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LSValmont

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Everything posted by LSValmont

  1. LSValmont

    [MP][COOP] Vindicta (Alpha)

    I would love if ACE was completely optional rather than a requirement. Other than that this is the most fun I've had in A3 since OLD MAN but this is Multiplayer and ultra optimized so it is far more impressive and daring than any official content currently on Arma 3. Wouldn't be a surprise for me if Arma 3 Devs contact @Sparker just like they did with Warlords and talk about including Vindicta officially into future versions of Arma 3. (Since Arma 3's multiplayer scene in really its greatest selling point and Arma 3 could still sell a lot more copies.)
  2. LSValmont

    S & S

    This is so good that it should be officially included into CUP!
  3. It is finally happening!!! https://feedback.bistudio.com/T124140 Get your engines started 😉
  4. Sharing the tools and code that make Vindicta such a unique experience as a stand alone tool to help your fellow mission makers/coders/moders really speaks highly of you @Sparker. And not only on the display of your technical prowess that we are all very aware by now but as a community provider and teacher for the current "New Blood" of mission makers wanting to do things better/differently. This generation lacks the KKs and other Gurus that were here 24/7 teaching their magic and amazing us with their tutorials and missions so it is up to the likes of you and very few others to drive this amazing community forward still into 2020 and beyond. PS: Does this work for Dedicated servers only of is it possible to use on hosted missions too?
  5. LSValmont

    Suursaari

    My favorite mapper doing his magic! Thank you Temppa! We owe you hundreds of entertainment hours 😃
  6. So basically both mods do the same but yours is more efficient and works on all vehicles and not only Aircraft? Is that correct? Or even with your mod enabled we should also get this one?
  7. Thank you Tinter! Remember to keep the objects count as low as possible. In my opinion as soon as the building feels like it was occupied is enough for immersion and there is no need to add more objects that could possible get in the way of player movement, near buildings and stairs and also prevent the Ai from navigating (they are already horrible at navigating buildings). Another suggestion: I've discovered that when objects are inside each other (colliding) is what causes much of the FPS issues some missions have so try to not clutter them all together. Also spawn the objects as simple objects whenever possible. I will try your script as soon as I am done with some compositions 😉
  8. Thank you Tinter, yeah that is exactly what I am trying to do. I have the objects list but did not want to place them manually on the other map. Sadly since I could not find an easy solution I am just replicating the Compositions manually so my mission will probably take me one more week to finish 😞
  9. So I intent to take some map's buildings layouts and add them to another map via script or editor. Previously I used the " BIS_fnc_objectsGrabber " command to get a template of objects on my missions but that command only works for player placed items while I need to take map maker placed objects. How can I do that? Because replicating those layouts by hand would be extremely time consuming.
  10. Yeah Did that, then loaded it on my malden mission but it does not save nor are the composition selectables on EDEN. Remember I am only using EDEN not the Terrain Builder...
  11. So I tried Plopper and while a great tool it seems to require the use of the terrain builder to complete the process and I am just using EDEN and want to make compositions out of map objects...
  12. Looks awesome! Thanks Checking it out 😉
  13. LSValmont

    LAMBS Improved Danger.fsm

    I see. So it is NOT that the Ai is Dumb but rather it does not see and/or hears enemies fast enough (Their knows about values take 8-15 seconds to update) making it "Seem" dumb (thou they are not dumb they just seem to be due to not being blind/deaf). =p Well first you also need to understand a few things: 1) Many Ai behaviors in Arma 3 are hardcoded meaning that its values cannot be changed or at least it is very hard to do so. 2) LAMBS does not modify the Knows About mechanics in any way (At least it was not advertised) . 3) At the start of the mission depending on the load, your system resources and other considerations could make the Ai delay its normal behavior and functions so using the immediate start of a mission as a parameter is inadequate. You would have more accurate test results if you measure Ai behavior a few seconds into the mission and the Ai's creation. 4) All in all I have not experienced a significant delay in the reaction of the Ai and they still engage me over 800+ meters under the 6 seconds windows once the mission has been running for some time.
  14. LSValmont

    LAMBS Improved Danger.fsm

    Hey @mickeymen! Thanks for your input. I would like to add that finding a sweet spot in Arma 3 is quite hard considering the huge amount of scenarios and environments that the game features and any configuration will of course never please everyone nor cover an optimal parameter for all scenarios but rather a middle ground. In my experience for every player that complains about the Ai being too dumb (IE: Not reacting to enemies) and easy (such as yourself) there are 10 players that complain about the opposite: 1) The Ai always detects players before the players can detect them because: - The Ai sees and confirms targets further than what a player would be able to do without a scope. - The Ai reacts too fast giving players no time to confirm/spot them and so players are always on a defensive stance. - The Ai sees/engages players through walls, foliage and obstacles that would render players unable to engage. Additionally what you are describing really depends on the map and the environment you are playing. For example if you are playing on the dense jungles of Tanoa then it is good that the Ai is engaging you from a close distance only while on the open plains of Altis the Ai should be engaging you past the 500 Mtrs. Finally, some configurations such as your viewdistance and the dynamic Ai simulation could affect the distance at which the Ai is engaging you effectively so also consider those in your experiments.
  15. Yeah and besides the focus of your mod shouldn't be lost. Keep it simple, fast and focused on the task since the task is already daunting 😉
  16. So the man is effectively alleviating issues and bugs that not even BI has been able to fix in almost a decade and you still want Arma 4 levels of immersion... COME ON DUDE be realistic! @Leopard20 check your email regularly because if I was BI I would have already sent you an email with a job offer 😉
  17. LSValmont

    Ravage

    What is the benefit of that approach? He is already creating the objects as simple objects: _f = createSimpleObject [_furnitureType, [0,0,0], true];
  18. LSValmont

    AI Enhanced Movement [Script]

    That sounds about right! You've sharp eyes my friend. Are animations copyrighted too in video games? Is it illegal to use animations from other games?
  19. LSValmont

    LAMBS Improved Danger.fsm

    If you look carefully it actually tells you which Ai Mod is active each run a the lower mid position. That said I don't like they way the test is set up but still it is interesting. LAMBS is the second test and it is clearly the most realistic approach as units on both sides do far more evasive and human like movements in my opinion.
  20. LSValmont

    Ravage

    That is Awesome news dear @haleks! I am glad that you were able to finally solve the issue and thank you for sharing your findings with the rest of the community! Rest assured that many of us including @tinter will give it good use 😉
  21. LSValmont

    LAMBS Improved Danger.fsm

    May I ask for LAMBS DANGER to include an option to disable Ai going prone? On some scenarios like tanoa and whatnot the ai going prone exasperate some of the frustrations players have when playing versus Ai specially the fact that Ai seems to have a much easier time detecting players and other units when prone in comparison to players in the prone position where even the smallest foliage impedes them from acquiring visual targets easily/fast. There are other Ai mods that already do this but since LAMBS DANGER has become the GO TO Arma 3 Ai modification and having other Ai mods might cause incompatibilities and issues I guess the best solution is for LAMBS to include this toggle-able solution.
  22. OLD MAN content is already in the game, BI Devs are in the process of documenting it but you can already use the assets with a little experimentation. In fact HALs Equipment Store is already using it and have a money dropping/pick up system implemented already.
  23. Wow that is just great! Thank you for pioneering this!
  24. Can you post your whole dragging script so we can test different solutions?
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