settings and suppression suppression multiplier in the range of 0-2.0 It could also satisfy a picky nerd, like me :) Because I could decrease the suppression multiplier and thus face much less shooting at an empty buildings.
  6. mickeymen

    LAMBS Improved Danger.fsm

    @nkennyI appreciate what you said, but I think all this is superfluous. I also appreciate LAMBS danger mod, but I think , what you said all has nothing to do with my info. I am not encouraging you to write a completely new AI for Arma3 (which will read the briefing), seems to me, you just need to use a vanilla base for this. My beliefs are based on vanilla artificial intelligence, because I have been playing Arma for over 8 years and I know, that in a vanilla game when the AI shoots, it understands whether there is an obstacle between it and the his target or not. In vanilla game, I've never seen an AI shoot at an empty wall or at an empty house! Other than that, I didn't notice such a problem in LAMBS 2.4.4! So normal ai combat behavior (choosing fire line) is possible, isn't it? There is no alien technology here ... Seems to me, somewhere LAMBS broke or ignore the vanilla AI logic, in which the AI identifies an obstacle in front of it. I hope you get my point right, there was also no understanding of my two videos, it is very strange for me, because everything is perfectly clear there. I made a diagram to better understand this problem: The problem is that in LAMBS danger, the AI does not take into account many obstacles (buildings and fences) in its line of fire when suppressing. Thank you very much for your work! I hope you cure the problem that I told you about, Thanks to such mods, Arma continues to live!
  7. mickeymen

    LAMBS Improved Danger.fsm

    Yes, the AI is wasting its ammo, I saw it because after 5 minutes of playing they all switch to pistols. But I am not even talking about this issue! Waste of ammunition doesn't bother me. I am worried why the hell a soldier shoots at an empty wall/empty house in front of him, at a distance of 10-15 meters! Unfortunately I don't know how it was in 2.5.1 I just want to say that there was no such problem in 2.4.4 I had tests with this for quite a long time
  8. mickeymen

    LAMBS Improved Danger.fsm

    Yes exactly! Isn't that enough for you? You saw red markers. If your eyes are working properly, you should see that the soldiers are far away! And also you must see that there is no point in suppressing these red soldiers through walls and large houses. Again Yes exactly! And again Isn't that enough for you? You yourself described the problem -" he is shooting at a wall for no reason" A soldier cannot shoot at an empty wall. To understand this, you don't need to be an expert in war and you don't need to be a combat veteran. I just ask to pay attention to this and fix it. And I do not order, as some say. I'm just trying to show the problem
  9. mickeymen

    LAMBS Improved Danger.fsm

    Oh my god ... you don't see anything at all ... Which building are they suppressing? There is a wall before building! They seppress an empty wall (I was show you the machinegunner in second video) In the first video, it's just a soldier, next to the player. They all shoot at the empty wall in front of them, this is not normal, because there is no point in it. Even if they suppress the building, what's the point? The enemy is 300 meters away from this building! You did not understand? Look carefully at how far the enemy is from the wall and building PS Yes, you most likely do not see the enemy in the second video, how far away he is! Look first video -
  10. mickeymen

    LAMBS Improved Danger.fsm

    Dude, if this video isn't enough for you, it's probably okay for a soldier to shoot at an empty wall in front of him! Perhaps this is adequate behavior for you, I don't have much more to tell you... And in general, why do you need my clear video for you? Just put two squads on any island, turn on the spectator mode and spend your 5 minutes! you will see the problem if you have eyes ;) I believe that both videos I have provided are exhaustive ... No one soldier will shoot at the wall in front of him, this is absurd I didn’t make a video only when a soldier shooting at a house instead of a wall, but what's the difference if the problem is already 100% visible I am deliberately showing the red units behind the wall! They are located at a distance of 200-300 meters from this wall and it is not important what they are doing. The important thing - is that the green soldier can see them through the wall and try to shoot through the wall! Sorry dude, this is nonsense! Previously, I had a lot of tests with 2.4.4, there was no such behavior Secondly, AI cannot "remember" about those places where the enemy was. There were NEVER enemies in these buildings! The enemy has not yet reached it. I'm watching the game!
  11. mickeymen

