Jump to content

dafuzzyone

Member
  • Content Count

    17
  • Joined

  • Last visited

  • Medals

Community Reputation

11 Good

About dafuzzyone

  • Rank
    Private First Class
  1. dafuzzyone

    AiSS - Feat of Arms V2.0.0

    Battlelines is doing this weird thing where I load in, the screen flickers, and I'm put back into a loading screen where I'm forced to stare at it all day. What's going on here?
  2. dafuzzyone

    AiSS - Feat of Arms V2.0.0

    There was plenty of cover for them to maneuver through. For instance, there was a long trench that stretched side to side with reeds hanging over them that offered both concealment and cover which is where they stayed put. It was a smart decision for the most part, but they had a number of compounds that they could have entered through the side to initiate a flank. It would offer more than enough cover there if they wanted to go on the attack. Instead, they sat there. I feel like it would make sense if they had some sort of fire support, but they didn't. Even when I added a mortar to the mix on the other side that kept bombarding them, they stayed put for the most part, and they became sitting ducks at that point. As for the machine gunner, he didn't have the greatest of positions. He was on a stationary weapon that was behind a sandbag. Other than his legs, he was pretty exposed, though I do have to give him credit. He managed to take a few guys out, so I could understand the apprehensiveness of the guys there. It just seemed odd at the time to me to see them just stay put for so long. Realistically speaking, it would make sense, but I feel like they would try to do at least do a flanking maneuver or retreat if they had no other options instead of staying put without any pending reinforcements. Thinking about it though, this is still a huge step in the right direction regardless. My only problem is that it kind of really slows down the firefight near the later stages of the battle where neither sides do anything. Also, on a different note, I'm doing AI comparisons to bCombat, ASR AI, and even bCombat + ASR AI since they work well together. I'm also additionally trying to see if bCombat and ASR AI can work effectively with FOA out of curiosity. So far, FOA seem to be really good on its own. In my opinion, it's better in some ways than the other two AI mods, especially when it comes to self-preservation. In addition, the AI does a good job of not clumping up on one target as well. That actually impressed me the most, because the other AI mods would send waves after waves of suicidal men at you, trying to surround you in that manner. Lastly, I really like the volume of fire the AI shoot out at you. Instead of methodical single shots, they fire in bursts which adds a good bit of flair to urban combat. I definitely hope that sticks around in future versions. My only worry is their ammo, but that shouldn't be a problem if they're smart enough to resupply or be resupplied. EDIT: Also, it looks like the AI expend their ammo too quickly. At the start of the battle, the AI launch a crap load of 40 mm grenades at each other until they're all out, so the initial firefight is insane with high casualties for one side or the other, depending on who's more accurate in the first salvo. Then, as I've mention before, the firefight dies down due to the fact that they spent all of it at the start. I'm not sure if it's just me or not though. It seems to be something I noticed happening repeatedly throughout my tests. Same thing goes for mortars, they fire all their rounds in one long burst until they're dry. I'm not sure if this is an intentional design choice or not.
  3. dafuzzyone

    AiSS - Feat of Arms V2.0.0

    I love the mod so far, but I feel like the AI could use a little bit more "oomph" when it comes to their aggression. Is there a way to tweak the AI to make them slightly more aggressive? They're definitely smarter, no doubt, but I feel like they're too sluggish at times when they're moving under fire. For instance, I have guys about half a klick out from the front-line and close to a klick out from the enemy; and even though they're not under direct fire, they take forever to get to the battle. I feel like there's no need for them to get into their combat stance so far away. Though, I should say this is much better than them being oblivious or reckless. :) Great work overall. It's just a minor annoyance. Also, the AI definitely seem to take advantage of their armaments, more than other AI mods, so I have to give really good marks for that. For instance, I've watch them sit back and fire their GL out from a distance while occasionally firing their rockets at their targets. It's terrifying to see rockets whistle past your head. It makes the battle seem much more realistic, seeing them engage smartly from a distance with superior firepower. At the same time though, I feel like they could be more aggressive at times in a "smart" way. Like, if they realize they have the upper-hand, I feel like they should move in a bit more decisively. I remember one point where three squads of infantry would just lay down in a trench against one single guy on a heavy machine gun. They would very rarely go out to take pot-shots and fire rockets, but they mostly wouldn't do anything. They literally laid there in the trench, doing nothing for several minutes. It was just one guy too.They had him outnumbered over 20 to 1 too, so I figured they could at least go out for a flank like they would in bCombat. Still, it's a huge improvement from before where entire squads would get mowed down for stupidly charging out into the open. I'm hoping to see what more will be added. Also, the dubbing for the units are cool! Love the effect they bring. Do they work on servers? I did multiplayer with them on in EVOLVE which is kind of LAN-based, but I'm not sure how they work on actual servers. Also, will you be adding them to other factions as well, especially those from RHS and the other vanilla groups?
  4. dafuzzyone

