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froggyluv

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Everything posted by froggyluv

  1. froggyluv

    LAMBS Improved Danger.fsm

    Ironic -many of us (and by many I mean ME!) have been waiting for a more realistic AI that responds to things in a more believable manner -like running for your life when death machines are imminent and you have no counter! Ill never forget the day Arma's illusion broke on me, when Toto pulled backed the curtain and showed there was no AI wizard pulling the strings -was playing an MP CTI type game with like 40 blokes, we finally blitzkrieged the main town and true to the narrative in my head -i was expecting heavy enemy AT infantry to battle - but to the contrary there was like 50 enemy AI all prone around the flag pointing there impotent rifles at our tanks and i self-raged quit. All that planning to invade just felt silly
  2. Im not sure when this happened as they used to be somewhat reliable -but now bot AI/Player callouts are utterly borked. Im too old now for color commentary in the video but just note I am the leader always facing the enemy yet both my team/and myself (player) are constantly calling out enemy as Right/Right Flank. Worser still at the end an enemy Sniper who is dead ahead is called out as "Back". This hugely impacts reaction on to how to respond to an enemy's direction and honestly I just cant see how this is so broken?
  3. So I just fried my backup system motherboard the other daymessing around with the ethernet cable to rough - had a 4690k in their oc'ed to like 4.3 with cheap 1600 ram. My previous build in which mobo also died was a 6600k with good ddr4 3200 ram but that barely got used. So now was sitting around with 2 good cpus so i decided to get a new mobo for the 6600k so i could use the good ram and get a better overclock. Went to Microcenter (retail computer parts store in States) but they told me they no longer carried 1151 boards for the 6600k as that was too old a generation (OK BOOMER!). Now I could have just mail ordered one but being impatient, decided to grab a new 9600k and Asus z390 mobo and run it with the 16 gigs 3200 ram i had sittin at home. Now I used to be a mild to moderate overclocker but just wanted to see what this thing would do on its own (with turbo) and 5.0ghz?! On Turbo alone?! Holy shit this is crazy -ive always dreamed for a 5.0 clock but being an Airmen afraid of Liquid and all its evil ways...Is this normal?? PS: ALMOST walked out with an AMD cpu after some pretty slick talking by the geeky salesmen about the pure superiority of AMD tech (7nm) over Intel..but then remembered what my Girlfriend Arma would say and I grabbed and ran
  4. froggyluv

    Orientation Callouts Completely Broken

    West. And they are correctly calling it "Front". The previous issue was that the "Back/Rear/Behind Us" was being said for any enemies that were South and/or even SW/SE While "Front" was called out for all Northern Direction regardless of enemies actual placement. The issue is seemingly fixed a while ago in one of the change-logs. I only brought it up again as I just reloaded Arma (but with an AI mod) and the issue had returned full force - but i now see it wasnt Vanilla re-igniting the problem.
  5. froggyluv

    Orientation Callouts Completely Broken

    I did have the lambs mod running and now without running - i cant duplicate the issue. Even with it running -it still wont replicate... such is Arma. Thanks for checking it out -i retract my complaint! for now o/O
  6. froggyluv

    Orientation Callouts Completely Broken

    LOL just reinstalled Arma3 on a new build tried Infantry Showcase and AI Squad leader called out "Engage Enemy -Back/Rear/Behind us!" the entire valley fight (no less than 40 times). So much so that i got worried about him and ran back to see if maybe HE was facing the wrong way -he wasnt.
  7. froggyluv

    Arma 3 Apex: Old Man Feedback

    Interesting how many people are noting the lack of AI reactions to gunfire/nearby shots and explosions -these have been lacking forever and hardly doubt they're going to do something about it at this point (Engine level). Such a strange thing not to address as its totally doable (Mission Level)
  8. froggyluv

    Merry X-Mas!

