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mickeymen

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Everything posted by mickeymen

  1. mickeymen

    LAMBS Improved Danger.fsm

    Hi! I apologize, but I did not quite understand you. Before, I only asked about taking into account the settings inside the waypoint (Combat Mode, Behavior, SpeedMode). Unfortunately, it seems to me that LAMBS waypoints will not take this into account. I was also puzzled by the inability to skip your great waypoint - TASK GARRISON. If the player can force the AI to occupy the building, that’s great! But if after this, the player cannot skip this waypoint to new waypont, outside this building, then that’s not good. I still do not understand how you feel about these two points - Can you implement this in LAMBS or can't?
  2. mickeymen

    JSHK Contamination Area Mod

    Yes, please try to do this. Thanks for your work!
  3. mickeymen

    JSHK Contamination Area Mod

    Yes, you were right, now everything worked! Thank you, but I think you need to somehow solve this problem. If this not will works better, then the modules will seem semi-functional. I see a beautiful overlay for some masks . This is great, but the environment module is not working. I would like to know if you plan to make it in the near future or you don’t have such an opportunity? There is a lack of haze of chemical poisoning/fog, and various filters for vision. Really lacking PS: Small Question! The gas masks overlay closes the command menu and ai-subordinate icons, while the radio's subtitles are on top of the overlay. This interferes with the command of AI units and also looks weird compared to subtitles. It is overlaid on top of the interface. In this I do not see the point. it was not possible to impose it under the interface? So how does night vision in a vanilla game?
  4. mickeymen

    JSHK Contamination Area Mod

    I suppose this is the easiest and fastest way. Thanks. Here is my test mission, it is minimal and will not take much time for your analysis.
  5. mickeymen

    JSHK Contamination Area Mod

    is everything right there!? Yes, I turned on the mask from the contact and I use this mask from this DLC! I have a licensed game and the latest version of your mod! But then I don’t understand why is my character constantly dying? It turns out as if the mask does not save my character. The game does not see the mask! I would like to hear from you at least some assumptions
  6. mickeymen

    JSHK Contamination Area Mod

    Hi! Most likely my fault. Contam Area module Mask Settings module I made such settings and do not know what else is needed in order to simulate simple contamination. With these settings, I placed 3 infantry units on the map - player and the two AI are all equally equipped, but my character is dying, while the AI is not dying. If I take off masks with AI, then they die too. So their masks work, but my mask does not work How do I create the same conditions for a player and AI? Why are the conditions for AI and human player are different on the whole? PS: I also don’t see the mask overlay. Why is he not? seems to me I turned it on
  7. mickeymen

    JSHK Contamination Area Mod

    Please somebody tell me how to make it work? I can’t save my character’s life in the danger zone. 1. I placed the Add Contam Area module 2. created all the radii and timers inside Add Contam Area (everything works well) 3. created MOPP Level - Level One: Mask Only 4. Placed the special object attached to the module Add Contam Area 5. added AI Settings module (I see how a zone affects AI if they don’t use masks) everything seems to work, but my character always dies, even in any mask in which the AI does not die! I try use the mask G_AirPurifyingRespirator_01_F and added this name to the Mask Settings module, but the game does not see it. My character is constantly dying. Why doesn't the AI die in the same mask as my character, while the mask on my character does not save me? It seems to me that something wrong is happening in this mod, since the AI and the player’s person must have equal conditions for survival.
  8. mickeymen

