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Everything posted by LSValmont
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enfusion Benefits of Delaying the Release of the Enfusion Engine
LSValmont replied to LSValmont's topic in ARMA 3 - GENERAL
I believe it is a DirectX 12 feature.... And Arma 3 is DirectX 11v1 so no faster loading times for good old grandpa unless BI decides to update RV with DirectX 12 support, which wouldn't be bad to ensure full Windows 11 compatibility if you ask me. -
enfusion Benefits of Delaying the Release of the Enfusion Engine
LSValmont replied to LSValmont's topic in ARMA 3 - GENERAL
I believe DayZ could hardly be considered a true "Enfusion prototype" as it is not 100% Enfusion but a rather complicated hybrid of Arma 3's RV + Enfusion that ultimately just made the hilarious "FLYING VEHICLES" issue even bigger and is not even able to handle Helicopters/Advanced Ai/HIgh player counts and also is completely overrun by cheaters and hakers so... that was probably not the real Enfusion Prototype that we are predicting will be announced soon TM. -
enfusion Benefits of Delaying the Release of the Enfusion Engine
LSValmont replied to LSValmont's topic in ARMA 3 - GENERAL
I agree, the brand name "Arma" is too valuable for BI and now Tencent too. Additionally Arma 3 has overwhelmingly positive reviews on steam for them to let the "beta version" of Enfusion do one of its most beloved franchises any potential harm image wise. If fact the Arma franchise is the only BI product with outstanding reputation according to the steam review system. BI would probably release a "prototype game" first, which many players will buy thinking it is the NEXT thing but all they will be really doing is just financing the continuous development of the truly final Arma 4 on the finalized Enfusion engine... which by that point will bring all the features mentioned on my main post plus whatever new tech we see in the next years. -
I made a post about the benefits of delaying the release of Arma 4 but forgot to mention the biggest benefit: getting to enjoy Halek's amazing mods a lot longer!
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script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sure my friend! Do it and later share with us 😉 -
mod release Vandeanson’s Apocalypse
LSValmont replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thou not impossible, it would be super hard to do such thing because all the sub systems, loops and other functions and scripts that those features are dependent on. Also being realistic, I find it very hard for ANY dev to spend 6+ hours of his life just to develop this for you with no benefit for him or his mod.- 322 replies
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- vandeanson
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Were you able to test them @haleks?
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I think that ArmA 3 Vanilla Zeus can be fixed.
LSValmont replied to ohoknicesirq's topic in ARMA 3 - ZEUS
It would be great that the most popular/requested mod could make it into main Arma 3 (provided BI gets the concent of the mod maker) and perhaps with a reward of a free copy of Arma 4 (then it releases) to all the contributors but... I have asked the same thing many times over the Discord Server and the devs have stated that no mod will be integrated into Arma 3 since Arma 3 is on features lockdown and end of life. It its truly sad because many companies including the devs of SQUAD (Offworld Industries) and even huge companies like CD Project Red do include moder's work on their updated versions. BI Devs wrongly believe that because a mod already exists that fixes or improves some parts of Arma 3 that all the players will get access to it via the Workshop but in truth most new players will try the game modless first, get frustrated and make a picture of Arma 3 on their minds that is not necesarily the whole truth and that same frustrated new player ends up in writing a bad steam review or not playing further and additionally not buying any DLC/cDLC as a result. That a mod exists on the workshop that fixes a long standing issues and/or improves a neglected part of your game doesn't mean you will get more sales/better reviews because that mod exists because not all the player base will even know that mod exists (And the sea of millions of mods make it even harder for players to find the mods they need to "fix" the game for them). But implementing said mods into the main game WILL give Arma 3 better reviews and more DLC/cDLCs sells 100% of the time a new player plays the game because the mod that fixes that problem will be installed already. It is my humble opinion that Arma 3 was thrown into its End of Life way too early when the beast still had some life in it, specially now with all these cDLCs but even if BI admits it was a mistake to end support so early it is very difficult for things to change at this point but mostly because of the current BI mindset and not because it would be super hard to do. The only commercial reason that could possibly compel BI to really start investing in Arma 3 again is that they realize that Arma 4 is still years away from being on a releasable state and/or that they finally get some real competition from Battlefield 6 or something like that... One thing is clear, the competition is getting closer and closer while Arma 4 is taking longer and longer... who can tell that by the time Arma 4 releases their tech isn't already completely obsolete? Perhaps Arma's Community could soon be the only big advantage that BI has over their increasing number of competitors. Now if BI neglects its community it would be like neglecting your game's biggest feature and its biggest and perhaps only chance of standing above the rest in the near future. -
I am glad you liked this scripted implementation, took me quite some time to get them into this pretty professional version. The script originally evolved from my vDogs but became even better. Yeah they look like a recently infected humans perhaps on early stages of zombification! Additionally the vZombies use really random movement paths and they use vanilla animations only so they are really lightweight and only the sounds are actually custom adding 2MB to the mission file but it is still not much. The vZombies navigate buildings quite well and do not attack or phase over walls, structures or solid objects so in that regard they are better than DayZ's zombies on its starting years. I hope @haleks can use some parts to make his zombies even better. (Ranvage's zombies' hearing is already much better than mine) PS: If you can please test them on Dedicated servers... I can only do hosted right now.
