bmb
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Everything posted by bmb
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I have previous purchases on my store account, I might have liked to make new ones, but I can't log in, support requests are met with absolute silence, I can log into the forums, the same account used to work and should work on the store, but it just tells me my email doesn't exist this is absolutely unacceptable, do something now
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Bohemia have provided me with this link https://store-old.bistudio.com/ where you can log in to your old account. Apparently they have switched provider for their e-shop which requires a new login for new purchases.
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One of the key mechanics which have been reworked from Arma 2 is the fatigue system. The old system was unaffected by weight, but made it harder to aim based on how much you had been running or shooting. The new system appears to consist of several parts. First there is "stamina", it is how long you can run for before having to take a break. Then there is "aim precision", this seems to be defined only by the stance and whether the weapon is "supported". It is a gentle swaying left to right. Then there is "aim coef", which is similar to the Arma 2 system, it makes the aim bob around randomly depending on the level of "fatigue", which is different from the level of "stamina". There are two variables which control the "fatigue" system. There is "aimingCoef" which directly controls the level of bobbing. Then there is the Unit Trait "loadCoef", set by the weight of the players inventory, which is used to limit the amount of stamina, but is also used to determine how fast "aimingCoef" deterioates. The "customAimCoef" does not control the "aimingCoef" but is simply a multiplier for it. The BIKI information on this seems to be wrong based on my testing. Setting either "loadCoef" or "customAimCoef" to 0 will disable "fatigue" effects. Setting them high will increase "fatigue" effects. Disabling "stamina" does not affect "fatigue". There is no command or config for setting "aimingCoef", it is a hardcoded calculation. Shooting no longer affects "aimingCoef" like it did in Arma 2, so even magdumping automatic weapons does not affect the players aim, this is unrealistic. Without access to setting "aimingCoef" directly a scripted solution cannot be made. In Arma 2, the "bobbing" effect is much more erratic, where in Arma 3 it is smooth, and much easier to predict. So larger values are needed to make it equally hard to aim. The only thing that can be done is using setCustomAimCoef to increase the value. Which looks silly. One potential workaround might be to create a gesture animation which makes the weapon move around, and playing this gesture from a script whenever fatigue effects are needed, and simply disabling the hardcoded fatigue system with setCustomAimCoef 0. As a side note, on iron sights the aim point is always directly on the front post, no matter if the rear post is aligned or not. This may make sense for holo sights, but not for iron sights. I can't tell any way that this could be rectified, it only makes it even easier to predict where to shoot even when your sights are out of alignment. AI is relatively bad at taking cover compared to 2, the new native formation fsm seems to be made to have regular movement do the covering, but unfortunately no reactions are in formation fsm so they do the same move behaviour regardless if they're taking fire or are exposed or not. Danger FSM's and other scripts can be made to rectify this, ASR and TPWCAS both do a good job. And I've tested some scripts of my own. But unfortunately there is one critical behaviour that I see in testing which gets the AI killed over and over, which is they stand perfectly still, locked on to an enemy, and shoot wildly inaccurately. They will miss entire rifle mags at point blank range in this state. They may also decide to randomly reload out in the open, while under fire, again standing still, unresponsive to any FSM or scripting commands. Or they may decide to heal up, unresponsive, out in the open, while under fire. Only by forcing animations to play can these behaviours be overriden. I can't see any way to disable this behaviour. I assume it's something to do with the native "dotarget" and "domove" commands which do this. They will also get into loops where they rapidly switch between targets without firing. Again, can't seem to do anything about it. These buggy behaviours are hardcoded and limit how well scripted behaviours can work. A script would have to disable the AI completely and play moves directly with it's own pathfinding in order to circumvent this. The new grenade throwing behaviour seems to be a matter of configs, the proper grenade throw animations are still in the game files, so it should be a matter of just pointing the "throw" action to those animations instead of the new gesture. But I don't know much of anything about animation configs so I can't say whether it's really that simple. The old system of holding the throw to increase the power is probably not going to be possible. Adding some delay to the beginning of the animation to simulate the time it would take to retrieve a grenade and pull the pin would probably be doable through script. Also a matter of configs would be to simply reduce the insane playback speed of some of the fast-forward actions like healing. Locking the recipient in place to prevent magic healing at a distance I am not sure if it is possible. Restoring injuries to arms and legs, not sure about those either. Carry animations still exist, so maybe possible to restore as well. But again not sure about animation configs. So in conclusion, bringing Arma 3 up to a standard where it's worth playing over 2 is a significant effort impeded by many low level hardcoded decisions by BIS. A dire look.