    LAMBS Improved Danger.fsm

    @nkenny I tried to test and that's what I noticed: 1. It looks like all your new waypoints are ignoring the internal settings (Combat Mode, Behavior, SpeedMode) or I'm wrong? I set your TASK GARRISON waypoint with Behavior - "Aware" SpeedMode - "Full" but I saw some units from the squad walked slowly, with weapons lowered, as it should be at Safe Mode. Is this normal or is it a mistake? It seems to me that this ai-behavior should not be in Aware mode, how is it done in a vanilla game. This behavior is only suitable for safe mode 2. I noticed that I can’t switch TASK GARRISON waypoint using a trigger to another waypoint (Skip waypoint settings inside trigger). After the trigger was activated, the units was should have leave their garrison and rush to another waypoint, but this did not happen. Does it mean that LAMBS waypoints cannot be skipped by means a activated trigger? More accurately - I synchronized the trigger with the TASK GARRISON waypoint, and set it to switch to another waypoint within map, but not a single unit that took up a position inside the house did not leave the house in which it is currently located. Question - Is this your idea or is it a mistake or or is it impossible? Please clarify. It seems to me that any waypoint should be skipped using a trigger, not this way?
  9. Hey. Some thoughts that have poked me... With the reception interiors of armored vehicles , it seems to me, that time comes for a useful update, which can greatly improve the gameplay of Arma3. Today, (v1.80) inside the vehicles AI or the player does not have the ability to treat themselves, despite the fact that majority vehicles abound with medications. This fact looks, at least strange, if not more. It seems to me that adding the ability to heal itself inside vehicles would be a perfect addition for Tanks DLC, since interiors can now allow the addition of self-healing animation inside vehicles. I think this feature is simply necessary for all passengers. On the positions of Driver / Gunner / Commander this may be a matter for discussion. Here's how I see the details. if vehicle has medicaments, then: 1. On the passanger places the player or AI must be able to handle a wound. The AI always should do it independently (if he is injured and is inside) 2. With the reception of armor interiors, self-medication inside the vehicle must have the treat-animation in the sitting position. (one anim for all sitting) 3. If the AI leaves the vehicle and this AI not have a first aid package, then it should always take a nominal first aid package (one) with them. 4. The quality of the self- treatment inside the vehicle can have a different coefficient of recovery and can differ from self-treatment outside the vehicle (more or less effectively depending on the position and situation) @BIS, please think about these details. This can significantly improve the upcoming Tank DLC and the entire Arma platform as a whole
  10. mickeymen

    LAMBS Improved Danger.fsm

    Hey LAMBS thanks for the great job. There is a slight observation of error, as I can assume If AI enters this position, then this is forever - he will never come out of this stance again Please fix it. I watch it in two versions of your mod (lambs-danger-fsm-version-2.3.3 and lambs-danger-fsm-version-2.4.1)
  11. mickeymen

    JSHK Contamination Area Mod

    Dude, I'm not just deleting these parts! The ACE mod is specifically designed for this purpose as a modular mod. This should work well without many components. Do you know about this? Some of the modules can be deleted (or switched off if you like) at the request of the player, for this many thanks to the developers of the mod. If your mod is addicted to the ACE3 mod, then finally write about it in the description. There is no description of necessary components, both in Steam and in Armagolic I see this: Requirements: No addons required As a result, I downloaded it several times, installed it and could not figure out what my problem was, time wasted in vain. Thank you
  12. mickeymen

    JSHK Contamination Area Mod

    Hello! can anyone tell me what relationship does this mod have with ACE3 mod? I can not use JSHK since it causes endless errors or just doesn't work. I do not use ACE3 medicine (these files are deleted) and without this mod everything works well. But as soon as I put JSHK mod I get error message mentioning ACE3, while in the description of the JSHK mod, there are no dependencies with ACE3 mod/ So what's wrong with that? "Does this mod need ACE3 medicine?
  13. mickeymen

    LAMBS Improved Danger.fsm

    @nkenny thank you for the detailed answer Yet here I did not quite understand. I would like to know technically is it possible to edit vanilla waypoints or not? Edit - I mean to add additional settings or just change the behavior of AI. I ask you because I have never seen a mod that modifies vanilla waypoints I always dreamed that vanilla waypoints had additional settings inside. For example, SEEK AND DESTROY could have some useful settings inside: a) search duration (sec) b) search radius (meters) с) check near buildings such a setting could significantly improve the gameplay. If this is possible, please consider this in the future. Some Hours later @nkenny, I want to say your mod is great, Thank you so much for your work, this is Christmas! I tried my old mission in which only vanilla waypoints and I noticed a lot of changes in ai behavior. I couldn’t hide for a long time inside the building. AI penetrates inside, even without your special LAMB waypoints! How did you do it? You said that you did not change the vanilla waypoints, but the AI still penetrates the buildings. There are special waypoints in your mod to penetrate buildings, but they are not required. Bliss, I was trembling with fear while inside the building, there was no sense of security - AI infiltrates buildings anyway, tracking down the player inside. I also noticed that the ai-shooter of the static turret kill me from the specific angle at which he cannot kill me in the my vanilla mission. Have you changed the angles (increased) at which the AI can attack the player by means static turrets?
  14. mickeymen