    LAMBS Improved Danger.fsm

    Hi LAMBS team, thanks for new releases! But still I have a question that still bothers me Before, I have informed you about non-human AI behavior in 2.5.0 DEV version. Yesterday I downloaded both versions (2.5 stable and 2.5.1 DEV) and had tests with it. I see that this problem remains the same as in version 2.5.0 DEV version - AI will see opponents through buildings and shoot at buildings or other obstacles in front of you, that are in the line of fire. It looks not good, or do you disagree with me? You have not commented on this problem in any way, i don't know why this serious problem was ignored. Is there really no way to give the AI a suppression ban, if there is a big building or blinding fence on its line of fire? These big things which is guaranteed to block visibility. It's not even a matter of AI visibility. This is a matter of human behavior. No soldier in any war will shoot empty buildings or fences in front of him, even if an ally shares information with him about enemy location I made a video again, it doesn't look good An example again with a fence, but the AI will also ignore buildings, large buildings in its line of fire! Looks very bad (
  12. mickeymen

    LAMBS Improved Danger.fsm

    LAMBS team, also if possible try to fix the vanilla AI bug. A ai-subordinate with a launcher, will always be unmask players squad, if he sees enemy vehicle. He will always ignore the commands of his commander, current stance and current fire mod, and will rise to his full height, always and always! Expected behavior. If the commander ordered go to prone, then the subordinate should not get up, under any circumstances! Otherwise, any scout with a launcher behind his back will break any stealth mission.
  13. mickeymen

    LAMBS Improved Danger.fsm

    Someone from the LAMBS developers can explain to us all what setting "Indoor Move Chance" means? Is it an attacking effect of entering buildings or is it a defensive (hiding) effect? By default this is set to 0, for this reason it is confusing to the user. If it is zero, then it looks like unnecessary Also my observations about AI suppression I've noticed two types of suppression that the AI uses. Dense suppression looks great, sometimes the AI prevents the player from sticking out. Hellish effect! But another suppression type (rare shots, with the equal interval) does not look adequate, as it seems to me. In this case, the AI shoots not like a human, but like a robot. The equal interval of shots lasts too long and is unnatural, so for example, the AI can shoot 30 sec at one point with one interval (two seconds and a shot, two seconds and a shot, two seconds and a shot, etc) Action expected to resolve the problem: either make the interval torn (make it randomly), or significantly reduce the duration of such rare shots suppression. Also there is a some issue - AI will suppress the enemy without considering objects between itself and the target - For example, the AI can suppress its opponent through two buildings! Those. it looks like the AI sees the enemy through two buildings, suppresses it, but hits into first buildings! This looks strange, since the AI and its enemy are separated by two buildings and AI which do supress, cannot shoot through them. This shots like this look meaningless, in addition, it is not possible to see the enemy / guess about its location through objects. Later LAMBS team, I made video example of mentioned issues. As seems to me, the video clearly shows some problems. a) AI suppresses the enemy through objects. tries to suppress the enemy through objects, it makes no sense. Subsequently, also I found out that the AI does not take into account allies on the path of suppression! I was killed several times by my allies, as the AI was suppressing opponents which was behind the building, I was standing in front of this building and did not even see the opponents! b) AI suppresses opponents without regard to line of sight. The video shows, that the AI cannot see even an approximate location of the enemy, but this AI begins to suppress. As you understand, It doesn't look natural, because a person is not able to see through buildings, the shooting man needs at least some kind of view
  14. mickeymen

    RHS Escalation (AFRF and USAF)

