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mickeymen

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Everything posted by mickeymen

  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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!
  6. 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
  7. 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
  8. 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.
  9. 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!
  10. 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
  11. 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.
  12. @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...
  13. 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
  14. 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?
  15. It seems to me that most of the problems associated with animations are related only to FALL MODUE, I'm sorry... Unfortunately today, just like 5 years ago, the FALL MODUE works badly, player constant animation glitches. Some of them: * After falling, at first, the unit lies on its stomach, but after a split second it will already lie on its back * I have already forgotten how such jumping corpses from a prone position (thanks to the "Ragdoll-Effects-Overhaul" mod, yes it really works! ), but with the FALL module, corpses start jumping into heaven again * First, the unit lies with one azimuth, but after a split second it will lie with the opposite azimuth (180 degrees rotation which you talked about). * A new and ugly pose of corpses appears, which looks very unnatural (static pose without ragdoll). The legs of the corpse hangs in the air, above ground level. (old ACE3 issue) * Sometimes, after falling a soldier, as I understand it, falls into the "unconscious" condition, then its unconscious body starts slowly spinning in the above mentioned by me pose * When a first-person player is falled by a bullet, his point of view switched from head to his back (from rifle on his back view), after that, the player begins to take his rifle from the back into his hands again and then player vision returns to the normal I observed all these glitches 5 years ago, in old versions of tpw, in the latest version I meet this again :( As soon as I disable the FALL MODUE, I stop seeing all these glitches. @tpw I really appreciate your struggle with all these issues. Thank you very much, but sometimes it seems to me that it can be easier to shed excess weight and focus on other things that can still be fixed/ improved technically. It seems to me, that if these are not solvable problems technically in the future, then the FALL MODUE makes no sense in general. It hurts player to look at all these animation glitches It only takes up your time and energy, and at the same time does not make the A3 better.
  16. @tpwI see a ton of AI tweaks, as if TPW is an AI mod. Probably this will conflict with other AI mods, I am using LAMBS AI-mod and will be wary of conflicts, or in vain? Still, thank you for the long awaited release. Thanks for fixing this finally! I would like to know what you think about this? This is good idea or not good for tpw mod?
  17. @tpw it's great that you do medicine. Thank you! Please add a screen or something else if the player is bleeding. Any effect convenient for you (chromatic aberration, image darkening, blurring, etc.). Today, in TPW, the player does not understand that he has little blood if he bleeds out (TPW BLEEDOUT) Without this understanding, the player can suddenly die, for no apparent reason this is bad. The player needs some kind of indicator, some kind of understanding of how bad his condition is. I think phased screen dimming is the best option One more request. Your BLEEDOUT module settings: // BLEEDOUT tpw_bleedout_active = 1; // 0 = inactive tpw_bleedout_inc = 5; // unit damage will be increased by this % every 10 sec tpw_bleedout_ithresh = 0.85; // damage beyond which a unit will writhe around incapacitated (1 = dead) tpw_bleedout_heartbeat = 1; // Player heartbeat visible as slight screen shake (0 = no heartbeat shake) tpw_bleedout_selfheal = 1; // AI units will automatically try to stop their own bleeding if equipped with First Aid Kits (0 = no self heal) tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units' speed/skill unaffected by injury) tpw_bleedout_geneva = 1; // Incapacitated units are set as non-combatants so that other AI will not fire on them (0 = incapacitated units can be fired upon by AI). //>< I really like your setting - tpw_bleedout_affect = 1 We know that a soldier cannot be the same after being wounded. That is, in real life, on the battlefield, he cannot restore his values to their original level. But in TPW, after the treatment, the AI and the player will fully recover, this is unrealistic. Please make a setting for the player to choose whether the healing will restore speed / skill to the initial value or not. Something like that: tpw_bleedout_fullrestore = 1; if 1, then the player and AI will fully restore their speed/skill. if 0, then the player and AI will have reduced their speed/skill even after treatment. This will mean that the treatment will only stop the bleeding, but will not make injured soldier the same how before. A setup like this will delight TPW player and add some realism, this means once wounded units will be less effective than uninjured ones.
  18. Aliluyah! I hope this is the same error that I have been informing you about for 2 years!
  19. mickeymen