    LAMBS Improved Danger.fsm

    I do not discuss the response to AI danger. I discuss behavior at certain waypoints, which has its own characteristics even without danger for AI - this is also a very important point in the gameplay. Just one example out of many: I've always been bothered by the SEEK AND DESTROY waypoint when the AI sees no danger, when is no enemy near. Most frustrating was the fact that the vanilla AI search lasted approximately 25-30 seconds in a radius of approximately no more than 50 meters! At the same time, AI will never enter buildings - Is that what the search should look like? If it is a vehicle it also uses a narrow radius and stops as frozen after a short time. Open the vanilla game and put such a waypoint in an urban environment - you will see the result that I described. AI sees no danger, but the enemy can still hide in buildings or vegetation. If AI had a longer action for its movements and a larger radius, then this would increase the ability to find an enemy Unfortunately, vanilla SEEK AND DESTROY not much different from waypoint MOVE. In my understanding, SEEK AND DESTROY should justify its name - the AI must search, search, search long time, not stops searching after 25 seconds and must search inside buildings, at least a little. Or another example. If the unit has a GUARD waypoint, they must deploy static weapons (if has) or must occupy armed empty vehicles, turrets, maybe buildings - but in the vanilla game we don't have it. IMHO - would be great if @nkenny also improved AI when player using vanilla waypoints. At least the main waypoints - DESTROY, SEEK AND DESTROY, GUARD, SUPPORT Improvements might not be radical, such as increasing the duration and radius for searches or same garrison of buildings, deploy static weapons. I like @nkenny LAMBS thank you very much for this work, but without affecting vanilla waypoints to say the least it looks weird. Because the player does not have the ability to redo all downloaded missions and change the all waypoints in them, change to those that LAMBS offers
  15. mickeymen

    LAMBS Improved Danger.fsm

    Hi @nkenny ! I have a question - please tell me LAMBS has an effect on vanilla waypoints or not? I'm interested in whether you have improved ai-behavior in vanilla waypoints such as SEEK AND DESTROY, GUARD, DESTROY, SUPPORT etc? Or is the influence of the LAMBS mod limited to ONLY new additional waypoints from this mod? If you have improved AI behavior for vanilla waypoints, please explain how LAMBS affects this. Thanks
  16. mickeymen

    Arma 3 Apex: Old Man Feedback

    Hi @BIS! I really like the interesting open-world gameplay of the OldMan ,but I would like to have more dangers for the player. It seems to me that the world around is still not as dangerous as it should be on such an island: 1. When inspecting a player’s vehicles (CSAT checkpoint inspection), the AI never finds a weapon that the player is carrying, even if the player’s vehicle is full of weapons and explosives. A drone flies around a vehicle, but no one is looking inside? This is looks strange. So the search of vehicles in the game has no danger for the player. Let the CSAT detect a weapon inside the player’s transport, at least sometimes. 2. The player drives freely past the CSAT patrols (infantry) - there is no danger. Let CSAT attack a player sometimes without warning, or orders to stop through a shout. Let him pick up player vehicle. Etc 3. I have never seen groups of CYNDICAT attack a player. Let him sometimes attack the player (even if the player is an ally) if the player is nearby during a CYNDICAT attack on CSAT forces. CSAT also must attack player if it under fire. 4. There is no theft in the Old Man. The player can leave the car full of expensive weapons and expensive ammunition, anywhere and never and nobody will steal it. No one will enter the player’s house and steal his values. Please try adding theft as part of the gameplay. Try adding keys to the doors, houses, vehicles. Let individual patrols of opponents take abandoned vehicles (hacking or without locks) aand penetrate storage houses, at least sometimes. It would be amazing. all this could give a greater sense of danger to the player and would look more realistic. IMHO
  17. TPW, please do not forget about the second problem that I told you about in the month of October. Sometimes BLEEDOUT MODULE does not work for AI soldiers! This is due to the new injure animations that you added. Look at the time on top of the screen, I increased the game speed thus - about 10 minutes AI-soldier does not die He will only writhe in pain while lying down - I didn’t shoot a video > 10 minutes. I could never wait for him to die from blood loss. It seems like it's endless
  18. Thanks. Helpful information: The error was added when you added new animations of the wounded (a soldier on the ground writhes in pain), this is due to new animations. As I understand it, the unit cannot leave the new wound animation wound, even when it was processed by a combat life saver or other soldier
  19. Good day @LordJarhead I have discovered a problem - JSRs-soundmod- version -CE.19.1119. The MX-rifle indoors sounds like a shot with a sound supressor. I checked this, the problem applies only to the basic MX model (not sniper MX, not short MX, not a machine gun MX) Reproduction steps: 1. Place in the map Ammo Bearer or Combat Lafe Saver (which are equipped with a basic version of MX) near any building. 2. shoot outside and inside the building
  20. Good Day TPW! October 26, I informed you about the problem, but so far you have not corrected the error. Sometimes the treatment does not work in your mod! Can't you find a mistake? Or did you forget about this? New video here
  21. mickeymen

