-
Content Count
7897 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by froggyluv
-
One thing about this series that always struck me was -why is it so easy to hit an enemy even at 400m+ out? Im an old timer (51yo) and yet its really no biggie to 1 shot an enemy tank crew who's head is turned out at 150m with just iron sights. I feel like something in the world of Parallax? maybe is missing. Like its just a 2d world and i merely have to align pixels and blam -kill shot no problem. Almost like a part of the 3dworld dynamic is missing. For instance in some other games like Insurgency and many of the new VR FPS games, I cant hit anything easily outside of 50m. I mean I can, but it feels like i really had to work for it. So what is it that missing in Arma? I know the recoil/hand shake setting has some effect here and maybe the default one is just set to easily
-
Not sure if just being glib or... Because the trajectory has been to move away from AI development for a long time. Because moving to a Console and more "accessible" market usually spells disaster for PC intensive aspects like advanced AI especially on a large scale. Because Enfusion or whatever DayZ is using hasnt shown us any promise of any AI besides mindless Zombiebots. You have to admit there is far more reason to be apprehensive or Negative than positive on this angle. As far as "because theres Co-op" -could easily just be Arma3 which is Arma 2 which is a convoluted OFP AI slightly rehashed. Anyways I hope your right and im 100% wrong here- but i been here a while..
-
If you've been here from the beginning -you'd have seen and heard the definite downshift in the planned development of AI since Arm2 -with Arma 3 basically still coasting on its roots. Youd have heard devs basically state that they've lost full control of the AI -hence why we always had animation problems ie. civs holstering rifles, dying on 100mm curbside fall, inability to stay orientated on target, calibrating realistic fighting/spotting skills, absolutely zero distinction if fighting Urban, woods, in a house etc etc etc.. Bohemia than blatantly started ignoring AI going into Tanoa giving us a map that the AI cant traverse as well as a Multiplayer only scenario/campaign So where exactly are you drawing this optism from - just blindly? The PDF clearly states they want to connect with their TargetBase -they would need to address that AI development/overhaul is at least on the table to keep the Ol Bohemian Grognards happy. But if you've noticed -they've tended to ignore any and all questions about AI since they actually had an AI dept -i dont believe that exists anymore ...and I have a sneaking suspicion we arent their 'TargetBase'...
-
The one thing ive noticed missing for a loooongtime -where is the Dev who loves Operation Flashpoint and wants nothing more than to advance that first Lightning in a Bottle to standard technologies -AI and all?! Are there still original Devs present who remember what it was that made the initial title (and sequels) so popular and want nothing more than to advance that foundational stone of an idea? Or are these a new younger breeded Developers (hired guns) with faded memory of a quirky campaign but see dollar signs rather at the idea that out of this came the hugely profitable Royale PvP games and they need to find a way to (re?)claim its resource?
-
If theres one thing ive learned in my 40+ years of PC gaming is that "AI will come..." -never, ever happens. The reason? AI needs to be built right in there at ground level -the object designers, the level designers etc.. all need to be working in cohesion with the AI dept so that they can thrive and interact synergistically. Did we learn nothing from the the stagnate AI that hasnt been given a featured improvement since Arma 2's "crawling under fences"? And Map after Map that was built without AI intent whatsoever leaving all kinds of "dead zones" with nothing less than a Dev shrug? Be wary, no outright run when you hear "Oh we havent addressed that yet, its pre-alpha > its only Beta, We'll get there> its functioning tho, we hope to improve post-release> we're too far into post release, its all feature locked, wait for the next installment" -cycle of death
-
So a consoled PvP shooter? Boy the world just doesnt have enough of those...What was Vigor anyway or Argo or Arma 3 PvP servers...? That'd be the end of the road and goodnight for the longterm OFP fan
-
Already in my bomb bunker preparing for those fateful words “MP-Based”…meaning no AI
-
a.i. Tactical Combat Link - TypeX
froggyluv replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If this forums was in Moses's time -THAT ^^^ would be the 11th Question/Commandment -
RHS Escalation (AFRF and USAF)
froggyluv replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok im not literate at all in gun hardware - but thought I remembered that RHS had an actual ingame working PiP scope. I see some scopes are referred to as PiP, but they seem like a pseudo mockup where as in the one i remembered from here was actual image within image (albeit low-res) it was still fun to play with. Was it discontinued as i cant find it anywhere- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Vanilla Shooting Accuracy of Vehicled AI
froggyluv replied to bigshot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I blame myself gentlemen -the Devs once scolded me for complaining about the AI -that I was actually slowing down the AI team's progress by making frivolous complaints. Sorry BI AI team. Wait do you exist? -
Why aren't there any cats on the islands in Arma 3?
