owmyeye
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Everything posted by owmyeye
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soundmod JSRS4 - APEX 1.2
owmyeye replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry If I missed it mentioned, I tried to look back through the thread (but it's a bit confusing since there have always been several concurrent releases of JSR), but I'm wondering if any comment can be made on RHS support? I've seen the bit where DF 2.5 had a WIP patch for RHS, but now this project has moved on to Eden, is there any comment in regard to if another RHS patch may be forthcoming? I'm just reluctant to play mods now that don't have distant sounds, so you will be my hero if you can bring RHS's soundscape into the fold. DF Eden is still downloading so I haven't had a go yet (I've enjoyed your previous iterations), but thanks either way for sharing your latest work.- 1214 replies
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Help make "tug of war" like mission with respawning
owmyeye posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can anyone please help me make the following mission, as I will try to describe it. I tried for hours yesterday to make this but got no where. I'll start with dot points to outline the main features I want, then explain a bit more: Re-spawning player (easy). Re-spawning AI who.. Use MCC's Gaia to make AI defend or attack a zone. Make the AI stop spawning when a trigger area is occupied (optional) Make the AI stop spawning when too many have died. The player doesn't need to command or even be in a squad. Probably all infantry for a number of reasons. The idea behind this scenario is as follows: I want to set up a battle between 2 teams (of 1 human player, and the rest AI) who start at opposing ends of a town, then try to advance past each other. For simplicity sake, it can be all infantry... ARMA is a bit crap at vehicle AI anyway. Each team will have their target zone on where the enemy spawns from, so when a team successfully occupies it's opposing team's base/supply route, they bring about the end of the game by stopping the enemy re spawning. I liken it to tug of war, because I envision two teams push toward each other (not tugging though) to move the other teams control line back until the point of victory. Hopefully with MCC and a few squads per team, an interesting front line and control zones should appear, with a big rolling battle that moves in both directions. - However I'm stuck on the main bit of making the AI re spawn back into squads controlled by GAIA. If possible, I would like to have a set number of squads which are always present, rather than a random batches appearing, or worse yet, single units controlled by GAIA. This is because the more squads there are, the more drag on the FPS there will be. Does anyone have the knowledge, time, and care to help me out on this? I figured I'd put this out there and hope for the best. -
Kunduz, Afghanistan [10km] v1.20
owmyeye replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Keep in mind RHS has it's own damage models, which can make for APC's in other mods taking 6 RPG hits before cooking. You might want to check if the same amount of hits is required from RPG's with vanilla or another mod, like CUP. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
owmyeye replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is anyone playing Dev build? I'm getting bulk script error messages lately. I started using Dev when they announced the Eden editor, but I'm getting error messages come up on the screen constantly. Sometimes I have no idea where they are from because it's just code, but I've seen "MCC" as part of the error messages sometime (I've also seen Bcombat mentioned). One that I've noticed a few times is about MCC and mechanised infantry. Anyway, I know mod makers hate people talking about Dev build, but can anyone say if they have seen these errors, or even play Dev without errors? I don't know if it's just something on my end or not. I would drop the dev branch, because MCC is so vital to how I play, but after the 3d editor I can't go back to the 2d... and no I don't use MCC's 3d editor, because it's too much of a mess around to save the scenario. -
[OPEN BETA] [SP] bCombat infantry AI Mod
owmyeye replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is anyone playing this is Dev build? I am getting heaps of script errors, many of which seem to be from Bcombat. I know people hate 'bug reports' from Dev branch, so this isn't one, but can anyone else say if they play bcombat with dev and no errors? I'm only on Dev because of the Eden editor. -
Iraqi-Syrian Conflict
owmyeye replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Actually I did cover your point. Even if you are asking for only a 'light' version of this mod (not 'light' versions of each asset in the dependencies), you would be asking if Accuracythruvolume made two versions of the same thing, which essentially would be 2 different (but similar) mods. I can't speak for him, but his practice with this mod seems to be to add as much relevant content as possible, and by sourcing it anywhere he can find the best assets to use. Personally I like that approach, because downloading is no big deal to me and I don't need to fit it on a server, etc. I prefer that the mod to be fully featured, and not just having a version of an asset, but to be using the best. Besides the point that it would double the work-load (and so pretty much half the amount of finished content in each mod version), there isn't any one mod that he can draw all the required assets from. -
Iraqi-Syrian Conflict
owmyeye replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah yes, that's what I tried to describe a couple pages ago. I figured it backwards though, thinking maybe the CUP rpg's couldn't kill the RHS armour. It's not really a fix that can be implemented as part of a mod, but when I'm making a scenario and this issue comes up, I just lower the damage/health rating on the vehicle when placing it in the editor. Though I'm not sure if that is problematic or not, in that (i'm assuming) it lowers all of the vehicle condition evenly, and so possibly causes the wheels/tracks to blow out too easy (and I frickin' hate how AI bail on unscratched armour which could be used as a static weapon, just because of track damage.. especially if it can still move, albeit spasticly) -
Iraqi-Syrian Conflict