    Aiming Deadzone

    I understand what aiming deadzone does, but is there a way to force your character to move his body at times in case you want to turn your body as quickly as possibly without any delay? I notice with the deadzone that turning isn't as quick, so I wonder if there's a way to balance it out. Is there like a hotkey you can hold as you move your mouse around like you can do with the left alt button?
  5. That helps, but I've never really done any scripting with anything object-oriented in ARMA. Could I get an example of a code? Do I have to name each unit as well that has to be called onto for respawn?
  6. So, instead of having a countdown for lives for the entire team, is there a way to limit the amount of lives an individual has? For instance, instead of having ten tickets for a team, can we have like three lives for a said soldier? I want to make sure for PvP that the guys who respawn for an objective-based PvP/RP round make risks with some individual accountability. Thanks in advance.
  7. Are there any alternatives to the interaction menu for ACE3? It must be great for other groups; but for ours, we tend to find it to be a nuisance and quite buggy at times. I've heard of a fleximenu mod for it, but I can't seem to find it.
  8. Wow, that's impressive. I've been using the Civilian Occupation System script for my server, and we get an average FPS at about 30-35 with about only 40 civilians spawned in. I'm glad to see bigger numbers are possible! I'll be looking forward to see what will come from this! Note: I love your other stuff as well! I might check those out actually. Hm, how would triggers be deployed when civilians are spawned in by script? I imagine that has to employed within the script itself, not inside the map editor? Or does that still apply? For whatever reason, I feel like this would only apply if the civilian units themselves were deployed via mission editor. Correct me if I'm wrong.
  9. I'm sure someone has mentioned this, but I couldn't find it (I've seen it before). On the dedicated server we use, orange clay skeets spawn randomly around players. Not only is it annoying, it actually causes some of our vehicles to randomly flip or blow up. Is there a fix to this?
  10. That video looks amazing, Grumpy Old man, too bad it's for VBS. Look at the crowd there! And there's hardly any frame drop? Dafuq, BiS? D: It actually looks like the town is populated. Well, I just hope they can somehow configure civilians to stick to the side of the road eventually. It seems like such a simple thing. oh well, I have to deal with no moving vehicles in the meanwhile sadly. <3 the replies back so far.
  11. dafuzzyone

    ARMA 3 Addon Request Thread

    Does anyone here know where to get good dubbing mods for AI and units other than FOA or GL5? Ex: [This is GL5, but this is what I mean by voice dubbing. From :25 to 1:00]
  12. dafuzzyone

    Group Link 5 Core (AI Enhancement)

    Is there a way to only have the dubbing work? I can't seem to get that to work. If I try to fiddle with it, the dubbing ceases to work or one of its bleeding or medical system comes up. Also, is that portion of the mod compatible with dedicated servers?
  13. dafuzzyone

    Feat of Arms

    Also, does dubbing work at all on a dedicated server? I love the addition of it, but it sadly doesn't seem to activate at all. @w@ Sorry to ask! I know you have a lot on your plate right now.
  14. Really? Shit, I didn't even hear about this. I can't say I've been this excited for a fix before! Cheers! I really hope they let publicly release the date soon before it escapes my memory!
  15. So, I'm currently using the Civilian Occupation System and I'm also pairing it up with this: http://www.armaholic.com/page.php?id=27485 Through that way, at least that's how I had it planned, the pedestrians won't get killed every 20 seconds by cars passing by. To my dismay, I noticed it doesn't work at all for civilians and civilian vehicles. Funny enough, I know that this tends to be how vanilla ARMA does it, but it seems like it doesn't matter whose driving the vehicle but rather what car the faction belongs to. Is there any way I could potentially rectify this situation at all to involve civilians? I would love to make a town that doesn't have dead bodies everywhere. I've been looking over the PBO file, but I haven't been able to connect the dots. Note: I know how to take out the moving vehicles, but I want to keep them in. I also found this link to be helpful. Been pouring over it currently. http://forums.bistudio.com/showthread.php?183813-tank-and-man-harmony
×