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There you go my dear @haleks! https://drive.google.com/file/d/1Gkzdam9TjgjRLnGoGQc_gecCv4bZn2W4/view?usp=sharing Both the latest version of my vZombies and my vDogs are included in a mission file you can play right away.
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I wish Prairie Fire was released as base Arma 3 back in the days rather than what we got in 2013.This cDLC (SOG Prairie Fire) includes some much requested features that Arma 3 devs deemed undoable or were just too lazy to implement like: a competent melee system, building system with amazing UI, incredibly immersive sound that includes truly realistic weapons sounds, map sounds, enemies that interact and vocalize etc. etc. In fact I feel that by being a cDLC... Arma 3 Vanilla is holding Prairie Fire back. If it was a stand alone game these amazing devs would have fixed many many issues with Arma 3 vanilla like the terrible damage handling, the terrible and bugged UI etc.
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No alternative animations, just the arma 3 ones because this is a scripted solution, I made it so my missions do not require mods 😉 Hell, I can even help you do DOG ZOMBIES! Because my vDogs and the vZombies fight eachother now! Of course you can set them to be allies and just fight the humans! Here are the current params that can be set on the script: //vAiZombie User Settings: vZombieAttackDamMult = 2; // Damage multiplier Coef. for the zombies base attack. vZombieSpawnDistance = 500; // Only when players are this close are the zombies allowed to spawn. (To preserve CPU resources). vZombieMinDistance = 10; // Minimal Distance that players must be further than so that the zombies can spawn (prevents zombies spawning in your face) vZombieDeleteDistance = 1000; // Distance from the closest player at which the zombies are deleted. vZombieMaxActive = 30; // How many simultanious Zombies are allowed during the day. vZombieExtraNight = 20; // How many extra zombies are allowed at night. vZombieLife = 20; // Base Zombie Hit Points vZombieHeadshotMult = 2; // Damage Mult. for hearshots. vZombieViewRangeMult = 1; // This will increase the range the zombies can see at night. vZombieViewRangeMultDay = 1.5; // This will increase the range the zombies can see at day. vZombieHearRangeMult = 1; // This will be multiplied by 50 meters with a MAX of 50. So 0.5 will make the zombie hear up to 25 meters. vZombieTurnTime = 40; // Time in seconds it takes an Infected NPC to turn into a zombie after he dies. vZombieInfectionChance = 4; // Percentage chance per attack to infect other NPCs //vAiZombie Server DEFAULT Settings (DO NOT EDIT THESE!) vZombieBrainActive = true; vZombiePopulation = []; vZombieAttackDamage = 15; // How much damage the zombie base attack does vZombieViewRange = 120; // The base viewDistance of the Zombies (Better to use vZombieViewRangeMult to increase it rather than this) vZombieLight = 15; // Minimun light that helps zombies see better vZombieLightExtraDay = 15; // Additional Light during the day I will upload it as soon as I get home for you to download and test. The current limitations of the script is that it is an on demand script, it will not spawn zombies around players automatically. But that is easy to add server side. The other big difference is that I still use the Fired Near EH so the zombies hearing is limited to 50 mtrs. Your solution is better but more resourse intensive.
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I have written script based zombies from scratch. Compared to yours they have: - More random and unique behaviours, specially pathfinding, (ie they never attack in straight lines). - They react to being shot and play different "getting hit" animations. - They can change stances at will. - They can spawn on different stances so it feels like you are facing a more varied horde of zombies. - They use the malaria faces so no need for custom face textures. - Fully multiplayer compatible and very performance friendly. I have not yet relase them but I can send you my internal version to give you ideas. Cheers 😉
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Having zombies scream when they see you would require to constantly check when the zombie has gone from having no target to having a new target and could end up being quite resource consuming. Having them scream when they attack is super easy and shouldn't be a problem. About them spawning from the ground, the Zombies and Demons mod has that option and is indeed quite scary and very suitable for some horror missions. Hope to see that variant in Ravage in the future.
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Thanks! In fact I don't plan on modding any content from Pairie Fire, I am just curious to their scripting approach since they have so much talent on their team I am sure they opted for the "best way possible" for most scripts and also made them all MP compatible. (That not being the case with the BI scripts on vanilla Arma 3 that are most not geared towards MP and also are pretty badly coded if you ask me).
