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Everything posted by froggyluv
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a.i. Tactical Combat Link - TypeX
froggyluv replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"Why AutoCombat Bad Chief?" Because real soldiers sometimes need to move quickly to get to real cover. Not Pop up/down rotate 180 like the whack-a-mole subroutines that are Arma Auto Combat -
ai compilation AI Facts & Myths Compilation List
froggyluv replied to Gunter Severloh's topic in ARMA 3 - GENERAL
How about normal frag Grenades? Ive heard that they are programmed to but have never seen them run from grenades consistently unless running TPW mod in which case they def do -
config sound path for "FragOut"?
froggyluv replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Crap thought i read "FrogOut!" in which case i have no less than 97 versions in various NorthEast neighborhood accents including Boston Southie, Brooklyn Irish, Baltimore Thug, and Philly HoagieMouf. Good luck tho -sounds awesome and only know Larrows way -
camouflage [RELEASE] DynamicCamo Script
froggyluv replied to The Real Bunc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Gunter: yeah no thats good stuff for immersive gameplay. Played around abit with major thunderstorms and loud trucks masking CQB movement in the Vietnam maps -was pretty cool stuff -
Will the Arma3 be upgraded in the future?
froggyluv replied to mojiao's topic in ARMA 3 - QUESTIONS & ANSWERS
Original OFP devs said we are 15 years away (at time of Game 2 development) from making the military game everyone wants -dynamic destruction house & vehicles, advanced AI etc....... ............... .............. .... .. .eye still on that prize? -
camouflage [RELEASE] DynamicCamo Script
froggyluv replied to The Real Bunc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also noticed and like this 'unfocused awareness' as tension mounts in those moments of uncertainty -
updated 12/2/19 JBOY AI CQB Movement scripts
froggyluv replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Count me in for that too MadRussian - heck id do that for BIS for free! The thing they seem to not get is that Buildings ARE the new combat dimension lacking in Arma -not Space, underwater or zombie land. Watch any WW2/Vietnam/Iraq documentary and when a squad enters a village or city s**t gets hairy (read awesome) real fast! -
Fair enough but if your not keeping your community in the loop AT ALL and then start releasing Go-KArts and Aliens into your Combined Armed Tac Sim with zero talk of actual military features for the future -theres a problem. At least Star C. is attempting all of these features and whether they fail spectacularly remains to be seen. But whens the last time BI gave us a little insight into Arma's future in terms of combat animations, military behaviours or AI...Ill be waiting
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Its called trajectory and where the focus (or lack) of has appeared to have been heading for some time. You cant blame people for doubting BI's long term intentions because BI has some sorta weird internal gag order on the long term plans of the series -darkness breeds spores, molds and fungi. For gods sake if they're all happily working on some new cutting edge engine that would finally realize some of the old mil-simmers long held dreams than shed a little light on it. Ever see Star Citizens long term plan roadmap available to the public -god knows if they will hold up but they have quarterly assessments of what areas of Combat/Ship AI/Infantry AI/Group Behaviours/Civilian Behavious etc mapped out for the next couple of years.
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Sniper is constantly missing my target
froggyluv replied to xplosivmufin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Id probably (actually i do) throw a setSKill 1 in there somewheres -
Problem is the decision was made in the big office some time ago to give zero information on things like AI and military competance and the future of Arma. Always used to think they had like 5 slightly insane AI guys locked up from Arma 1on who were cooking up the master AI future race. Arma 2 showed promise with micropathfinding and fence crawling but then went pretty silent from there in terms of major AI plans. Apex is when my rather large post count turned from rabid fanboi to skeptic to habitual eyeroller. Apex campaign was like a slap in the face to old grognard military SP lovers and they're promise to 'make it up' with either a revamped Apex and/or Old Man's continual absence from any real news (even noted in a recent PC Gamer) only reinforces the doubtful awareness from the Devs towards this old but imo, steady niche of the fanbase. "Arma 4" simply holds little promise for our kind at this point.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
froggyluv replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What is this..The Matrix??- 5767 replies
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Based off of what? Id consider myself a milsimmer based of how Id like to be able to somewhat recreate real worlds event conflicts and have them play out somewhat realistically vs the AI. Things like real combat morale and reaction, the sense and effect of a real time ambush, the psychological effect a sniper has on a squad, the fact that realworld soldiers often ORIENTATE themselves towards their only know threat - not sit down/standup/spin180, like getting AI to mantle obstacles, giving more varied AI reactions to unknown threats, like AT soldiers working hard to get off that shot as the whole mission may depend on it and much much more.. All of these things could be addressed to a point until or concurrently with Arma4 development. No offense but new terrains (unless eye poppingly unique) and guns are just Barbie dress up playtime -the mil simmer stuff lies far beneath
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When will BI start to understand their own product?