    Good day, RHS team! I read a few pages above, it looks like the problem with jumping and flipping vehicles is not discussed at all. This is very strange since I cannot play for more than 10 minutes with the RHS wheeled vehicles in order not to encounter such a problem. This is an RHS only problem, because it doesn't happen with vanilla vehicles. I have tried placing APC of both sides on the map. For example, from AFRF side it was BTR-80 and any modifications thereof, from USAF side it was M1126 (M2) and others. Always, sooner or later, I got this problem. Note, I put the RHS wheeled vehicles ( usually using vanilla maps, like Altis, Stratis, Malden ), they can bounce or roll over after a few minutes of gameplay - sometimes this happens even without the movement of vehicles, i.e. when they are idle! Also, for customisation, I tried to put the RHS transport even in a virtual garage, but even there the vehicles turn over! As I can guess, the physics parameters conflict with the last update of the PhysX libraries which were made relatively recently in Arma3. Maybe I'm wrong and there is another reason. Please try solve this problem, unfortunately it is not possible to play today using RHS vehicles without such problem. Try updating their configurations, see how the configurations have changed for the vanilla vehicles, I repeat that the vanilla vehicle has no such problem. As a reproduction of the problem, I can suggest placing 2-4 opposing mechanized infantry groups on the map and observing them, within a 5-10 min About my version of RHS. I have a Steam subscription, this is the stable version. Several weeks ago, I was forced to temporarily disable RHS, No updates since then
  15. mickeymen

    LAMBS Improved Danger.fsm

    I read the list of changes, I almost lost my mind ... It's just Christmas! Thank you so much! LAMBS team, please make it possible to work the simple vanilla mechanic - skip LAMBS waypoints, using triggers with the "Skip Waypoint" setting, unfortunately this does not work in 2.4.4
  16. mickeymen

    LAMBS Improved Danger.fsm

    @nkenny I tried to figure it out. Unfortunately, my test with LAMBS does not work like in your example video with vanilla AI, probably the current AI waypoint and your mod will affect the situation. Here's a simple example: Note! All AI opponents do not have NVG! And it's a dead night! I am killing a machinegunner with the current vanilla "SENTRY" waypoint. We can see - already dead AI-unit (note! I hit him in the head!), in a split second manages to inform allies about the enemy. You can hear him say "Spec Ops"! This means that it was detect the enemy scout, as I placed myself on the map as Recon Scout. After that, the allied enemy AI (located within 100 meters, they have LAMBS waypoint "TASK PATROL" and second small group has vanilla "SENTRY" waypoint) are switches to danger mode and he already knows where the player is -They were moving towards me! This does not look realistic, since in order to report the enemy, two details are needed that the targeted machine gunner did not have, who shared the information: 1) to share, you need to be alive 2) even if you are alive, it takes time to pronounce the message But what we see in the video doesn't have both My idea here: I know that LAMBS danger has Shared Info settings: And I suspect, that these LAMBS settings may be affecting the this situation = The soldier faced the enemy and passed this information on to his allies in a split second. @nkenny, could you check in your mod whether the unit that sent the information is alive or not alive currently ? if he is not alive, then the information should not be transferred to allies. And also he is alive, could you set a short delay (3-5-7 seconds) before the allies receive information about the enemy? Since the transmission of the any information also takes time. If these details were met for LAMBS, then it would be great!
  17. mickeymen

    LAMBS Improved Danger.fsm

    Ok. As I understand it, LAMBS just cut the AI logic in two parts - before enemy detection and after. Everything that was before the detection remained vanilla logic, then that after the detection is a LAMBS. Probably this is a technical question, I dont know... Summation: Still I am very sorry that the details of the AI detection were left out of the LAMBS... I will still try to explain why. The fact is that the Arma3 player, especially in 2021, really lacks AI modifications related to the detailed AI-detection of the enemy. These details could allow to their users it possible, to create many stealth missions, which are unfortunately impossible today in Arma3... impossible - this word after 8 years of playing life is killing me. The simple example, I can provide next repro-test: 1) Download NIArms mod. I think, no one can argue that this is one of the best weapon mods for A3. You may not even be using this mod, Just put opponents against you armed with ASP1-Kir. 2) If you uses NIArms mod, then equip your AI-opponents with suppressors and subsonic ammo. 3) Create in the editor a night fight in the thick forest In this case, you will understand better everything that I said above - in the Arma 3, it will be much more difficult to detect AI-opponents shooting at you, since opponents' weapons will not have obvious sound cracks, because they are uses suppressors + subsonic ammo. Thus, for player it is more difficult to find an AI-enemy if this AI shoots at him, while the player with supressor and subsonic ammo shooting at the AI, will be detected exactly the same as with any other shooting. It is this mismatch between the Player/AI creates an imbalance that I would like to smooth out... Unfortunately, Arma 3 has a lot of great weapon packs with diferent ammo types, that have nothing to do with AI behavior. The AI reaction will always be the same to any weapon, to any ammunition, with or without a supressor. PS: Also, my question for AI detections is not only about the AI's reaction to shots with supressor. I have already tried to ask @nkenny to create the "OBSERVER" waypoint, because in A3 there is no way without heavy scripting to create a sentry with optics on the observation tower, which will be able to notice the enemy at a big distances, for example within a (500m -1 km) But even that seems impossible, without heavy scripting tricks, which, in fact, will be cheating for the player I said all this in order for you all to understand that the issues of AI-detection in the gameplay of A3 are no less important than the attacking AI-behavior Good luck LAMBS! Hope you will one day expand your boundaries for AI modification behavior
  18. mickeymen