    Merry Christmas (or Happy Black Hole day atheist Santa haters) to all you ol military grognards, zany Zed lovers or get a Life'rs of the Armaverse Have a good holiday full of cheer and goodwill! ~Frogs & Fam
  9. froggyluv

    JBOY Dunk Tank

    legit scared to open this thread. Fear persists.
  10. froggyluv

    Arma 3 Apex: Old Man Feedback

    Agree on the specificity of the Checkpoint stop -was pretty confused where exactly they wanted me to drive up to and got murdered a few times. Perhaps tighter pointing animations and more distinct stop zone (Giant X) unless of course.. you want them to murder us o.O
  11. froggyluv

    Arma 3 Apex: Old Man Feedback

    1st off - Havent played more than a few minutes because honestly have been buried behind code for too many years and want to "just play" and not think about whats behind the curtain. Figure it will take a few go arounds for bugs to be smoothed out and then ill jump in feet first in my ol man trousers and bed slippers That said reading on the feedback about checkpoints, rising/lowering threat levels - there are alot of incognito-type scripts around i wonder if they are using any of them or similar inhouse solutions? The game has always needed more of an ambiguous threat reaction something like: Now of course its hacky, but the point being you had 3 chances with warning to enter these guards areas with weapons raised or else..blast em! Props for finally releasing this old promise - sadly its release was fortold in an ol biblical prophecy so earthwide destruction is now imminent
  12. froggyluv

    Arma 3 Apex: Old Man Feedback

    This. When things are given away freely -it devalues them. When actors dont react, it breaks immersion. Rather than just locking them all (tho generally thats the case IRL) let the players reputation as "Thief" grow. When player shoots up property, increase his "Violent Vandal". If he points gun at civilians recklessly, have them mistrust him. Stakes are needed and they rapidly increase immersion, whether the caravan of dogs bark or not 😉
  13. froggyluv

    Arma 3 Apex: Old Man Feedback

    Sure im in minority but i really like when the developers stand their ground, create a mission calibrated to be won only by their ruleset. For instance, I would never have had the original OFP (After montignac etc) seared into my memory had I had unlimited saves. Granted as long as the saves are actually properly (somewhat fairly) proportioned
  14. froggyluv

    Who killed me when I die?

    or check out the KyeCam in my sig
  15. froggyluv

    Kujari: PMC ops

    Thanks for the intro breakdown ATV -would you consider adding even an arbitrary AI recruitment system for the single (haveNolife) guys amongst us?
  16. froggyluv

    Kujari: PMC ops

    Congrats!! but holy dependencies Batman! Looks well worth it -hope you can play thru as a SP (IN MP host of course)
  17. froggyluv

    AI can see through tree tops?

    Also notice how he has exact trajectory on me even though his knowsabout is only 1.5. This would explain why AT soldiers (manual type) have such little success against armor
  18. froggyluv

    AI can see through tree tops?

    Dont think so - this first happened to me using Iron Front WW2 tanks. Also APC would have no way of knowing from which direction that shot came from so it would first need to start manually tracking different directions -the speed in which it located and fatally killed me is utterly ridiculous At first i was sure it was some AI mod or script -spent half the day trying to locate which one but by the end of the day -that was all vanilla save cba/cup
  19. froggyluv

    AI can see through tree tops?

    So I thought I was hallucinating but after many tests -its true that a certain AI DOES see thru vegetation -Armored. Using Greenfists AI detection tool - finally narrowed it down and can show that AI has no direct line of sight to me -im too tired and old to make slick video production so its a little long but its all in there. You can see in the 2nd half the APC's POV and he has no clear sight of my unit whatsover -yet gets a deadly shot within 2 seconds of my firing (im nearly 500m out and his turret is faced the other way). Wondering if the fact i was firing Armor piercing Bullets has any effect - but anyways..
  20. froggyluv

    military simulator yet you die through walls

    I consider it a plus that AI shoot thru walls. Its been disproven long ago that AI cheats in that manner.
  21. froggyluv