owmyeye replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not the dev but I can answer that for you: No What you are essentially asking is if 2 or more versions of every asset has been created, one of which would be a lower quality version. Most people have their hands full just implementing the content they want, let alone making everything in duplicate. Anyhow, the latest download is only about 370mb? As far as mods go, that's pretty light. If you are adding up the dependencies, than yeah I suppose that would be pretty big... but back to my first point, the authors of those other mods are trying to make the best product they can, and are too busy to make a lesser version of every asset. One way of thinking about it is, look at all the assets included in the mod, then imagine only half as many, because they have to spend twice as long to make everything (in duplicate). -
Iraqi-Syrian Conflict
owmyeye replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Don't forget to add the feature for the Iraqi army, where as soon as shooting breaks out, their kit drops to the floor and they take off running :P -
Yeah that's true, but from my impression of things, the biggest 'crime' HJohnson made was to release his work in a way that implied it as all his. He didn't call it "A Blastcore (by Optical Snare) fix", instead he called it "HopeCore", which could lead users to believe it was his mod, not a tweak of someone else's work. So, Point 1) Don't release it as a new mod under your own name Point 2) You may not be able to release it as a mod either way- but I can't see why you can't distribute a 'mod mod' (which comes separately from Blastcore, so people know they are getting that first and foremost, and your tweak as a secondary), or as instructions on how to tweak Blastcore. Just completely avoid misleading people into thinking it's a new mod or your own work, but other than that, go ahead and tell the world how Blastcore can be tweaked (like you already have done here).
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Looks good, but... will the AI 'see' it? Or will they shoot straight through like it's not there?
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There is something about different people's computers or set up which produces different results. An update or 2 ago, I use to get smoke grenades look like a checker board while flying through the air and the first 5 seconds on the ground- yet while I saw a few people bring it up, other people said it was not happening. Then when the update came along and fixed it for me, I saw other people start describing similar problems. Right now for me, smoke grenades are really small (but not checkered). I can't remember if Vanilla was this small or not, but you can barely hide under the small cloud which sits on one spot. This probably isn't so bad for me though, since I saw mentioned on this thread that the AI actually didn't see the larger smoke field anyway, so playing SP had the player at a blinded disadvantage when smoke was everywhere. When I cook a vehicle, it looks like CylonicTuna's screenshot. As for the blinding sun, it was so bad that missions were practically un-playable in the hours between sunrise and about 10am. To fix this I deleted the .pbo
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Iraqi-Syrian Conflict
owmyeye replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I never have extended armour on. As I said though, I hardly know which mod's units/kit i'm using, but maybe if I can find the time I will do some top to bottom testing to see what happens. I'll start with placing RHS armour and giving it a wack with cup AT's (if I can figure out in the virtual arsenal which mod each weapon there belongs to I don't know if they will have the time to give you a good answer or not, but maybe you could shoot someone from RHS a PM to ask if there are many considerations for mixing their mod, or even specific figures damage figures they can tell you. -
Iraqi-Syrian Conflict
owmyeye replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can I just point something out. You may or may not be aware, but apparently RHS is not 100% compatible with some other mods. I actually didn't know this, until I saw an (almost nasty) debate kick off in the CUP thread which mentioned it. The discussion was comparing RHS with CUP, and pointed out that the former uses it's own armour and damage configurations, which make it a problem to mix with other mods (contrasted with the fact that CUP would be modular and compatible). People from the RHS team were in the discussion, and in regards to the incompatibility issue, the only reply was something like 'that's the thing about total-conversions'. As I said, I actually didn't know this from first hand experience. I mix every mod under the sun (and as such, often don't know what mod's vehicles or units I'm using), and although it all has seemed fine, I have seen some anomalies. The worst thing I've seen is armour (like BMP's) taking multiple RPG's without being destroyed (sometimes 4 or even more direct hits). I hadn't been sure about if it was an error, or a dev's interpetation of how things should be, but to get around it I've had to 'test fire' missions- by actually individually checking each vehicle's ability to withstand direct hits from the opposition team's AT fire, then adjusting the vehicles armour slider in the editor to adjust (sometimes having to set it to a size barely wider than the mouse cursor). So anyway, yeah maybe you know all this or have a better understanding than I do, but you best check that factor out if this is the first time you're hearing about it. -
Can I rehash something that was said a few pages back (but without the tension this time). I'll start with a quote: Can anyone clarify exactly what this means in practical terms? I had no idea that apparently I can't mix CUP (or other mods) with RHS... as that's what I do all the time. Having said that though, I have noticed at least one thing which doesn't seem right, but I don't even know if it's related. I've noticed that often I have to pre-test the strength of armoured vehicles used in my single player missions, by starting the game as an opposing AT soldier and blasting the armoured vehicle with an RPG to see how many shots it takes. Sometimes, it takes like 4 or more direct hits. In such cases, I edit the placed vehicle to reduce it's armour slider (sometimes needing to be only slightly wider than the mouse cursor) so it will blow in 1 or 2 shots... because I'm fairly sure any modern armour without reactive plates will be cooked within 2 direct hits- especially if it's just a BMP or T-62. A lot of the time, I don't even know what mod the gear or vehicles I'm using are from, as I have over 20 mods loaded and there is heaps of over-lap. So to sum up; is this RHS vs other mods compatibility something which makes weapons/vehicles unbalanced? Or what else exactly would be the problem with mixing RHS with CUP? (or other mods... but this is the CUP thread.. so er, I guess I'm asking about CUP to stay on topic :P ) Thanks in advance, for anyone who can take the time to enlighten me on this topic.
