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AirShark

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Everything posted by AirShark

  1. can you show as the difference in another video = )
  2. if you change the scene complexity's, value it will change the video setting in the options as well and vice versa . iirc, this is how it was back in arma 2 but not sure if it is the same as in arma 3 very low 100000 low 200000 normal 300000 high 400000 Very High 500000 if you are referring to the slider in the video options, that is not object detail, but object distance, the minimum distance when they start to appear, object detail setting is under the texture quality setting on the left panel 😉
  3. the ace medical rewrite cause incompatibility with your autoheal/medic features any update for that ?
  4. the sceneComplexity is related to the object detail setting in the video options, so you can change it from there if you want = )
  5. good job with polishing this mod looks really nice with the catchy details on it, however speaking of details i never saw in my entire life in arma a plane with an action key to toggle cockpit interior lights same for helicopters though can you implement this small feature on these toys ?... especially for transport planes to enjoy flying at night time
  6. is this compatible with your other mod "Enhanced Helicopter Tailrotor Effect Mod" ?
  7. AirShark

    ANZINS Terrain

    i found the issue... the high contrast was causing it... setting it back to 100 fixed the opaque canopies
  8. AirShark

    ANZINS Terrain

    some plane canopies are getting opaque when using this mod eg, the A-10c on the USAF mod i really cant see anything when inside it ,is there a fix for that ?
  9. AirShark

    LAMBS Improved Danger.fsm

    Very nice indeed ! however at 12:39 that soldier doesnt seems that he is hiding, he is talking in combat mode and will be exposed anyway maybe stealth behavior will be more appropriate to it ? because hiding and taking cover are not the same thing, hiding should be more silent
  10. i was playing around and i found that ejecting from the C-17 will destroy it either from the passenger seat or the pilot seat, and i dont know why there is ejecting action for the crew in these airplanes (Utility planes) as they dont have ejection seats irl also i hope that you are working to fix the C-17 flying state each time i place it on flight level in the editor it starts with engines off and gears down and start falling to the ground on stalls situation, and good luck with the other models waiting by heart to see the other phases released
  11. the C-17 is missing flight state when placing it high in the editor
  12. AirShark

    LAMBS Improved Danger.fsm

    ^^^ or putting the others in optional folder inside Lambs Danger.fsm
  13. AirShark

    LAMBS Improved Danger.fsm

    i was playing around and ive noticed few things, i found that the Ai hardly uses AT weapons like it doesnt have the time to Aim at target because he moves to much and when he does he completely misses the target or never launch, and also units with force hold fire and careless behavior are still able to engage and fire at enemies for some reasons and as you recorded with your videos above the Ai likes to move in the opposite direction of the target i thought it was some kind of retreat features but a whole Team takes all that time to engage single suppressed unit that doesnt react and wasting all that ammo and time is not a good case for long dynamic missions nor Quick spec ops kind of things, and finally i will be pleased to test your new 2.0 when it will be released 😊 Edit: for happens with only few vehicles like RHS BTRs where the crew doesnt have hatches to turn out
  14. i was playing around and i noticed few things if the Ai inside vehicles got hit they will disembark to heal and never get in again, which makes me hard to control my mobilized units and the cba healing time slider doesnt seems to work for me, they heals me in few seconds either putting the slider all the way up or down the values dosent seem to apply, also im having difficulty with ordering wounded units
  15. AirShark

    LAMBS Improved Danger.fsm

    can you add infantry reactions like flee/hide/garrison when enemy armoured vehicles are nearby like tanks and such... maybe artillery attack as well ?? the reaction of the Ai towards vehicles are the worst ever maybe making them popping smoke when tanks behave like bulls knocking down everyone while they stand down looking and chilling around , it would be a clever idea to make them sprint away when enemy tanks pass over 😉
  16. probably because some common features are in both mods like house searching/CQB/garession/artillery request and many more thankfully GLX have some customisation on the userconfig some tweaking may be a necessity besides even Ai mods now are conflicting with the vanilla Ai it self because of hard coded stuff, Ai makers they do share some codes/intel and stuff with each other but each one of them have his own project and purpose you mean working with the value 0, not sure i will test them later... btw it wasnt Lambs Danger.fsm mod as i thought, after many tests i disabled that mod the Ai still throwing smokes when suppressed it is definitely GLX
  17. i set it to 0 and the Ai are still using smoke even in day time, i think thats part of lambs Danger.fsm mod i have to tweak them i guess...
  18. AirShark