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Vanilla Shooting Accuracy of Vehicled AI
bmb replied to bigshot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How could it be more concise? The thread is old because the issue is old. One of the most long running popular addons is LAMBS_Turrets, which fixes this issue by adding a large amount of unrealistic dispersion to the vehicle weapons themselves. So it's a commonly recognized problem. -
Vanilla Shooting Accuracy of Vehicled AI
bmb replied to bigshot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The bug is demonstrated in the thread already, I just point out that it is not fixed after a very (unacceptably) long time. Nobody is throwing a tantrum. -
Vanilla Shooting Accuracy of Vehicled AI
bmb replied to bigshot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
bug not fixed for 8 years. additionally, moderation team repeatedly delete and suppress bug discussions on this forum -
Where is the hierarchical class tree?
bmb replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, splendid is plain garbage and six is long gone. Where do you find this nowadays? -
Evaluating Possibilities For Restoring Arma 2 Features
bmb replied to bmb's topic in ARMA 3 - GENERAL
The HDR effects in Arma 2 were always a bit excessive, but I just don't believe that after staring at bright green phospors you are "fully night adapated" for a while. -
Evaluating Possibilities For Restoring Arma 2 Features
bmb replied to bmb's topic in ARMA 3 - GENERAL
Another feature that isn't often talked about is natural night vision. Arma 2 implements a gradual adaptation to extreme low light, Arrowhead added a desaturation effect to it. Using nightvision goggles or looking at very bright light would quickly ruin natural night vision and leave you blind in the dark until the adapation slowly came back. There also would be a big difference in the ambient light level in deep forests and open field. Even without the moon it would be possible to see a little in the open with adapted eyes. In Arma 3 eye adapatation is equally fast in all conditions and there is virtually no ambient light at night, only moonlight. This despite the astronomical twilight effects on Altis and Stratis. No difference can be made between forests, indoors and other areas in terms of brightness. The good news is that the HDR settings are fully exposed to directly set with script. So some of the effect may be able to be replicated. At least the effect of slow adaptation after using night vision goggles. post process effects can also be used to apply desaturation. -
Evaluating Possibilities For Restoring Arma 2 Features
bmb replied to bmb's topic in ARMA 3 - GENERAL
This is not a request, but a discussion of the possibilities. Please stop derailing and trolling. -
[SOLVED] - Looking for a mission...
bmb replied to SnowmaneYT's topic in ARMA 2 & OA - USER MISSIONS
No it wasn't flashpoint that I'm thinking about. -
I have come to understand that using iron sights with night vision is not exactly realistic. I wonder if anyone ever made a mod to disable iron sights when using goggles, or to disable goggles when using iron sights just like it already works with scopes? If nobody has, is it possible to create a config mod that changes the ironsights to work like other scopes in this regard? Perhaps a script could be made to reduce AI accuracy with NVG's unless they also have a laser activated to simulate a similar thing for the AI.
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[SOLVED] - Looking for a mission...
bmb replied to SnowmaneYT's topic in ARMA 2 & OA - USER MISSIONS
I remember a mission like that too, but it was most definitely not flashpoint. It would continually spawn units all around you wherever you went. And there was an overarching objective. I think it was singleplayer only. -
Evaluating Possibilities For Restoring Arma 2 Features
bmb replied to bmb's topic in ARMA 3 - GENERAL
"As well as for discussing ideas [related to modding arma 3]" -
At some point they decided that having no aim deviation based on human factors like movement, breathing etc. was a way to get more players who are used to traditional FPS games. So now the aimpoint is glued to the centre of your screen, making it very easy to line up a shot in any conditions. The excessive zoom eyes don't help, it's a level of zoom which made sense for the 1024x768 days of flashpoint, simply to compensate for the low resolution of the game. but as 1440p and 4k screens have become more common, it makes less and less sense to have that level of zoom through 1x optics.