    AI Driving - Feedback topic

    The subordinate AI-Tank drivers in most cases, he will lag behind his commander, he simply will not go to designated waypoint, will not hold any formation. Hello to all! I constantly notice how AI tanks do not stay in formation and constantly lag behind their commander (another tank). It can only be a part of the subordinates. For example, out of 3 subordinates (Tank Platoon), only one or two units can lag behind. At the same time, as one unit will continue to follow the commander. Lagging behind can be several kilometers behind. When I look for them on the map, I see that they just stopped. Or move at the speed of a turtle Does anyone else observe this behavior of tanks? Thus, I cannot use the "Tank Platoon" or "Tank Section", because subordinates, will always and always lag behind their commanders - the tanks will simply stop or drive very slowly, while the commander of the lagging tank will move in accordance waypoint with normal speed. As a result, my tank missions are broken. All tanks of the same group do not move to the desired point, or not go into battle. Sometimes I observe this behavior as a tank commander, but when I am subordinate to another AI tank. If I fall behind, I order my AI tank driver to "return to the formation". (Command 1/1) after that my tank goes very very slowly (infantry speed) or does not go at all. This problem happens randomly and I don't understand why. Sometimes the AI driver will return to formation at normal speed, and sometimes he will ignore "return to formation order" or drive very slowly. In fact, it turns out that this is a problem for tank AI-drivers. The driver does not pick up the required speed or simply does not move to get back into formation. I don't know if there is any reason to create a feedback ticket, because unfortunately the topic of AI has been abandoned for several years ... What to do?
  20. mickeymen

    Arma 3 still a popular title

    Hello everyone! Arma 3 still a popular - this is true 2020 ends, I want to congratulate the whole Arma community, a Happy New Year. All the best to everyone who reads this post! Good health, harmony and happiness in the future 2021! And most importantly, I want to say that Arma3 in 2021 will continue to be the best war game, the best shooter. In the 2020 I still can't compare any other shooter with Arma3, This fact is surprising to me, since the game is over seven years old. I can't imagine Arma3 without mods. Thousands of mods keep the user interested in this game over the years! Many thanks to the entire Arma3 community, which creates countless modifications to the game, which sometimes even exceed the quality of the original game. It is thanks to you that the game looks so cool, after 7 years of its life. Many thanks to the developers for this beautiful game and for supporting the mods, this is a wise decision. Thank you all and Happy New Year, I love you Arma 3!
  21. Hi @TPW! I informed you about a error inside BLEEDOUT MODULE over a year ago, after that I reminded again, but error still that is not fixed. I would like to understand, have you forgotten about this trouble or you cannot solve it? My BLEEDOUT MODULE settings here: // BLEEDOUT tpw_bleedout_active = 1; // 0 = inactive tpw_bleedout_inc = 3; // unit damage will be increased by this % every 10 sec tpw_bleedout_ithresh = 0.85; // damage beyond which a unit will writhe around incapacitated (1 = dead) tpw_bleedout_heartbeat = 1; // Player heartbeat visible as slight screen shake (0 = no heartbeat shake) tpw_bleedout_selfheal = 1; // AI units will automatically try to stop their own bleeding if equipped with First Aid Kits (0 = no self heal) tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units' speed/skill unaffected by injury) tpw_bleedout_geneva = 0; // Incapacitated units are set as non-combatants so that other AI will not fire on them (0 = incapacitated units can be fired upon by AI). //>< This error can break any mission, if the required unit needed for the mission will get this issue! Maybe you didn't understand the essence of the your problem - here's a detailed description of this problem: if the player uses: tpw_bleedout_active = 1; and for example: tpw_bleedout_ithresh = 0.7; or: tpw_bleedout_ithresh = 0.8; or: tpw_bleedout_ithresh = 0.85 ; those (any value < 1) then the AI-unit that receives incapacitated status will get endless animation! He will writhe on the ground, endlessly. At the same time he will respond to inquiries like a normal healthy soldier. A player who does not see such a "wounded subordinate" will not be able to understand what happened to him. The player can order him - "Return to formation", "Attack", "Get in the vehicle", etc and will always receive "OK" in response. But the player will never get for this AI to execute the order. In fact, it turns out that the game deceives the player. A wounded man like that will never finish a wounded animation. It will be endless! You understand? He cannot be helped by medic ir FaK! At the same time, he will never die of blood loss! It looks pointless and even absurd. Please fix it finally. Expected solution to the problem: Wounded has to get out of this damn animation or finally die! 1) If no help comes, then he will have to die of blood loss, according to your settings - tpw_bleedout_inc 2) If help comes, then he must recover - Any allied treating soldier should be able to help such a wounded soldier.
  22. mickeymen

