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froggyluv

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Everything posted by froggyluv

  1. froggyluv

    BloodLust (Version 2022.04.13)

    I dont understand -is your mod banned at Steam after like 200,000 downloads? Also thanks for the update
  2. froggyluv

    Any missions still able to be downloaded?

    Ha Gunter..The Last Bastion Stalwart of all things Arma -Good on ya Man !
  3. Oh boy the King is back baby! Gotta guess finally going for the holy grail of bloody bullet impact points
  4. So i messed around with the Winter demo and have o say thats just a really enjoyable demo you put together there despite it being entirely vague. Looks and feels great tho. Something to remember, you seem highly intelligent and most of us trying this are dumber, far, far dumber people. We need a little guidance as to what exactly to watch out for in terms of what we might expect from this new dynamic waypoint creator. With a little (read:alot) of guidance, i think there is something very cool to play with here
  5. froggyluv

    PMC Ukraine Mariupol

    Thought that was an Urban terrain?
  6. froggyluv

    Problem with "knowsAbout" command

    knowsAbout is a numerical value between 0-4. Much magic surround this. _knowledge = player knowsAbout _target; _knowledge could return 1.5 for example So if you wanted to fire your script at the knowsAbout 1.5 value if ( _knowledge) then {hint “enemy spotted”}; typed from phone so excuse
  7. froggyluv

    [SP CAMPAIGN] Sand in the Soup

    "Your tongue can be a weapon.." ....... ............Thats what SHE said!!! Had to do it. Apologies. Looks like a cool mission
  8. Oh well then thats my fault as I teleported locations to try and keep tabs on the action -that must have thrown off your code. After that i added some more opfor and did witness some combat nearby the ruins. The Blufor landed right next to the ruins with the Opfor pretty much in the spot you placed them -maybe slightly further away. Anyways seemed like Blufor chose the Lowground (gulley) and Opfor went higher up the hillside. I had tripled the amount of Opfor to 9 or 10 and they won out. I get that you are doing this more as a general favorable terrain rather than a tight AI cover system so wondering if this might play nice with an AI mod that also helps them quickly move to cover and/or stay there. The problem with Arma AI even with mods is -the AI tend not to STAY in good cover - like the low walls of those ruins. Blufor could have planted a defense there right away but these guys tend to always want to "Overly-move" Anyways i still think its pretty cool what you are attempting -but yeah maybe a tighter Demo mission to more clearly demonstrate what and how it might benefit the AI Edit: Also nice job getting those helos to rapidly land even in Hot Zone
  9. Sounds riveting ! Edit: So i only learn things by trying the demo first and im not quite sure what to make of the Demo mission. No mods at all - first few times after calling 0-0-1 the helo shows up and kills Opfor with its Helo Machine Gun. Then the guys get out and run about a bit. I finally took all the Ammo from the Helo to try and force an engagement but this time BluFor got out after Unloading at ruins near Opfor -but they pretty much immediately started sprinting back towards almost the beach they started at -like 700m away without ever checking for Opfor. Not sure i understand what your trying to do here -maybe its the Seek and Destroy Waypoints as they are pretty vague. Maybe you should give the BluFor a general idea of where Opfor is so they dont just up and run off in the opposite direction Edit Edit: Just to mention the Blufor team finally ended up in a deep valley/Gulley in that 700m away -is that what they were pursuing -deep terrain type cover?
  10. Generally I start with a Limo ride to a 5 Star restaurant and then consuming copious amounts of Alcoh....oh wait...wrong thread
  11. froggyluv

    Noob question about MOD

    Missions: https://steamcommunity.com/sharedfiles/filedetails/?id=2316440234 Campaign: https://steamcommunity.com/sharedfiles/filedetails/?id=2521552640
  12. Looks decent but guess I was expecting more -like the kind of awe inspiring massive scapes of Far Cry 5 or Ghost Recon Wilderness. Dont particularly like either of those games but the landscapes can be pretty awe inspiring. Graphics aside (and AI concerns) -what about the Audio? I dont know anything about how deeply its either the engine itself or middleware over the top or what -but lately i been playing alot of Insurgency Sandstorm and have to say - that audio is freakin FANTASTIC!! I mean you really really get a sense of where gunfire is coming from, where exactly in a complicated built up (also beautifully rendered) maps the shots, shout outs, coughs, hissing smoke cannisters whatever with pinpoint precision. I would go as far as to say id rather have that sound in Arma than a graphics overhaul -its that much more immersive.
  13. froggyluv

    Content for Ukraine

    I hear ya and God Bless the Ukraine but theres not a bat chance in hell they would do that as the current state as im sure your more aware of then us - is civilians get killed openly on the street. There just no place for this in an official release im sure.
  14. The Owners and Devs will get right back to you on this question as soon as they're done Lambo'ing the streets of Tokyo the next 6 months
  15. Cool stuff Greenfist have to try this one out. Good to see you're still around ill never forget your AI Detection tool - THE catalyst for AI change and mods IMO
  16. froggyluv

    I grew "old" playing the series

    I remember reading in Computer Gaming World that OFP was much more of a "soldier simulation" than a game. Thats ALL I needed to hear
  17. Good on all ya guys helping out
  18. froggyluv

    OPCOM - Operations Command (NEW UPDATE)

    Man you got a great attitude- GUI's are generally nightmare in this game but you are really talented with them. Can BI please hire this guy to re-do the horrendous Action menu ??
  19. Looks to just be admiring the canon's girth.....
  20. Sniper setUnitTrait ["camouflageCoef",0.00060]; The lower the number, the more camoflaged. How i came to that number i dont know -i once made a dynamic camo system for AI and tested all kinds of numbers and at the time it must have worked
  21. Srsly J-Boy scripts are the life of the party. This community though old and haggard now just keep givin off this old fruit of Arma. Yo Bohemia grab some of these scripters for Arma 4 - I know you're hiding it! @alpha993 - never give JohnnyBoy shiny new toys
  22. Both Tanoa and Saharani had dead zones for the AI -that being entire block areas that the AI simply couldnt move on. You'll remember the terraces of and stairs of Parasio and just about any elevated portion of City landscapes in Tanoa as well -THAT is by far the bigger thing needed. What good is beautiful fighting landscapes if the AI cant use the most interesting parts of it?
  23. froggyluv

    Libertad

    Thats REALLY impressive sounding AI routine there you got for those animals -i mean id load up Arma editor just to play with that. Cant wait for this one
  24. froggyluv

    Libertad

    Gonna be hard to go into those Nam canals knowing those things could be lurking about.. Just amazing -curious do things always attack or are they more of a threat of attack like in RL. I think the latter makes them scarier just seeing them in the nearby region. Also did the Tiger ever get attack animations and behaviour?
  25. froggyluv

    LAMBS Improved Danger.fsm

    PierreMGI seemed to have solution but looks expensive {_x inArea thisTrigger} count allMissionObjects "#explosion" > 0
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