    AI Discussion (dev branch)

    If the AI knows where I am, this does not mean that its shooting must be accurate through smoke. Yes, he can shoot at enemy, but his shooting must not be accurate! Yet I am talking a little about other things. My expectation is that the AI will behave properly if there is a smokescreen between me and the enemy AI — the AI must shoots randomly, with very low accuracy, or the AI stops shooting at all. Two choices can be random. Of course I mean the distance to the target > 30/50 meters And it makes no difference whether I make noise or not. This behavior would be adequate, but when the AI shoots me through smoke (from a distance of 30/50 meters or more) and kills me from the firs/third shot, I think this is not realistic
  22. mickeymen

    AI Discussion (dev branch)

    In what year was the survey conducted? Maybe the 2020 game is different from that old game In fact, since about 2019, I began to observe how smoke grenades no longer save me. Enemy AI continues to shoot accurately through the smokescreens
  23. mickeymen

    Ragdoll Physics Plus+ v1.0

    Thank you kind man, finally you delivered me from cardboard corpses flying to the sky! Question - You can not make ragdoll not disconnected from already dead bodies within a limited radius aroun player? Is it technically possible? I dream to see how vehicles and explosions throw away dead bodies and how the dead body reacts to a bullet- hits (throwing back from the shot) ps: I noticed that after killing a soldier a few more seconds the dead body will have a ragdoll physic, but after this time it turns off. So somewhere there is a setting that allows to extend the ragdoll physic or somehow set it up for a dead bodies
  24. mickeymen

    AI Discussion (dev branch)

    Increasingly, I am disappointed with Artificial Intelligences in the game. Very often it does not take into account the current waypoints or their settings (completion radius, placement radius). AI does not hear shots when it should hear or does not see the enemy when it should see and vice versa. There are a lot of omissions. I remember very well as before (3-4 years ago) AI did not see their enemies through the smoke screens, now more and more often I notice that smoke grenades are useless! Today, at the end of the game’s life, I throw 3-4 smoke grenades between the enemy AI and me, but the AI will always see me. Omg! he does not stop shooting in thick smoke, he shoots accurately, as if smoke does not exist! Same thing in the jungle of Tanoa or in other forests. AI will always see their enemies through the foliage of trees, while the player cannot see them. It’s unfortunate that AI-related issues have been ignored for so long, as a result, at the end of the game’s life, the player has a ton of DLC, and an unfinished/partially broken AI. The older the game, the worse the AI, all this is very sad...
  25. mickeymen

    ARMA 3 Addon Request Thread

    Hi! I'm trying to create a post for mod makers and their future mods. Unfortunately I do not have the knowledge to create my addon. As seems to me, after the release of DLC Contact, the ArmA3 community received shotguns in high quality implementation. I was pleasantly surprised at how it was done (it has about 20 sub-munition units and good efficiency in battle) In general, specific weapons with two types of ammunition, but only two weapons - under-barrel shotgun and a hunting rifle. How little! I was hoping, that after the release of DLC Contact, some mod-makers will be able to technically repeat the execution of new sub-munition shotguns-systems for new weapons, but this still does not happen. It seems strange to me. For this reason, I try to ask mod-makers - why this is not happening? Is this a very difficult task or are their DLC Contact files associated with shotguns still encrypted? No one had any ideas to create a high-quality and big shotguns mod for Arma3? I know, that there are Arma3 shotgun mods, but all of them are not of good quality. Until now, there is no high-grade and large mod with other shotguns and various ammunition for them! I always dreamed of having under-barrel shotguns in Arma3 with various types of ammunition (explosive, incendiary, armor-piercing, combined cartridges). The various types of supressors for them. Seems to me, that many users would like to see classic shotguns like Benelli and automatic shotguns like AA-12, which could be applied perfectly to the gendarmerie of Tanoa or Altis Police. Yes! but today, after 6 years of life arma3, there is only one weapon with an under-barrel shotgun and one hunting rifle - it looks rather strange/ I would like to see under-barrel shotguns on the following carbines: Type - 115 MX 6.5 mm assaul rifle Katiba 6.5 mm assault rifle Mk20 6.5 mm assault rifle TRG assault rifle AK-15 7.62 mm maybe other from existing in the game or generally new weapons! If there are mod makers capable of creating new shotguns based on shotguns from DLС Contact, then please do this! In turn, I can only help with the creation/improvement of 3D models, otherwise my knowledge of Arma3 modding is very weak. That was my idea
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