froggyluv replied to Farmaros's topic in ARMA 3 - QUESTIONS & ANSWERS
Oh gawd please...no...?!!! Have you ever noticed how many snakes are everywhere? Someone took a good idea and went batsh*tcrazy with it. I get nightmares already with the constant meowing of my daughter's cat farm from Minecraft...no more I beg you -
TELEPORT ACROSS BRIDGES
froggyluv replied to csepi0101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"cant we live in a world where not Teleportation be needed to cross a bridge...??" ~ Kierkegaard -
Simple lil mod that allows you to get the attention of non-squaddie AI to inform them of danger or nearby targets https://steamcommunity.com/sharedfiles/filedetails/?id=2797519567 Credit: JohnnyBoy for the voice scripts
- 3 replies
-
- 12
-
Thanks Mads Should've been. At my age tho its all too many damned 1's and 0's !! *kicks dog throws whiskey bottle*
-
Make Ai squad invincible
froggyluv replied to Phantom_Fuzz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Man you learn something new here everyday -
Make Ai squad invincible
froggyluv replied to Phantom_Fuzz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That above code is gonna work 100% the time unless you're somehow typing it wrong. At this point you'd have to post a pic or video of you typing that and showing the error to get any help -
Vanilla Shooting Accuracy of Vehicled AI
froggyluv replied to bigshot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Heh I’ve oft wondered about this myself as I generally assign extremely low AI aiming sub skills which works decently for soldiers but never seemed to effect vehicles -
BloodLust (Version 2022.04.13)
froggyluv replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Apologies man just realized i had some old SLX mod components like Gibs in a Mod of my own -my bad! -
BloodLust (Version 2022.04.13)
froggyluv replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ive always had this error -not sure if bloodlust or maybe cause its mixed with the other HeadGore mod -
...that had over 2000 units fighting at once to a decent FPS? Been trying to find that I think the authors Name was like RichieRich. Main reason is i've been wondering why Arma 2 was able to get such high amount of units but not Arma 3 - is it the rendering, new phys-x more complicated models/hitboxes?
-
release ANIMA - AI for advanced position analysis using genetic algorithms
froggyluv replied to dwringer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice man ! I dig the oneUpsManShip in the name of progress 😄 Tried it about 5 times so far and yes Opfor is winning out each time -nicely done. This I find absolute tragic and has been probably my biggest gripe (i am a premier griper btw) against Arma 3 forever now. I just dont get how you can make an Army/Military game and not have Combat Orientation absolutely The number #1 priority above all else!? I mean ALL ELSE. It dont matter how many Islands maps to traverse, how many colorful snakes and butterflies, how many cool tac outfit from all nationalities -if you cant aim in the proper direction...like i just never got Bohemia's blaise attitude toward not correcting this. As far as Infantry goes, the LAMBS mod has made some pretty nice Orientation fixings -that being soldiers staying oriented on premier target regardless of formation - but vanilla is just a dice roll. It just saddens me that people spend all this time LARPing military protocol to figure out some clever way to ambush an enemy -only to get there and have half their units aiming towards the open sea, or getting off a shot, standing turning, laying prone turning only to be killed in the midst of that chicken dance. Sorry for the rant -but its just a shame this isnt at the top of their priority lists whilst they still release DLC's etc.. -
release ANIMA - AI for advanced position analysis using genetic algorithms
froggyluv replied to dwringer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok so tried out the Demo a few times -it works but basically anyone can spawn 7 AT vehicles against 1 tank and Auto-win. I think to fully demonstrate a superior AI positional fighting script -it needs to show how a 1vs 1 -the newer AI wins out well over 50% of the time. For instance -i knew AI accuracy subskills were WAAAYY off when i tested a Crewman vs a Marksman at 200m and it was going down as 50% probability rate for either guy -even when I gave Marksman the highest 1 at skill while giving the Crewman the lowest (standard) setting of .2. Its only when i took those subSkills down to really small fractions like 0.005, that I could create proper disparity and have the Marksman win with a 95% probability rate. Now sometimes in this script the AI gets some really ideal level looking AI placements, like just below Blufor sightline where with turrets are aimed and ready to go at the Blufor tank's underbelly -an ideal ambush placement. But again, are these Opfor AI basically given forewarning of Blufor's makeup (1 enemy armor) and intended direction of travel? Will Opfor ideally try to gain a position for a Flanking attack on the Armors weakside? -
Easy way to rearm AI at certain body?
froggyluv replied to honger's topic in ARMA 3 - QUESTIONS & ANSWERS
Yeah i just cant believe they never addressed this -who in the world thought it was passable game design to have an action list: Take Ak-74 Take Ak-74 Take Ak-74 Take Ak-74 Take Ak-74 Take Ak-74 Take Ak-74 Take Ak-74 Open Door (not the one your facing) Take Ak-74 Take Ak-74 Take Ak-74 Take Ak-74 Detonate Self Take Ak-74 Take Ak-74 Take Ak-74 Take Ak-74 favorite is when this list is actually flickering do to unknown circumstances and you end up blowing yourself up while trying to Take Ak-74 I actually suggested to Devs like 7 years ago to inform us of a Target's Distance in the Menu which they decided to implement. At the same time i suggested they do the same for Pick Up Items but they for some reason decided against it. Why they couldnt add a point and click context sensitive to a fallen soldiers inventory i dont know. -
BloodLust (Version 2022.04.13)
froggyluv replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If only everyone even ponied up a dollar youd have like a quarter of a million dollars.. Wouldnt you have to shut down these other parties hosting bloodlust on Steam tho first? Your copy is still there as well as some other copy cats like Edited version -im not even sure how they can just rip off your mod like that -isnt there a copyright protection or did you verbally allow it? -
BloodLust (Version 2022.04.13)
froggyluv replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well from one master troll to another - A Salute!