    LAMBS Improved Danger.fsm

    Note! you yourself came up with this figure and accused me of not being realistic... What are the other 50 meters? are there no other distances? Maybe I insist that at 50 meters the shot will not be heard? I did not say anything about 50 meters, as about the distance where truth is born. I just described my impressions of the game, 20 years ago: I wrote 50-70-100 meters.... I don't remember the exact distance anymore, it was 20 years ago, dude! Change these numbers in your imagination, but finally get the understanding that exist are some distances, at which a shot with a supressor and a subsonic ammo will differ from a shot without a supressor and without a subsonic ammo. The difference will be audible, poorly accessible to the listener. I have clearly described my main message here: In addition, I have already said that in a tight battle, the sounds of shots (allies who are next to you) will prevent you from hearing the sound of a shot from an enemy who has a supressors, again this is axiom! In such a situation, there is a huge chance that you will not even hear the sound of a shot at 50 meters! I'm 100% sure. For this reason, there are no clear numbers for the distances at which the soldier will or will not hear the sound of an enemy shot. All this will depend on up to a specific situation. @laxemann and @diwako and @nkenny Dudes I know you for a long time and all, You do really cool things for Arma, so thank you very much. Big Respect to everyone! But unfortunatelly I see no logic in your words! For what reason this "is not within the scope of this mod", or "has nothing to do with what this mod is operating in" - I just would like to understand? I don't know yet, because other mods are trying to do what I'm talking about. If what I am talking about is not technically feasible, then just write about it. But the wording - "has nothing to do with what this mod is operating in", it looks strange and not logical... Saying so: Seems to me , what you want to split inseparable things - "Сombat behaviour" & " Combat detection" - but how is it possible to create combat behavior at all, without creation details of AI detection (hearing settings)? The level of realistic combat behaviour of an AI is inextricably linked to its level of awareness, because the AI must attack those it detects and it doesn't matter whether he detected the target himself or the commander detected this target and handed it over to the subordinate. Yes, detection can be visual or audiable, but we cannot ignore one and leave the other Simple logic of user of AI mod - If the creators of AI are mod, will are trying to create an adequate reaction of soldiers in a war, then they simply cannot ignore the AI's ability to detect opponents (visual & audiable). it would not be logical. This applies to everything - enemy shots with or without a silencer, a enemy shot enemy in bad weather or good weather, a enemy shot at night or during the day, a shot with or without NVG, a shot at > or < X meters, etc All this is inseparable from the behavior of the AI. I can't even imagine the realistic behavior of the AI without considering all this. @nkenny I really like LAMBS danger, thank you so much, but without the afore mentioned detection details, this any AI mod looks incomplete. I will always accept your work with gratitude, but if you don`t will doing the details of the auditory AI detection, then just write why it is so...I still can't figure out the reason
  19. mickeymen

