Jump to content

mickeymen

Member
  • Content Count

    756
  • Joined

  • Last visited

  • Medals

Everything posted by mickeymen

  1. mickeymen

    RHS Escalation (AFRF and USAF)

    273,045 users of blastcore standalone ( I use this mod with them ! ) You can see the statistics in the Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=767380317&searchtext=blastcore Are you most likely sure that all these people have to remove the blastcore standalone in order to use RHS? Perhaps you, wiseacre are sure in this? As I said above, compatibility between mods for the arma3 community is the best path for all of us.
  2. mickeymen

    RHS Escalation (AFRF and USAF)

    The Arma community continues to use blastcore, now I accidentally saw these distorted long and thin smokes like in my first screenshots This video is new, from 8 june 2021. This means that people like blastcore as much as I do. I think if RHS took care of this (renamed their smoke, to avoid conflicts) then the whole community would be good. Such a simple thing...
  3. mickeymen

    RHS Escalation (AFRF and USAF)

    Thank you my friend for the detailed answer. Still, I did not find answers about the parameters which I described, such as FX scale, FX direction, FX randomness. Well, okay. It seems that no one wants to talk about it... I have final questions. How can the player turn off the engine smoke from the RHS mod? Is it possible with scripting to do or not possible? I don't want to see those effects, because a player with my mod kit - have at least two reasons for this: a) I am using ACE3 which already have damage FX for vehicles engine. Thus, the player with ACE3 + RHS gets a double effect. Note! When I say RHS smoke in my screen, I mean the RHS smoke distorted with blastcore mod (because I use blastcore). But anyway with or without the blastcore mod, the player will receive two smoke from damaged engine - it is pointless. b) I don't want to disable blastcore mod, as this is the best visual mod for Arma3. I've seen above advices like - "you must create a bug report for blastcore", but unfortunately this mod is dead. I tried contacting their author in the Steam, but there was no effect. Thus the player with RHS + blascore gets those ugly long smokes that I showed you in my screenshot. Here is a conflict. For these reasons, I do not want to see these RHS smokes at engine damages. There is a solution? PS: did you manage to reproduce the this bug: or not?
  4. mickeymen

    RHS Escalation (AFRF and USAF)

    Dude, You still do not understand what I said. this is so unfortunate. Once again. The RHS uses the eponymous blastcore smoke effect for this reason Blastcore users see it. Long, thin black smoke that we see in my screenshot - this can only happen for one reason - the same name of burning cloud FX in blastcore and in RHS smoke effect. My suggestion, if you like, please: Arma3 has many users use blastcore, not only I alone, and in order not to create conflicts with Blastcore mod, the RHS team just needs to change the name of self effect. Why does the RHS team need it? In order not to create a conflict for the users of the community. Then RHS users will see only their own smoke. But if PXC is not worried about Blastcore users and he does not want to do this, then ok, we can all get through it. Yet the own RHS effect looks far from perfect. Are you telling me this? I tell you this! Look at the 12thMonkey's screenshot. And then look at real life: Do you see here individual thin wisps of transparent smoke that flow independently of other smokes? Can I give you more examples? Or will you show me an example with thin long and streams of transparent smoke? Just admit at last that the RHS effect is far from ideal. Will the smoke rise to the top? Does it mean that you have upward on the right? I would not argue that the smoke rises to the top. The smoke will not rise up, we see a diagonal identical as at my screenshot! Yes, there is a difference in the screenshot of @da12thMonkey and my screenshot, but this smoke looks also not good. Why these smokes have the same scale, the same length, and why should every tank have this? Why doesn't anyone bother - Copy/Paste ? Why are they so small and thin, transparent at last? I'm talking about scale and randomness that doesn't exist, not only blastcore black cloud. You again did not understand anything. I agree, but but who is forbidden to us to improve RHS and make it better and more realistic? My suggestion, if you like, please is not about compatability with blastcore mod! The my thought - smoke cannot be thin, long and single, separate from other smokes. Also, each tank should not have the same engine burning effect, in the same direction. Randomness is required: - one tank has it the other does not. - one tank has a big effect, another tank does not have a big effect. - one tank has one direction of smoke spray, another tank has a different direction of smoke spray. etc. It should look natural, not like Copy/Paste I am sure this is a completely doable task. Thanks for your observations. The minimum you have to do is make it larger and shorter in length. The direction of the spray should not be so low, different from the main combustion of the vehicle, smoke clouds need to be increased, make them thicker. Try do the same randomness. Not every vehicle needs to have identical effect. Or do you like - Copy/Paste effect?
  5. mickeymen

