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gnarly_rider

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Everything posted by gnarly_rider

  1. Giallustio's fix works a treat, thanks champ!
  2. gnarly_rider

    FHQ Coop Mission Pack 1

    F#ckin-A!!! :o We'll be giving it a burl in the next couple of nights, great work and much appreciated!
  3. I have the same problem as Ghost. Will try Giallustio's code edit and report back.
  4. gnarly_rider

    Zeus AI Combat Skills

    What he said! Top job!
  5. gnarly_rider

    FHQ Coop Mission Pack 1

    Dedicated server: Intel i7 860 Core i7 CPU, 2.80 GHz, 8MB L3 Cache, Socket LGA1156 Sony AD7240SGB 20X SATA Kingston HyperX DDR3 4GB Ditto here, we did have our squad team leader disconnect before we got there, was the option with him only(?)- if so, needs to be in the initial role description. Has always been our complaint with Chernarus, getting pinged from 300m away through thick foliage/trees by AI we couldn't possibly see. However, after 1.60s massive improvements, we had the most awesome forest firefight last night. The AI seriously seemed to struggle to see us well, leading to engagements at less than 25m, where literally we and they (the AI) seemed to almost stumble across each other!! One AI actually got between me and the rest of the team (30m separation), and didn't even know I was there (I wasn't shooting, was trying to find him as he suppressed my mates). I am not kidding you, as I saw him, he had just turned around and spotted me, at perhaps 15m range! GOD-DAMN intense, lucky I was a fast draw!!!! ;D
  6. gnarly_rider

    FHQ Coop Mission Pack 1

    Only played Zargabad Dawn thus far, will give the rest a go ASAP, good work on the atmosphere in that one! Apologies if already posted, but Zargabad Dawn, the extraction chopper 'bounced' its way towards us at low level, then mysteriously crashed 500m away.......
  7. gnarly_rider

    Arma II & OA User Video Thread

    Clearing out my backlog of FRAPS footage, and rediscovered this missions footage, which compiles nicely... Cindercity map Lingor Police and Medics as BLUFOR Lingor Rebels (?) as OPFOR Norrin's revive (medic only hence Lingor medics lightly armed) ACE and ACRE K2SPjDWU-QU
  8. gnarly_rider

    MBG Cindercity

    A mission we ran on this map K2SPjDWU-QU
  9. gnarly_rider

    MBG_Killhouses

    K2SPjDWU-QU See about 2:05 for some AI hacking (you actually see the AI behind the door as I approach it if you look carefully).
  10. gnarly_rider

    MBG Cindercity

    http://forums.bistudio.com/showpost.php?p=2089162&postcount=129
  11. gnarly_rider

    MBG_Killhouses

    We did a mission on Cinder city, but found the AI could see through buildings (possibly the wooden shutters and doors?) far too regularly, and had to resort to destroying every door/window under firepower, rather than stacking/opening/fragging. Also the large compound with the storage shed with working roller doors (NE corner) has all sort of weird issues: AI on foot patrol walk through the walls, etc. Oh, I also recall some significant frame-rate loss issues for all players with this map. Be great for PvP, but for Coop, the AI hacks badly. We would take fire from guys inside buildings through solid walls in places, that we couldn't even see. Also I remember having problems placing AI using BuildingPos numbers, they were often half way into the floor... Would love to see these issues fixed; as much as I love the buildings/map, our members were very frustrated by the experience (literally getting raped in alleyways where there was no possible way AI could see us..... I should have reported this some months ago, but it slipped the mind! BTW awesome work none-the--less. We played the mission as the Lingor police/medics raiding a crime stronghold, was great atmosphere!
  12. gnarly_rider

    XCOM enemy unknown by firaxis

    Also if you haven't seen it http://www.xenonauts.com/
  13. gnarly_rider

    Patrol Operations 2

    Nice work 86, been waiting for this; we enjoyed v1. A couple of quick issues we've found: - Loading containers onto MTVR truck blocks first person view, which sucks if you haven't enabled 3rd person view... - POW rescue task, task description says "an officer being held in %1"; map marker works (Garmund) Confirmed this, I hacked it by dropping the various ACE wounding modules in, but obviosuly still get all sorts of spurious vanilla healing options on the action menu.
  14. I've had the same problem for months now, reinstalled twice, worked for awhile then regressed. So I gave up and moved to Squint.
  15. gnarly_rider