    JBOY Throw Knive

    Ahh yes thats true -yours is a rag problem (as usual). Way above my pay grade but i think I remember reading someone who was trying to create custom bullet holes to match exactly where the unit was shot -but ran into problems when the model rotated or something like that. If your knives are matching up and holding (until the ragging problem at death) I would think a custom bullet hole texture would too..no?
  22. froggyluv

    JBOY Throw Knive

    Looks pretty fun man - have to try this out. My grandmother was a Cherokee knife thrower from Oklahoma- scary woman. Too bad knives cant stay on position -im guessing this is similar to as to why bullet wounds cant directly display at exact location on the recently dead?
  23. Heres some code (not mine) that does has player smash windows: [] spawn {_myNearestEnemy = player findNearestEnemy player; private _window_pos_arr = []; private _house = nearestObject [player , "House"]; private _hitPoints = "isClass _x" configClasses (configFile >> "CfgVehicles" >> (typeOf _house) >> "HitPoints"); private _brokenwindows = 0; private _playerweaponpos = [getPosATL player select 0, getPosATL player select 1, (getPosATL player select 2) + 1.2]; private _rifle = primaryWeapon player; private _pistol = handgunWeapon player; private _weapon = currentWeapon player; { private _cfg_entry = _x; private _armor = getNumber (_cfg_entry >> "armor"); if (_weapon == "" || (animationState player == "Acts_Executioner_Forehand" || animationState player == "Acts_Miller_Knockout" || player getVariable ["ACE_isUnconscious", false] || player getVariable ["ace_captives_isHandcuffed", false])) exitWith{}; if (_armor < 0.5) then { private _brokenGlass = (_cfg_entry >> "DestructionEffects") select 0; private _selection_name = getText (_brokenGlass >> "position"); private _model_pos = _house selectionPosition _selection_name; private _world_pos = _house modelToWorld _model_pos; _window_pos_arr pushBack _world_pos; private _playerdist = _playerweaponpos distance _world_pos; if !(animationState player == "Acts_Executioner_Forehand" || animationState player == "Acts_Miller_Knockout" || player getVariable ["ACE_isUnconscious", false] || player getVariable ["ace_captives_isHandcuffed", false]) then { if !(_weapon == _rifle || _weapon == _pistol ) exitWith{}; if (stance player == "STAND" && _playerdist < 1.75 && alive player) then { private _hitpointname = (configName _cfg_entry); private _anim = "Acts_Executioner_Forehand"; private _animspeed = 1.7; private _recoverspeed = 0.7; if (_house getHitPointDamage _hitpointname < 1) then { if (_weapon == _rifle) then { _anim = "Acts_Miller_Knockout"; _animspeed = 1; _recoverspeed = 1.3; }; player setAnimSpeedCoef 2; [player, _anim] remoteExec ["playMove", 0]; sleep _animspeed; [_house,[_hitPointName, 1]] remoteExec["setHitPointDamage",0,true]; _sound = format ["A3\Sounds_F\arsenal\sfx\bullet_hits\glass_0%1.wss", (floor random 8) + 1]; playSound3D [_sound, player, false, getPosASL player, 3, 1, 30]; sleep _recoverspeed; player setAnimSpeedCoef 1; [player, ""] remoteExec ["switchMove", 0]; _brokenwindows = 1; }; }; }; /// if (_brokenwindows > 0) exitWith{}; }; if (_brokenwindows > 0) exitWith{}; } forEach _hitPoints; _myNearestEnemy reveal [player, 1.5]; }; Original Code Window Breaker by Axebeard. He's given permission to vandalize, eroticize or do whatever you want with it. The FindNearestenemy./RevealEnemy stuff I added just to get a reaction from nearby enemies.
  24. froggyluv

    Need help making AI not move

    Maybe Zombies are Agents rather than standard AI
  25. froggyluv

    LAMBS Improved Danger.fsm

    Heh, anything that enhances emergent AI behaviour is like Christmas magic sprinkled all over Arma3. Between this and Leopards havent been this amped for an update since solus'es SLX mod for OFP
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