    RHS Escalation (AFRF and USAF)

    yes i am using blastcore, and pay attention I'm not talking only about textures. I'm talking about their SCALE and DIRECTION, and LIFE TIME of this effect Do you think that there is no point? The scale of this texture, its lifetime and direction of dispersion are important here. blastcore will only replace textures, while physics, scale and directions will be given from RHS! Look at the direction of the smoke in your screenshot.i don't see much difference in your screenshot. Look at its scale (thickness, length) If you think it's realistic, then I'll end the conversation. The such long, small, thin smokes should not exist in nature at all, since the clouds of smoke will dissipate much earlier, not allowing them to have such a long and thin strip. It doesn't matter what texture I use, RHS texture or Blastcore texture. PS: in my screenshot, the smokes are longer and If the lifetime of smoke cloud is set to blastcore, it means that blastcore and RHS are using same vanilla named file ( same name ) for the smoke cloud spray. There is a simple solution - create a new file for smoke cloud FX, under a new name and give it its own new shorter lifetime. Also. I have long wanted to talk about another RHS issue. Please Check the T-90 CM (object 188 CM) and T-90 CM (2016) tanks, its sights are not configured correctly. If the player is in command, the subordinate AI gunner will always shoot above the target specified by the player.
  6. mickeymen

    RHS Escalation (AFRF and USAF)

    Good day RHS team! thanks for having you in the community for so many years! Still, I have a question about quality of your damage/destroing visual effects. You could not take or somehow improve the smoke when the vehicle is damaged / destroyed? As I understand it, this is the effect of engine burning. Looks very unnatural. Example: Such thin smokes look extremely unnatural, and extremely stable, there is no any randomization in their appearance and their scale, in their direction. Besides, why is the smoke so thin, so long? It seems to me that any combustion from the inside should give thicker and shorter puffs of smoke. The problem is compounded if the player sees multiple destroyed vehicles. In this case the player sees endlessly repeating effects at the same angle, at the same scale and at the same direction to the surface of the ground. It looks like - "copy/paste". Moreover, such smokes lives according to its own laws of physics! Please Note that the main smoke rises almost vertical (this reacts to the strength of the wind in the map), while the RHS thin smoke always moves very low to the ground. Please try somehow cure this nonsenses Try randomize these effects. If you can't randomize their scale/appearance/direction, then just make them thicker and shorter, and give them closer to the smoke direction and scale, like the main smoke of destroyed vehicle. For me opinion, the best option for internal damages is to create several visual effect smokes with different scale and direction and make them random. It is also necessary that these effects react to the current wind in the map, as the main smoke does. Please consider this issue in any your opinion
  7. in this case, actual shot sounds contain the reflection sounds also! We can hear - At vanilla MX fire, the shot is clearly audible and then its reflection. If it all belongs to only DynaSound2 (not ES) It is very strange, because In the description, it is Enhanced Soundscape that simulates sound reflections What then does ES imitates? There is only the sound of a shot and its consequences - an echo, a reflection. There is nothing more I am using DynaSound2 + Enhanced Soundscape. This somehow means that both mods do not work on other weapons mods. I have provided examples. I'm sorry that this is so, because DynaSound2 + Enhanced Soundscape give a very good sound for A3 player. But this sound only works for vanilla Is there no way to make any weapon mod use sounds from DynaSound2 + Enhanced Soundscape? Why the vanilla weapons from Contact DLC don't have sound reflections?
  8. mickeymen

    LAMBS Improved Danger.fsm

    @nkenny Thanks for your work! Please try also Force the AI to use the Titan Launcher anti-personnel missile against infantry! I still don't understand why, not a single mod could do it. Or I was just not lucky enough to see it in any mod. I dont know It would be a great addition to the LAMBS RPG!
  9. Hey guys, please tell me. Why does Ennhanced Soundscape only work for vanilla weapons? I've read the descriptions of this mod and everyone says it should work for any weapon, even from any mod, but in real it is not so. For me, it works for ONLY on vanilla weapons. Even DLC Contact doesn't work! Here are demonstrative videos that demonstrate the problem. Any weapon other than vanilla will not have sound reflections: Vanilla weapon, has a reflection of sound Mod Project Infinite weapon - All in one: will not have sound reflections Mod NI Arms weapons: will not have sound reflections DLC Contact weapons: will not have sound reflections Mod SMA Weapons:  will not have sound reflections The tests were done on the Virolahti map Could it be related to the map? Maybe I need an additional compatibility addon? From the first day of using this mod, I have not heard that other weapons (except vanilla) work
  10. mickeymen