froggyluv replied to almanzo's topic in ARMA 3 - GENERAL
The Mexican/South American Drug Wars ie Narcos would provide an almost limitless scope with breathtaking natural backdrops as well as battered/lively towns and cities with a real human cost element factor. Screw Aliens, Id love to see politics and other Nations drug consumption made an actual feature in the game via propaganda wars etc -
Which guys are working on Old Man?
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Assuming as its an alien DLC it has actual Aliens as a faction..?
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Honestly i wouldnt care what the content if they'd finally add some normal Mil-Tac things like real hit reactions - I would buy and support
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Its like when you try your best to raise your kid to be a fighter but all he really wants to do is be a Dancer. You've got him in the ring shadowboxing and running 5miles but all along he shakes his hips funny and kicks real high throwing his head back.. Such is Bohemias desire to leave military and go full on sci-fi
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Wonder if the old " ..but Steam aint pickin up" works well enough for Tax Day and Court Defense..
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challenge Generate AI path for building
froggyluv replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
via Imgflip Meme Generator @JohnnyB: Enjoy Moab -Biking or Hiking? -
ExitWith Not Firing in Multiple If/Then Statement
froggyluv posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (side _this == playerside) / then {_this setVariable ["Frog_Friend", true]; _mahfriend = true; }; \\\ All units run thru this loop -this obviously to weed out friend from foe via the local _mahfriend variable if (Frog_Foliage >=5) then {_Frog_Deep_Jungle = True; _this setUnitTrait ["camouflageCoef",0.000889190]; /// Id like all units both friend and foe to capture this part - that being a modified CamouflageCoef value if !(_mahfriend) exitWith {player sidechat "He not mahFrnd!"}; /// Here is the problem - Id like only _mahfriend (same side as player) to continue to the next line in which a 3dIcon is visible but so far - I get the hint that hes not "mahfriend" but enemies are still receiving the icon. In short -its not exiting even tho the condition fires onEachFrame { drawIcon3D ["ego\ego\EgoData\SHGreen1.paa", [1,1,1,1], Frog_pos, Frog_icon, Frog_icon, 0, "Concealment", 1, 0.005, "TahomaB"]; }; }; -
ExitWith Not Firing in Multiple If/Then Statement
froggyluv replied to froggyluv's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I hear you guys and of course you're correct - the actual loop script is huge as it looks to cover really just too many things and its not well delegated -at all. So you'd see a variable defined at say Line 10 and then needed again 50 times at 50 different places in a thousand+ lined script. Not an excuse, just part of my reasoning which is really just to cover up a blatant feature creep morass of code by a non-coder. Gonna re-write and clean up -
ExitWith Not Firing in Multiple If/Then Statement
froggyluv replied to froggyluv's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ha! Oh yeah thats actually from if (side _this == playerside) /* || !(Frog_Ind_Enemy ) */ then {_this setVariable ["Frog_Friend", true]; _mahfriend = true; }; which i took out as not to further confuse anyone -good eye tho man! -
ExitWith Not Firing in Multiple If/Then Statement
froggyluv replied to froggyluv's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes I do have and should have wrote that: private _mahfriend = false; if (side _this == playerside) / then {_this setVariable ["Frog_Friend", true]; _mahfriend = true; }; @Larrow: ok interesting i didnt know that and that explains while the icons seemed to be shifting from entity to entity one at a time. But wont that still leave me with the problem of having to write redundant code ie: Camo for all/ Camo +Icons for friends only? -
What game are you currently playing right now?
froggyluv replied to gubtil864312's topic in OFFTOPIC - Games & Gaming
Mordhau against Bots. Its the medieval combat system ive always wanted -instinctive, deep and nuanced regardless of the excessive gore. I wish all fantasy/ medieval type games would use this combat system -its awesome