    LAMBS Improved Danger.fsm

    Thank you very much for your suggestion, but your idea will instantly collapse, if player may simply run out of subsonic ammo. Or if the player takes another weapon (without a supressor and subsonic bullets) Such moment, can be in the any mission. Besides that, I don't play Arma3 without AI mods, it's very boring. In your case, the AI will perceive the player as it did before, regardless of the ammunition and silencer on his weapon. I, in turn, would like to see something different in Arma3, namely the effect of subsonic ammo (the player chooses where and when to use it, and this has a personal effect) together with a sound supressor, so that the AI will noticeably react... PS: I remember very well "Operation Flaspoint", I played it in 2002, Yes, imagine this! It was a long time ago, but I remember very well, the silent weapon of the saboteurs, which has name in this game "HK5" and I remember its effect on AI opponents: When I was shooting hiding in the bushes at the AI-enemy at a distance of 50-70-100 meters, the AI-enemy did not understand where the shooting was from, the enemy soldiers ran and shouted, looking for me - it looked awesome! And this is the 2001 game! It is very strange that the BIS in 2021 did not implement this, at least to some primitive degree. Also, no one mod did special AI reactions at this moments. As I said, I saw only a small difference in the chances of detection, (supressor / no supressor) in mod LOGIC FSM, but later I was forced to abandon this mod, due to other problems. I would have dreamed of seeing a combination of a subsonic ammo + sound supressor in Arma3, and its effect on AI. That would be great! This would give the player new levels of gameplay depth.
  20. mickeymen

    LAMBS Improved Danger.fsm

    This is good news. Thanks How many hundred meters did you mean? You did not specify... If you can still hear shot at 200 meters, then at 300 it will be quieter. But what will happen at 400 meters?, if > = 500 meters? You yourself know, that exists a distance at which a shot with a sound suppressor will cease to be heard, while a shot without a sound suppressor will still be heard - This is an axiom. There will always be a difference between long range, silenced and non-silenced shots. I agree, such a difference is not as significant as in Hollywood films, but it is not right to ignore it difference. I am sure that at distances > 400/500 meters, a shot with a supressor will be much more difficult to detect than a shot without a supressor. In addition, I asked to take into account the subsonic ammo, which was created deliberately so that it would be difficult for the target to find the shooter's position. This will change things fundamentally! If you imagine a battle, then the shots of allies from your squad will always drown out the enemy's shots. But if the enemy has suppressors and a subsonic ammo, then no one will ever hear such shots even at 100m distance, the noise of the battle just won't let you do it. I think, the sound supressor + subsonic bullet must have its own not a small impact for the AI-detection - There is no need to argue with this. But, If you as a creators LAMBS just don't want to do this, then I shake your hands and wish you the best of luck with the details you want to do! Cheers!
  21. mickeymen

    LAMBS Improved Danger.fsm

    we waited for your release, before Christmas, but it didn't happen :( How are things with the new version? Seems to me, if you explain your subscribers, you would please us. small note for all.. I recently I once again experimented with the AI of Arma3+LAMBS danger, to attempt of create a stealth mission. As always, no adequate result. Unfortunately, I didn't notice any significant difference in the AI's reaction to a shot fired: > without a sound supressor (regular cartridge) > with a sound supressor (regular cartridge) > without a sound supressor (subsonic cartridge mod NiArms) > with a sound supressor (subsonic cartridge mod NiArms) In all these cases, AI will hear these shots at the same distances and switch to alert and will quickly find the source of the shot. Thus, in Arma3, it is still not possible to create an adequate stealth mission in which sound supressors and subsonic cartridges can be really useful. I would dream of doing stealth missions in the A3, using subsonic cartridges and sound supressors, so that the AI does not detect some of the source of shots at a certain distances/conditions. i.e. get the any difference between muffled shot and a regular shot in AI reaction. @nkenny If you have such an opportunity, then please consider this task for LAMBS danger. I am sure that this is possible, since I have seen the some difference in the AI-reactions, when I using the AI mod LOGIC FSM
  22. mickeymen