    (SMA) Specialist Military Arms

    I see in the previous messages that the mod is dead. Very sad. This is a very high quality mod, but many of the weapons of this mod have one problem - the character's left hand does not hold the weapon natural. This prevents the player from enjoying the weapon to the fullest. May be still can anyone fix this? It would be nice to get a small patch to solve this...
  23. mickeymen

    LAMBS Improved Danger.fsm

    @nkenny good day! I am glad you are back. I will ask you to answer my question that I asked before There is additional information for you. I am seeing some issues with your mod: 1) Sometimes the AI- infantry is in motion animation, physically staying in one place - Video Here before using your mod, I have never seen this 2) I do not know how this is connected, but I can observe with your mod, the AI more often passes through walls, ignoring many physical obstacles. I know that the vanilla game also has this, but now more often. 3) AI infantry very often performs Roll maneuvers on the ground, but they do not move to the right or left! They just spin in one place, as if in the air It looks very unnatural and the main thing is not meaningful, since the AI remains in the line of enemy fire. 4) Very often, the AI stops following its current waypoint (ignores it) enters the nearest building and remains there almost forever (!even when there is no threat around!) I didn't have the strength to wait for the AI to leave the building, so I interrupted the game. This feature can break many missions, If the mission required AI movement. If it possible, please try resolve this issue with a customization in addon settings or other method. 5) Waypoint REGISTER ARTILLERY for mortars cease their support after 1-2 volleys not more. 1-2 volleys (3-4 shots each) is approximately 6-8 shells. Shooters still have shells, but they just stand idle on the map. I've watched this for a long time. Always the same behavior as if the waypoint time is running out. Let the AI attack all the time with artillery and when the shells run out, let it leave the mortar and join the nearest squads. 6) I really appreciate your new waypoints! It's great, but your new waypoints don't lend themselves to basic waypoint tweaks. It cannot be "Skipped" and will ignore behavior settings, combat mode, etc. Please try (as far as possible) to adapt your new waypoint settings to the standard setting, so that they can be skipped or adjusted according to the waypoint menu. 7) You have a setting "AI uses a flashlights", please try to create a setting AI uses a IR laser also. I hope my info was helpful and at least some of this can be fixed/improved
  24. mickeymen

    LAMBS Improved Danger.fsm

    As I can see @nkenny has disappeared for a while. I hope he comes back... Can anyone explane me how the mission creator can switch any LAMBS waypoint to any other or next waypoint? I've tried using a trigger with a SkipWaypoint I don't have any result:( Unfortunately, LAMBs waypoints will not be switched, like vanilla waypoints. Also I tried use a LAMBS TaskReset module, but again not works. For example, if a ai-squad has garrisoned a house (Task Garrison waypoint), then they cannot stay there forever! There must be a way to switch this unit to the next waypoint, according to the wishes of the mission maker. Unfortunately, without the ability to switch waypoints, there is no point in new waypoints.
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