    LAMBS Improved Danger.fsm

    is it possible to add an option to disable danger.fsm for players group via CBA or something, im also using that script... frequently
  19. hello Snk, long time no see hope you are working on something = ) anyway, is it possible to stop the Ai from using smoke grenades during night time, somehow the ai looks very weird never using the advantages of night time like stealth behaviors and such... they are always exposing themselves with smoke grenades or running in the field :3 and where can i find the GLX change log to keep my eyes around : p
  20. in real life treating someone in the field may take hours depending on the injury and the equipments, those medicines in their backpacks are just to increase the chance of surviving and gain time until the medevec extract them or an ambulance arrive, the full treatment never being done on the field only in hospitals... so 2 minutes in arma may be better if you are aiming at realism
  21. the missing symphony is right here the true ai mod !, congratulations very surpriseful indeed keep the work up 👍
  22. AirShark

    LAMBS Improved Danger.fsm

    this mod gives the ai some player feelings during combat, especially during CQBs well done carry on ^ ^ however i have a feature request if you allow that of course, the Ai hearing skill in arma 3 is very high despite the ai is blind most of the time his hearing capabilities from accuracy to distance is very phenomenal and odd, if you can add some tweaking to it, it may be a huge change to the game, like reducing it when there is fire exchange, suppression fire , explosions nearby or wind effects and rain (rough weather)....etc most of time i play as sniper and therefore i wait for the right moment to shoot my lucky bullet, the right moment is when other sounds will play in the back like thunder sounds, animal sounds, fire shots and explosions sounds...etc to avoid being spotted so my fire shot sounds will be covered by other sounds, but in arma it is useless despite everything the ai can hear from long distances and with huge hearing accuracy always gets me even without LOS like behind walls and buildings, because hearing feature is huge issue, when the ai hear bullet coming he will know the exact position/direction/source/enemy location like he can actually seeing it : p
  23. im afraid that moving TCL features to GLX will convert GLX to TCL and than we will have 2 TCLs at the end 😛 i think that most these issues came from the TCLs new features and updates that increased the complexity around which arma engine couldnt handle any further... using to much functions will bring more issues thankfully you are using arrays and not call function like in the old armed assault days lol the vanilla Ai itself is way too clunky all the bugs that ive report before are vanilla bugs unfortunately however the good news now is that TCL and GLX are compatible with pretty much all the other Ai mods because they dont use FSM in the process just sqf scripting, when first time i saw the FSM file inside TCL i thought it may cause issues but its only for the initializing im using TCL with another Ai mod that do have FSM and im having better results and much more active ai because stuff like combat modes, skills and such will be overwritten and not conflicting as long as there would be no 2 or more FSMs in the process... however the best thing you can do now ( in my opinion ) is to not port all TCL features 😁 or disactivate most of them by default, so users can activate them to serve their needs because not every mission will suit for every feature and not every feature will suit with all the other features activated anyway good luck with your work !! EDIT: can you check this for me please it is not working for me at all i never seeing ai tanks using smoke screens so far as its included in vanilla and its working but not when using TCL // ============================================================== // T.C.L. A.I. Smoke: ( Vehicles ) // ============================================================== // True / False, default is True // TCL_Feature set [5, True]; // ------------------------------------------------------------ // T.C.L. A.I. Smoke: ( Chance ) // ------------------------------------------------------------ // 0 - 100, default is 75% // TCL_Feature set [6, 75];
  24. i can't believe that TCL was the one who gaved me all that Lag and micro stutter all the time, good job on this one the only difference i've noticed is the performance so far carry on 👍
  25. thanks for clearing this out, it happens when you select more than 1 unit and activate super pilot mode from the commands/Vehicle controls in my case i mistakenly selected all my units and activate the super pilot mode i didnt know that i should select the pilot only : p
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