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They are probably referring to the s**t storm that went off in this thread. Look for Opticalsnare's post on page 194 http://forums.bistudio.com/showthread.php?170426-Blastcore-Phoenix-2/page194
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[OPEN BETA] [SP] bCombat infantry AI Mod
owmyeye replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah you are certainly meant to get hit still. While I have found Bcombat has improved the AI 'aimbot' a heap, I still sometimes stop and say 'come on, how did they hit me from so far away with an AK? (300m+)'. The logical thing to do would be to reverse any AI tweaking that you did. However, you mentioned an enemy tank MG shooting at you- well that's not actually affected by Bcombat. A frustrating point about this mod, is that no static weapons (vehicles included) are affected. The author has confirmed this, but I personally found this out trying to make a mission where a sniper (in an AIA terrain) fires on a town's checkpoints and defenders from a distant forest tree-line, but despite being so far away that I sometimes missed (with my scoped sniper), the mission was practically un-playable because, after being alerted, the static HMG's would only need 1-3 shots to drill me. Your own tweaking to the AI may be the only reason the tank couldn't hit you. -
Iraqi-Syrian Conflict
owmyeye replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Check you have installed the mod correctly, and also make sure have installed 'Massi's NATO SF and RUSSIAN SPETSNAZ VEHICLES' mod too. So far, some of factions haven't been given their vehicles yet. To get around this, use empty vehicles from another faction and script units into them ("this moveindriver _unit", etc) -
Is that really missing, or is it not meant to be there? I actually personally don't like it when dust comes out of everything, including leaves, when it's hit. IRL, would a bullet really kick any dust at all if it hit grass? Here's a video of some really dry grass getting hit, and there isn't much to see. From any distance further than point blank, I bet you wouldn't even see it at all: http://ak3.picdn.net/shutterstock/videos/3821534/preview/stock-footage-bullets-hit-the-grass-and-the-dirt-and-grass-fly.mp4
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Santa Catalina Island, USA: Terrain
owmyeye replied to gotdead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can I make a suggestion? If your using either Altis or Stratis as the base terrain textures or what not, perhaps you should incorporate the middle texture mod or your own version. The map is looking good, but one of the first things I noticed when taking a look around town is the blurry hills in the background. Anyhow, good job man, this island ads a different variety than what is already out there. -
[OPEN BETA] [SP] bCombat infantry AI Mod
owmyeye replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nope... -
[OPEN BETA] [SP] bCombat infantry AI Mod
owmyeye replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No I don't think it does anything to AI reaction time. From my observation it just tones down the 'aimbot' (but they still do pull off laser accurate shots time to time), helps their movement/use of cover, makes them investigate noise etc, and tweaks how effective they are at using smoke and grenades. From 3 meters away, there was little chance to miss (and likely the 'aimbot' side of things made them hit your head), and no they also don't have any effect from taking a few shots- other than getting pissed off and knowing your exact location to shoot back at you. -
Why are AI attacking an Empty barracks object?
owmyeye posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can anyone tell me why when when I place the "Barracks" object from "Objects [fortifications]" that my Opfor AI are firing 40mm grenades at it? This is while I'm just building a camp and testing it's layout, so no opposing AI or real fighting around and the AI are trying to blow up their own base. -
Why are AI attacking an Empty barracks object?
owmyeye replied to owmyeye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Unfortunately that setcaptive doesn't help. It's also a bummer that I only seem to have 1 copy of that object (and thus only one faction). I guess I'll go look for some more mods now to add editor objects to play with. -
Why are AI attacking an Empty barracks object?
owmyeye replied to owmyeye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the replies guys. I can't get a screenshot right now but I think it looks like this image I found on the net: I was just looking for some props to make a rebel camp with. I'm running more mods than I can remember installing, so if it's in my editor it's most likely not the minority A3 content I suppose :p