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[CO] Flashpoint: - Instant Action - Dynamic Coop Missions - Release Thread
bmb replied to thomsonb's topic in ARMA 2 & OA - USER MISSIONS
could you reupload this, your site seems to be down -
Grenades - After a lot of talk about reworking the grenades early on, it's still call of duty. A grenade is magically produced from the sleeves of the combat magician at high speed. The only thing that was added was a slight (very slight) delay between throws. I'll be the first to criticize how bad it was in the older games, but this was never an improvement. And they still bounce around like rubber even in dirt and grass. AI - Not even in general, they just still can't take cover. Fights are easy for the player, and extremely lethal for bots, as they simply stand around and die easily without reacting. The few times they lie down it's still in the middle of the road. Arrowhead AI with mods was getting pretty good, but that progress has been slowly eroded over the years. The community seems to regard them as an obstacle and the principal AI mods today are focused on making them simply "respond" better, rather than act more realistically. They do seem to try to take cover dynamically, but it is utterly ineffective as their bodies are still very exposed. I saw once a comment that described it perfectly. "They seem to be caught between trying to take cover and trying to stay in formation, they end up doing neither well." The days of inattentive players getting shot from miles away by an enemy they couldn't see are long gone. Fatigue and suppression - Still doesn't really affect accuracy like it used to. Full auto with a machinegun from standing position is deadly accurate. Firing after running miles is as easy as before running. The actual system of fatigue only makes you slower. Movement and animation - Many actions are on fast forward. I understand this was an effort to counteract the "clunk" of Arma, a reputation that these changes have not been succesful in curbing. Probably because the movement system of Arma is still animation driven unlike other fast-paced FPS. The end result is eroded realism for no real gain. Lack of injuries - I guess you can get a limp after some patch. But it's the only injury. Having legs or arms entirely disabled like before is not possible. And most game modes have magic revive systems. Graphics - The release version of Altis was impeccable to the feeling of being in Greece. At some point a major overhaul was released and it no longer looks realistic, to go with the other changes I guess. Flares - They still don't work. Only the scripted flare produces any usable light. Flashlights - The range is still so bad that you can't see anything but get seen from miles away yourself. I realize now they're a visual effect for the low level mercenaries, and not intended as a real flashlight. End result of these being that the dynamic lighting possible in the engine means jack shit for night ops. Some of these can be modded. Some of them can't. Some only at terrible performance cost compared to a native implementation. Some only at great difficulty. And ultimately modding simply to "fix" rather than to "extend" the game is not really any fun. For any future possible Arma games I would like to see a return to simulation, rather than running and gunning.
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Locations, Game Logic: no information anywhere
bmb posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the editor you can place down Locations and Game Logic entities. Unfortunately, no information about them exists anywhere. Only unhelpful, or even directly hostile answers from 10 years ago, like this is some open secret the plebs are not supposed to know about. What are they, how do you use them? -
Locations, Game Logic: no information anywhere
bmb replied to bmb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The placeable location modules don't appear to do anything, if you give them a variable name they can't be accessed as locations through script. -
I've been wanting to make a night mission without NV goggles for a while now. Unfortunately it's basically impossible because the flares are bugged out. The scripted flare used for singleplayer is the only one that works. The ones you can launch from your mortar or grenade launcher attachments are useless. They give off virtually no light whatsoever. And the burn time for the mortar launched one is wrong. The flare goes out before it ignites. It seems to be simply that the burn timer starts when the flare is launched, but the flare itself only ignites at a certain altitude after some time. So it burns for a second, or never appears at all, depending on how long it took to reach the altitude. It also ignites so high up that even if the light issue was fixed you still wouldn't benefit before it burned out. So making a support unit for calling in flares on demand is impossible. Please fix. To sum up: Flares give off no light. Flare burn timer starts when it is fired instead of when it ignites Mortar flare ignites too high. This affects ONLY GL and MORTAR flares. NOT the script flare. P.S. The AI can't figure out how to fire their own flares if you give them some.
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Your comprehension is lacking. The game already supports mortar launched flares as support callins. But they are bugged. I described the bug in detail in the OP and it's clear you didn't read it.
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Actually I know that blastcore fixes the amount of light. However it doesn't fix the mortar bugs. If they were really for signaling, would the scripted flare illuminate properly? I don't buy that excuse at all. The scripted flare isn't at all flexible enough to be a proper support callin like the mortar. Unless you can whip up a script for that. I don't care to learn the ins and outs of arma scripting just to make something simple and straightforward work. It would be much better if the longstanding bug would just be fixed.
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Name the addon. I'd much rather the flares that already are in the game just work.
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The mortar ones are definitely illumination flares. They just don't work.
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I probably should have posted this when apex was announced. But whatever, here I am. Apex upgraded the graphics. Overall a good thing. But the water looks less realistic than it did before. It has become more reflective and pale. Here's a shot comparing the difference: And here's the problem: in reality the top is more accurate. The sea on a sunny day appears super blue against the sky. Reflections are also not easily seen in the sea because the waves create a very rough surface which scatters any possible reflections at a distance. Reflections are only visible up close. You can also notice the sky has been made much less saturated. This is also unrealistic. It makes the sky look cold and northern. And not warm and southern. I know people complain endlessly about these things but it's clear these people have never been anywhere near greece. The way the game looked at launch was absolutely 100% realistic. Nights included. It was very cool to see it and I'm very disappointed that BIS caved.