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dernt

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About dernt

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  1. Nice! Any plans for releasing a map pack? I mostly play hardcore coop so this is a must have for me!
  2. @dragonsyr I had to reinstall my Nvidia GPU drivers to be able to rehost without CTDs. Try that and tell me if it works for you. Some ppl say it's a Workshop bug. For me, reinstalling my video drivers fixed the CTDs.
  3. dernt

    Latest patch creates some fps stutter.

    Yeah I've noticed it too. Inconsistent tho, sometimes I can play for 10 minutes without spikes, then the stutter comes back for 5-10 minutes
  4. dernt

    The tons of crashing?

    I've noticed that the server crashes when Zeus deletes lots of things in a short period of time
  5. As November 13th, this doesn't seem to work. Please WW, can't live without this addon. Thank you! :)! Edit: Nevermind, I forgot to move the userconfig folder in the root folder of arma 3 after I reinstalled it. Working good
  6. dernt

    Dynamic Patrol?

    1) Right. At least that is what I believe. 2) I don't know. In the dozen of playtests I did, it seemed to choose randomly one of my 3 patrol routes, but to keep testing simple, I made REALLY simple patrol routes. They consisted of only 1 marker for each route. So the patrols would just spawn in randomly in the placement radius and go to one of the 3 markers i set up. Sure they are not complex patrol routes, but they were random (at least for the few tests i did). 3) Tying it with the enemy spawner is another mystery and would probably need some scripting. I would wait for DAC or something of the like for a complete dynamic spawning and patrol system.
  7. dernt

    Dynamic Patrol?

    I think the dynamism comes from that when the missions inits, the group chooses one of it's patrol routes, random on all 3. If you set a placement radius for the group, you will get a random patrol pretty much every mission startup. the setup for my missions right now is: 1- I create my fireteam patrols with a placement radius. 2 - Set 3 diff markers around the placement radius or where I want my patrols to go to. 3 - Sync the dynamic patrol module with every group leader. When I start the mission, Every fireteam spawns randomly in the placement radius and chooses randomly one marker. They go back and forth and it makes a random patrol every new game. Fast to set up, practical and gives good replayabilty.
  8. I'd really love if in your next version, recruiting AI would be a parameter. I usually play with only 1 friend and since we can't recruit in MP, we feel a little bit lonely without our fireteam. If anything else, this missions is great!
  9. There are no mood.sqf file in the 2.1 package :P!! Moodjukebox.utes has an empty "scripts" folder
  10. I installed everything as specified, tried the UTES test mission... SILENCE. @MJB is installed didn't touch anything in the scripts, still no music whatsoever. Music volume is way up in the game. Please help?
  11. Can't wait for FlexAI!! Sooo much good in this video
  12. My mission was the first one of the custom campaign -- A noble cause
  13. nah it's a WarFX bug, does that in alot of missions. I just tried without Zeus AI, it seems to have better response. Sometimes they are still stubborn and need 2 or 3 orders before moving but at least i'm able to have minimum control over them. Tho, it would be nice to have a simple way to force order when I need a VERY FAST retreat or a fast crossing of an open field without returning fire. I guess I won't have my epic moment of running through a field with my team, doding bullets and explosions.
  14. I undestand, and I tested my patience again with the same scenario to see if they would obey me. I let my team engage the MG and AA nest from where they were and I waited for them to kill them all.... Well it happened they didn't hit one of them, and became ammo empty after 10 minutes of aimless shooting. When I tried to get closer, they would not follow. I tried to retreat them to a nearby base to refill ammo and grab some sniper rifles ---- foul ball ---, they decided that they would stay there, stuck, aiming at the enemy, even if they didn't have any more ammo. When I need a fast retreat, I want them to follow me and get the hell out of there when I order them. I don't mind if they shoot their way back to safety, but as it is right now, they don't move an inch, whatever mode I set em, whatever order I tell them (advance, stay back, take cover, regroup, Move to, hold fire, disengage....). I've recorded this scenario again if you wish to see it, it's not uploaded to youtube yet because I don't think it will be very useful right now. I think my post explains it. Next thing I'm gonna try without ZEUS AI. Sooo many people recommended it that I would find it weird that it is the cause of all this. It seems that as soon as they enter auto DANGER MODE when they detect a threat, my leadership and rank can go take a coffee break because the only order they follow is Stand up, crouch, and go prone.
  15. Ok, here it goes, While trying to make a video of a small assault on an enemy position to show that the AI refuses to move after the assault, i came across another bug which is the AI is so stubborn that it refuses to follow orders, engages on it's own even if they were set on hold fire. I tried to lead the group to victory, they ended up getting killed because the only orders they would follow were standing and crouching orders. Because of that I can't show you yet why the AI doesn't follow after winning a battle. I'll make another video of it soon. You say it's the pistol bug?? Strangely they never seem to take out their handguns so I don't understand why that would cause any problems. Problems seem to be reccurent with Snipers, Medics and Machinegunners, riflemen don't seem to be as affected by this bug. But as I say, i'll try to reproduce the problem later. VIDEO LINK (Sorry for the quality, FRAPS only rendered half-size)
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