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Don't know, don't own it but if he was able to see the scripts then it is perhaps only partially protected. You should ask on discord and you will get an instant answer 😉
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Totally agree. By this point the devs are very aware of any remaining issue but if a complete solution hasn't been yet implemented it is most likely out of their hands. As a rule of thumb, if a dev has replied your comment/suggestion/bug report then your job is pretty much done.
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I don't own the cDLC just yet, can you please share via PM their melee script 🙂 I am very interested in that and the carry wounded soldiers script too.
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I noticed that you use flLight setLightDayLight TRUE; Does that really work? In my tests setLightDayLight will not make light emitters work during the day. (Perhaps it is a bug?)
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Remember that LAMBs provides improvements to the combat behavior but it is not going to fix other core issues with the default Arma 3 Ai. When the Ai unit changes stances but it was previously given a suppressFor command they will continue to fire even if they loose line of sight. That is a behavior hardcoded into the command and there is hardly anything a modder can do to change that. Inform yourself about the command here: https://community.bistudio.com/wiki/suppressFor I get it that you want a more realistic behavior from the Ai... and that is why LAMBs exists, and it is ok for you to report known unrealistic behavior but what it is not OK is to take it personally if it is not fixed/acknowledged by the devs because it is out of their scope and moding capabilities.
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I believe the issue you are bringing up is actually a feature of LAMBS. It is related to how Ai in LAMBS can suppress buildings where they suspect enemies might be. So it is not that the Ai can see through buildings but rather they remember seeing you go into the building and then try to flush you out. It is also a common tactic in war for a part of the squad to suppress enemy positions so the other part can flank and approach safely. I actually find the feature quite very immersive, with the added benefit that players can at least know where they are being fired from. (In regular arma you often spot enemies the moment they headshot you) I also believe you can just disable the suppression behavior if it is not to your liking. These war tactics are certainly not suitable on scenarios where civilians are involved. Now I agree that if they go prone and loose direct line of sight of the first floor of the building they should stop shooting because they will be hitting obstacles along the way and look bad.
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mgi scripts LOCK UNLOCK DOORS of houses
LSValmont replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would pay full retail price for any DLC that brings those fixes plus the flying vehicles issues that just make the Arma 3 physics look like a joke. Sadly it seems that the current remaining dev team, thou immensely talented, are only allowed to do minor / under the hud stuff (for mission makers and modders) but nothing truly visible/palpable for the regular player or vanilla users. (You basically need to play with mods in order the experience most of the last patches content updates) There are so many legacy issues still remaining like way that the damagedEH is handled (any part damage on a unit also damages other connected body parts so if you shoot some unit on the chest it will also receive head and legs damage etc, that behavior being TOTALLY unrealistic and was probably just a work around back in the day but a work around that never got patched. Additionally there are plenty UI related issues and MUCH MUCH needed upgrades regarding managing inventories, logistics, duplicated items, inventory bugs etc. but those will probably will never be fixed at this point, even thou we are still getting new CDLC paid content released. -
mgi scripts LOCK UNLOCK DOORS of houses
LSValmont replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Some of the gurus at the Arma 3 Discord have stated that the issue is related to the way the AI disables its collision temporarily as a way to prevent them from getting stuck on objects. Funny thing is that agent units do not exhibit this behavior and would not disable their collision on demand, therefore almost never going through solid objects. I suggested the devs to remove this "auto disable collision" behavior that regular units have and instead use a system that when a unit is colliding too much too fast (they are obviously stuck) then just kill them (and put their bodies on a visible location like most other games do) or just disable and hide the ai unit and wait until no player can see the location and then use a BIS_fnc_findSafePos + setPos to unstuck them. The current behavior just makes the whole franchise look bad, since it has been a decade long issue that has never been addressed. Even on the newer DayZ:SA it took them ages to fix it. -
mgi scripts LOCK UNLOCK DOORS of houses
LSValmont replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very, very, VERY useful yet hard to come by peace of code. Well done @pierremgi! 👏 Just like wine your contributions have grown sweeter with time. I can see a combination of this and the lockpicking script for the ultimate "thief" simulator. -
Tinter-Furniture - Dynamic Furniture as a Mod
LSValmont replied to tinter's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The new CUP hospital building only has basic counters but nothing medical related. Would really benefit from having a couple medical related stuff around 😉 But I agree that any building with baked furniture do not require any extra. I guess a good guideline for placing furniture would be: - Use the minimal amount of objects that make the building feel "real and livable" but do not go overboard with it. - Placed objects must not block windows, doors or hallways that are critical for the the interior circulation. - Put a FPS cap on the script/mod, if certain minimum is reached (like 20 FPS or lower) then the script stops adding building until FPS becomes higher again.