    LAMBS Improved Danger.fsm

    How I understand detonation occurs only on contact with a solid target. Maybe inside projectile there distance sensors or a timer located inside the projectile? This is definitely not the case, especially if old shells from the 70s-80s are used.
  11. mickeymen

    ARMAHOLIC website not working

    F*ck... Armaholic is dead( For two days I could not get to this site, it turned out that he died...Catastrophe I feel so sad, as if I had lost my friend, I can't believe that Armaholic no longer exists :( I'm wondering where to all the archives of this site? There is a colossal amount of both data, for the entire community Arma1, Arma2, Arma3 I hope it will be revived on some other portal
  12. @laxemann I have a question about Suppress-version-2.04. I don't see suppression working for explosives, that explodes relatively close to the player. Why doesn't your mod work for explosives, so it should be or I have personal issue? At the same time, I saw videos of players on YouTube, where explosives have a suppression effect (blurring the visibility of the irok). I still could not find the name of the mods that do this.
  13. mickeymen

    LAMBS Improved Danger.fsm

    Hi to all! Today, I had tests with AI behavior against helicopters using LAMBS danger FSM + LAMBS_RPG and I want to share the test results with the community and of course with the LAMBS developers. I want to note right away, the purpose of my post is not a LAMBS criticism, but the possibility of improving it, the desire for developers to pay attention to the problems it has. I really appreciate the work of the guys from the LAMBS team, especially at a time when BIS has long buried any work with arma 3 AI. It's sad... AI vs Helicopters and AI Suppresion agains air targets So, after an hour of testing, I still couldn't wait for the AI can be abble to hit into the helicopter using the RPG-7! I had at least 10 tests, for this reason, unfortunatelly, I want to say that LAMBS RPG is a completely does not work against air targets. Zero hits on 10 tests. AI just wastes its ammo. In order not to be unfounded, I wrote down one of dozens of my tests, in which I placed two opposing factions. Note, I increased the AI level of the green ones, located on the ground, up to 80%, so they are experienced fighters. Anyone can try to create their own test using the editor and a drop of their desire. One of my saved tests, In other tests, I had no difference.: The problems that we can see: 1) Quite often, the AI will continue to suppress the empty sky, where the helicopter was several tens of seconds ago, with its back to the enemy target. Proposed solution to the problem: Divide the suppression targets into air and ground targets. For aerial targets, create conditions under which the AI will cease to suppress empty space. Probably you can make the suppression of air targets shorter. 2) Using RPG-7 against helicopters, the AI will have zero hitting accuracy. He's just wasting ammo. Prospective solution to the problem: Create a high hit chance or even 100% hit chance only under certain conditions, for example, when the distance to an enemy helicopter and shooter is "< X" meters and speed of air target "< X". 3) Using RPG-7 against helicopters, when the helicopter flew over the gunner and flew off into the distance, the AI will let the helicopter pass in front of him and will shoot after him, from huge distances, Instead using shots when the helicopter is close, before him! It looks extremely illogical Suggested solution to the problem: Disable RPG firing if the air target is "> X" meters away. You can create conditions for a shot from the RPG in the form of a fire-window. For example, a air target within from 50 meters to 150 meters. 4) The RPG-7 projectiles that have been fired and who had a miss, will explode in the empty sky, it looks strange. Probably a vanilla projectile lifespan ... Suggested solution to the problem: Increase the life time of the RPG-7 projectile. Or remove the FX blast effect, if it missed the target. I hardly understand how LAMBS works, for this reason, you can be skeptical about my proposals. I think the LAMBS team will be able to find their own solutions, and I hope the guys from LAMBS will turn their attention to the problems. Cheers!
  14. 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.
  15. 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.
  16. 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.
  17. 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!
  18. 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.
  19. 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!
  20. 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
  21. 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
  22. 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 -
  23. 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!
  24. 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 (
×