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Reticuli

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Everything posted by Reticuli

  1. Any way to get the AI driving vehicles to try and run you over or get out and shoot you if their gunner isn't targeting you? Or do you know of any mods that will do that? I'm also looking for a way to make crouched walking more strenuous and not simply the same stamina drain as standing up strait walking.
  2. Reticuli

    I can walk through vehicles

    I wonder if it's part of one of the mods to prevent you from being run over, but I think TPW and something else are already making drivers stop so they don't. A few vehicle I will not be able to walk through, but many of them I can, including tanks. Here are the mods currently loaded, which otherwise are a great combo, and I'll admit this slight bug isn't the worst thing in the world: https://drive.google.com/file/d/1uxho_gwXW3QZwmLc7jmwX0rOY1HHsRU2/view?usp=sharing Here is the latest rpt: https://drive.google.com/file/d/1s9QLYcCKHPJKoWYBlgDwF8bqtKyhBZ0s/view?usp=sharing What's in the rpt, by the way? Oh, and another odd thing I notice is that I can't save my game and get back in, rather I have to restart the missions from scratch. I don't find that as annoying as it sounds, though, but just raises the stakes.
  3. I'm letting PiR handle the bleedout, so that sounds like maybe the problem if your bleedout is where the bpm number comes from and I unchecked it. I use PiR with the default bleedout minimum and then like maximum of 20 min bleedout for the worst conditions, then I have to turn off player instant kill, because it will automatically suicide me know matter more than 50% of the time if I get a catastrophic injury or go unconscious after being injured, anyway. Very occasionally my character gets injured, knocked unconscious, not suicided by PiR, and after I change into another of my squadies someone heals him. If I try to heal my former character, usually he expires right as I walk up to him, which is bizarre. Anyway, it's otherwise created a really great balance with a lot of other tweaks and without having to spend 99% of my time doing medic duties if I use Ace or MCC medical. Even speeding up all the functions for Ace med just isn't enough. Now people are getting dragged, healed by each other, etc, etc. I did have to raise the distance people are tasked to heal and lower the heal time, crawl, and drag distance. I think VCom is not allowed to mount/dismount or affect AI skill/accuracy, which I use the game's own at 1.0 and around 0.2 respectively. There was one other AI mod I had on previously that I can't remember that would get the enemy dragging their wounded buddies into buildings, but I can't recall which one that was. That was really interesting, but there were issues with mounting/dismounting and they were too easy to take out as they tended to each other sometimes. Maybe it was bcombat? Should try just stacking the other AI mods in and see what happens for the heck of it. https://drive.google.com/file/d/1uxho_gwXW3QZwmLc7jmwX0rOY1HHsRU2/view?usp=sharing *** By the way, any way to get the AI driving vehicles to try and run you over or get out and shoot you if their gunner isn't targeting you? Or do you know of any mods that will do that?
  4. Not on mine. Tilda selects all. Space just opens doors or does some other action, including the scroll menu action.
  5. Reticuli

    Unable to map control axis on joystick

    Arma 3's joystick stuff is difficult. Try both the analog and digital assignments, but not both at the same time, and don't forget the + and -.
  6. Reticuli

    Game crashes ... again

    Is there any good reason for Arma 3 to use a paging file when there's plenty of faster RAM available? There are some very old games that actually require the paging file turned off, and if you have a lot of RAM, it shouldn't be a big deal to do so.
  7. Reticuli

    Game crashes ... again

    BI must have thousands on that bug already. So you solved it by disabling the Windows page file completely, or it was already disabled and you had to turn it back on for Arma 3? If the former, did you also tell the launcher that you did that or anything?
  8. Steam is horrible and the only reason they are so big is from illegal anti-competitive practices.
  9. Reticuli

    Advanced flight model issue

    Interesting, Still, simple otherwise bites and should be eliminated by BI,
  10. Most people complain that Arma 3 insufficiently utilizes VRAM.
  11. Reticuli

    C0000005 ACCESS_VIOLATION

    Maybe permissions issue with Windows like I had. Relocate the game User profiles folder to the main game directory. Steps are: Back up your current that's under User, then put something like C:\Program Files (x86)\Steam\steamapps\common\Arma 3 -profiles=Profiles in the parameter command line so it makes a new one with the game. Then you can optionally copy in your old files.
  12. Reticuli

    Joistick - Throttle Problem

    You have to map each half, the + and -, separately. I know, it's like a chimp coded it.
  13. Carrying a lot. I have TPW bleedout off, though, because I'm using PiR and Ace 3 for PiR.
  14. Is that renegade designation when your squad mates come after you predicated on the "fail" selection or totally separate? Also, your TPW HUD, where is the BPM info coming from? Mine is like 60 usually even when I'm running.
  15. I don't mean having civilians directly become part of the fighting. I thought that would be difficult. However, if for each civilian killed your existing spawn system for the enemy in TPW were triggered instead of being based on time intervals, that could serve a similar purpose. The number of civilians killed is being tracked in real-time, after all. You can already fail a mission, have your own squad turn against you, and/or have a message of civilians killed popping up after you've killed a certain number of civilians. Perhaps there's a way to have the existing enemy spawn system in TPW tweaked a little to have the option of being triggered by each civilian killed, even compounded. First civilian killed is 1X your enemy spawn setting. Second killed is 2X your spawn setting, etc. So if you have in the TPW spawn setting set as 2 squad and 1 vehicle, then 4 squads and 2 vehicles the enemy gets for the second civilian you killed, for instance. And add another option under that drop down selection that currently has fail and notice message a new additional option for civilian killed trigger that bypasses the time setting for it. Maybe something like that is possible? It would definitely provide an incentive not to kill civilians without the unbelievably of your squad turning against your or simply artificially failing the mission. An incentive not to be indiscriminate with your shooting or use of explosives. The possibility of also being in a house when a civilian inside it is killed by the enemy counting against you in the above option for basically using the civilian as a human shield is also an interesting idea, but I'm not sure how difficult that would be. If that were possible, it'd be an incentive to get out of a house if the enemy is near and there are civilians inside it that you are putting at risk with your presence. **** I will put Max Zombies back in my mod list. Thanks.
  16. Reticuli

    Lousy Nightvision

    I think BI needs to improve the nightvision in Arma 3. A completely sealed room with no lights (visible wavelength or IR) on my body/gear should be completely black even with NVGs, while a starry night with the moon out should be even brighter than what it currently is.
  17. I have not bothered with manual mods yet. Can you add this as a checkbox in the skirmish section of the Steam TPW mod? A little bit of random enemy spawning, this idea of yours here with them trying to help the fallen, and additional spawning caused by killing civilians as I previously requested would seem to bring a lot to existing otherwise-stale missions. EDIT: According to your Steam change-log, this is already added. Oh, I have one other question for you: do we need a separate zombie module to get yours working? I thought yours was working, but it turned out it was one of the other two causing zombies when I uninstalled two other zombie mods. Your zombie section alone seems to spawn no zombies that I can tell.
  18. I'd like when I kill civilians or am in their house when they die (effectively using them as human shields) for enemy to get spawned troops to stir up the hornets nest, as it were. I'm thinking maybe even compounding, so the second civilian would cause 2X the enemy spawn amount, third civilian 3X, etc. With that, I would probably deactivate the failing of missions from a certain number of civilian deaths. Instead, me being careless would make my mission harder and less likely to be successful.
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