    Ragdoll Physics Plus+ v1.0

    This truble makes me very upset. If it weren't for this problem, then your mod would look as a revolutionary masterpiece! I also encounter this problem only on the Altis map, but still it does not always arise. How can a specific map affect ragdol? You have to find out. Until that time, the my problem of endless convulsions happens only in my Altis large-scale missions, where many units are involved. However, if I just put on the Alltis -2 or 3 opposing squads of 8 soldiers at stake, then I do not encounter such a problem. Please try to find reason of this problem. I think you need more time to understand the cause of endless convulsions. Then what value will the endless effect give? As far as I understand you, the mod (RFX_BETA_2021) uses an infinite ragdoll time My personal opinion - Bullet impact looks great, I just enjoy it!!! But the lack of impact of explosions looks bad. Didn't you answer why near explosions don't affect your ragdoll? Seems to me, now It's better to pay more attention to explosions impact than bullet imact.
  23. @tpw Now there are some consequences of injury. it seemed to me that you listened to what I asked you above. Thank you very much! My opinion - Once wounded, soldier cannot be the same, even after treatment - such conception would look more realistic within the TPW gameplay. However, what about the speed of movement? Can't you make a unit, once wounded, always less fast/accurate, even after treatment? Also some thoughts out loud: I have always regretted that in Arma3 the reload animation speed will always be the same, regardless of the soldier's injurie presence. Here, I find it a big nonsense for military simulator. I know, that the speed of reloading initially in A3 was depended on the level of AI. So, It can probably be configured!!! Could you also slow down the reload rate for all injured soldiers as well? That would be great...
  24. Have you found so little in TPW? There are many other good things in there. For example, I like the heart rate of a game, this is not in any other mod! I also like the fact that the wounded AI will always be slower and less effective in combat. I will not list everything, there are other cool stuff too... Why don't you leave yourself another choice? Only tpw and vanilla? There are many other mods giving bullet hit reactions or simply removing the ugly hit-reactions of the vanilla game. Big Thanks you for this opportunity! Really thanks, because If I didn't have this opportunity, then I would not use TPW at all. I don't like it either, believe me, but what I see in FALL looks much worse. Sorry but I said honestly. At least six bleeding reasons, I have already described above, against one reason from the vanilla game There are many other mods giving bullet hit reactions or simply removing the ugly reactions of the vanilla game. I turned off for myself these ugly hit-reactions from a vanilla game for a long time, using a mods "Ragdoll-Effects-Overhaul" or Ragdoll Physics Plus+ for me it works smoothly. Thank so much to their autor I completely agree with you, I also not like it @tpw, I'm not going to tell you what to remove and what to add in your personal work. It is not that. I only regret your efforts, your struggle with the old game engine. You yourself above complained about the current state of the animation system in Arma3, Is not it? I, in turn, only answered your complaints. I only suggested (!but did not order) you to get rid of a difficult burden and focus your energies on doable things. There is nothing wrong with my intention. Moreover, this is a rational intention
  25. mickeymen

    Ragdoll Physics Plus+ v1.0

    My dreams for 7.5 years come true, Thank you kind person! I hope this will not cause performance problems Later. @venom.226 I had some tests, there seems to be no noticeable performance issue, good! It looks like you made a small revolution in A3 ragdoll physics, I see how dead bodies react to bullets and the poses of the dead bodies look natural, I would say perfect! Corpses can now fall from the second floor when the house is destroyed! Vehicles dropping corpses! It looks very good! The only problem I noticed is that the corpses do not react to near explosion. Any explosion nearby will not make them react. Can you make corpses react to explosives the same way? Without reaction to explosions, it looks a unnatural after two hours of testing I have not seen such problems! In general, I have not seen jumping corpses, even under different conditions. @venom.226 I have more test results. I discovered a new problem. Sometimes, for reasons unclear to me, a dead body does not stop its convulsions. This happens for all dead bodies at once in my mission, It looks strange! At this point, I see how the performance of the game drops very much (9FPS!) Video Example: Thus, the convulsions of the dead will never end. If my rpt-file helps you then I can show it to you. This may be a problem with my mission, but you have to check why the convulsion continues. There are a lot of units in my mission, maybe the number of units affects the problem? Still, with less numbers of units (approx battle with < 6 squads of 8 soldiers ) I can`t see any problems. I think you need some trick to keep performance. Do you have a way to disable ragdol for dead bodies if it is far from the player? Or if the number of corpses exceeds a certain threshold?
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