    MBG_Killhouses

    Greta work! Not sure if this has been mentioned thus far, but the various building patrol scripts I've used (e.g. Tophe's), the AI ignore the interior wooden doors, and just walk right through them. Specific reference building MBG_killhouse_5.p3d though I fear this is a BI issue..... So they never actually manipulate the doors at all.... ahh Dominges beat me there.
  16. Also this is very useful http://forums.bistudio.com/showthread.php?t=103190
  17. Looks very nice, will give it a go today, random building population and patrol scripts are my nirvana! PS. With regards to AI view direction, I've never actually been a big fan of 'static' view directions (put a guy on a balcony looking 'outwards' and he will never therefore turn around to check the interior door. After playing with Wolffy and Tophe's various building patrol scripts (and hacking them to make them static building positiom placers), I found Tophes Simple Guard Post Script. This allows you to have the AI look around a bit more realistically: http://forums.bistudio.com/showthread.php?t=102815 with my specific usage: http://forums.bistudio.com/showpost.php?p=1689287&postcount=12 Probably too messy to implement, but just some ideas for you anyways. Keep up the great work!
  18. gnarly_rider

    ASR AI Skills

    Cheers, Sickboy, no dice with that load order unfortunately. :(
  19. gnarly_rider

    ASR AI Skills

    Hi Robalo, We've just added this mod to our collection, but have noticed a conflict that now prevents us using any of the ACE specific grenades, such as : -M84 -M86 -M34 -AN-M14 - Chemlights we can see and equip these, but cannot throw them (They never appear when you use the F key to cycle through your weapon systems) We are using various modss, but have narrowed the issue down to the following mods: @ACE/@ACEX, @ASR_AI and @AAW_OA (Australians at War) Removing either @ASR_AI or @AAW_OA from the modline gets the ACE grenades functional again. I have no knowledge of the backend of these things, but the one obvious thing is that @AAW_OA includes a specific grenade class: AAW_F1_Grenade I'm assuming that adjusting the asr_ai_settings.hpp will not help (I've already tried), so is there something within the primary code that needs to support @AAW's grenade class (assuming this is the issue, and I'm not just way out track???? ;P
  20. gnarly_rider

    MBG_Killhouses

    Sounds awesome, Ravenshield environments for ARMA; perfect place to use ACE's teargas and gasmasks! Obvious question from someone a mission designer who has no idea about map making; please add lots of AI waypoints (even per room), for both support of random building positions, as well as the various building patrol scripts out there. Assuming you do this in the map making phase! :) And please ensure that AI cannot accidentally walk off the roof, as is known to happen with certain OA buildings: AI using any kind of urban or building patrol script will eventually suicide of the roof, which is very frustrating! Looks awesome!
  21. Looks like you guys (ACRE development team) are sorting this issues now, but thought I'd just add, that we finally got ACRE working pretty fairly a couple of weeks ago. Then the TS3 update and the resulting ACRE update(s), and the audio cutouts are horrendous. Randomly loss of voice comms, random and massive loss of radio comms, once in a blue moon someone's voice or radio will get through, but then silence. GRRRRRR!!!!!!! Keep up the good work guys, (desperately) looking forward to the fix, as having finally got the group onto ACRE, they're all pretty rope-able its just gone totally down the gurgler! PS using 1.3.10
  22. gnarly_rider

    Arma II & OA User Video Thread

    Footage from our first attempt at Celery's Chernarus Apocalpyse Part 1; a zombie mission that is mod-free!! As I said in that missions thread: Watch in HD with the sound up, as its night-time without NVGs , so lower res will lose a lot of the detail. BB1h0-g-muE
  23. gnarly_rider

    COOP 10 Chernarus Apocalypse, part one

    As promised..:bounce3: Nighttime scenes without NVGs so watch in HD with the sound up... BB1h0-g-muE
  24. gnarly_rider

    COOP 10 Chernarus Apocalypse, part one

    Awesome work guys, without a doubt the most atmospheric mission we've played, equal parts hilarity and on-the-edge of your seat tension. Making our way through the forest to the first ammo cache was immersive, and was the Blair Witch Project all over again, x5!!!! Doesn't push CSAR Jolly Green off our perch of all-time favourite and played mission, but this will be getting plenty more rounds (we've only done 2 rounds with 9 players, and didn't quite get to the photoes; its damnably dark in those houses without a torch!!! I died pumping rounds into a dark corridor with no idea where the zombies were) Amazing job on the gear loadout balancing as well, done to perfection! And the effect of the pyschology/teamwork/team dynamics of this environment has to be experienced to be believed. One player suggested this was better than Left 4 Dead, and another suggested it was a stunning use of the ARMA2 engine! And all WITHOUT mods!!!!!! Gets a 'mission of the year' vote from me, no doubt! :yay::yay::yay: Video highlight reel to follow.....
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