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oldy41

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Everything posted by oldy41

  1. @mickeymen: I think that is a very good summary of the FALL modules animation issues. Being a big all-time fan of that module I would rather beg TPW not to follow your conclusion to abandon the module completely. I believe it worth every effort to iron out one or the other of the remaining glitches, if that is possible at all with the current Arma engine. Actually, FALL is the single TPW module I am using all the time, since the vanilla AI reaction to bullet impacts is so lame and immersion breaking...
  2. Arma 4? Me too, I am pretty sure that this was the official confirmation we were all waiting for. ๐Ÿ˜
  3. Might be related to what I found out a while ago: I believe this is caused by some specifics of BIS_fnc_ambientAnimCombat: This function always seems to spawn some blufor entities for displaying the animation, while hiding the original units. TCL opfor AI then probably registers those spawned blue entities (whatever they are) as threats.
  4. oldy41

    Faces of War [WW2]

    Many thanks for the update. The PAK looks really great. Fine details. Just allow for two minor remarks: - I believe the iron sights of the MG42 are not aligned correctly in SP. The top of the front side should be in a line with the top of the notch. (I used the MG3 some forty years ago, and I seem to remember its sights were similar ๐Ÿ˜‰) - It is very difficult to use the PAK in SP as a gunner, when using AP ammo since one cannot observe any impacts. Maybe add some spark effects or a bit larger dust clouds? And maybe reduce the smoke form the barrel a bit so it does not obscure the target completely? Again, many thanks and keep going!
  5. oldy41

    Faces of War [WW2]

    Oh noooooo! ๐Ÿ˜ฑ
  6. Is it possible that the latest version includes some code or config to remove dead bodies after a short while? (If that is actually a feature I would love to be able to switch it off ๐Ÿ˜‰)
  7. I am not quite sure, when this happens, but I am quite confident it happens occasionally: When the player is a member of a group lead by an AI, sometimes the movement commands from the AI leader seem to override player control. I.e., your avatar suddenly decides to walk the highway to hell without your doing ๐Ÿ˜œ Besides that, I really enjoy the mod a lot! Many thanks to Lambs & the team for making it! Edit: As an afterthought, this might be related to switching control to another playable unit.
  8. oldy41

    RHS Escalation (AFRF and USAF)

    2nd that. E.g. the M4 variants without the handle are a real pain in the eye... I think modellers should go for some compromise between 1:1 scale realism in the model and a realistic usability.
  9. oldy41

    Mf's Heal Abort Mod

    Thinking twice, I don't believe it is worth the additional effort. It is really fine as it is now. You better concentrate on "abort reload" (please!!!) ๐Ÿ˜
  10. oldy41

    Mf's Heal Abort Mod

    I was just talking about the UI part, not the animation itself: When you are climbing a ladder, or near a vehicle you can mount, or near a wounded unit an icon pops up in center view. By pressing the default action key the related action is then triggered. (UI options allow to toggle, whether these default actions are displayed at all.) So, analogously, during healing a specific "heal abort" icon could be displayed, and pressing the default action key could be used to abort healing. But that is not really important. I am already very fine the way it works right now!
  11. oldy41

    Mf's Heal Abort Mod

    You made my day! This is absolutely awful, great, game changing ๐Ÿ‘๐Ÿค— (I filed a feature request for that years ago, but it never came...) One suggestion: Would it be possible to implement a quick action for breaking the animation, like there is for e.g. ladder climbing?
  12. I keep getting these errors, too. Nearly every mission, I believe it is triggered by first contact.
  13. Yes, it tends to become a bit tedious when assaulting a village with more than a few houses, having to wait while your squadmates clear them one after the other. A move or regroup command should override that behavior. ("Come on everybody, now stop pillaging those empty houses and let's all go back to work. It's not like there is anything expensive inside, anyway... not even any furniture...")
  14. @nkenny Great work! I just replayed some of my own very simple sandbox-missions, clearing towns against a few AI teams. The experience was completely new and so much richer, since your mod really adds a new dimension to the game: Before I started to realize I better REALLY should watch those windows opfor AI had already mopped up my whole team. From positions inside buildings, which the AI had decided to man completely on its own, without any modifications to the mission code. ๐Ÿ‘๐Ÿ‘
  15. Absolutely impressive! ๐Ÿ‘
  16. And keep in mind: " If you hurry it ain't a hobby!"
  17. Maybe you missed that post ๐Ÿ˜‰ I think it sheds some light on the problem with static animations.
  18. @snkman: I think I found another subtle little glitch: - I set up an opfor camp for indulging myself sneaking in on unsuspecting enemies. - One of the groups in the camp is made to sit down on the ground using BIS_fnc_ambientAnimCombat. In particular: { [_x, "SIT_LOW"] call BIS_fnc_ambientAnimCombat} forEach units grp_1 => As soon as that group begins to chill on the ground, their comrades in the other opfor groups seem to get upset about their lazy behavior and come running from all sides with weapons ready. They barely refrain from killing their sitting fellows, but keep running around the sitting group for a while, not knowing what to do :). And, worst of all, they are alarmed now before registering a single real enemy. I believe this is caused by some specifics of BIS_fnc_ambientAnimCombat: This function always seems to spawn some blufor entities for displaying the animation, while hiding the original units. TCL opfor AI then probably registers those spawned blue entities (whatever they are) as threats. Maybe you can add a check in your code to prevent such entities from being registered as blufor units? This is really not high prio, but it keeps breaking my little mission. I tried working around it for a while, but to no avail. Many thanks A.
  19. This may very well be a problem related to how the RHS vehicles are configed. And of course I totally understand if you do not want to spend time investigating sophisticated issues with 3rd party mods, but this might still be interesting: One of the classes affected is rhsgref_BRDM2_HQ_msv. It is a variant of the BRDM2 wheeled APC, which RHS chooses to categorize as an MRAP. It has no 'real' turret, but an open hatch with an MG. The unit is stand-alone with no waypoints. As soon as the action gets near (idk what exactly is the trigger) the complete crew disembarks and engages by foot.
  20. I noted the same for some APCs from RHS: It was some Russian APC manned (per default) with a driver and a machine gunner. (I will try to look up its class later.) Both driver and gunner immediately abandon their vehicle as soon as the mission starts. Maybe something is broken in the TCL code for deciding, whether a vehicle is damaged or the like?
  21. @tpw: Being one of those not in favour of player suppression allow me to urgently suggest not to forget a switch for that new feature ๐Ÿ™‚
  22. The problem is I shredded the scenario configuration, which would show the effect while fiddling around and trying to simplify it ๐Ÿ˜– I'll try to rebuild it.
  23. I repeated my tests, and could nail it down a bit more, but it looks like the conditions leading to the effect I described are more complex. So I think you can ignore that problem, as it should not be too prominent in missions. Just for the records: The effect I described seems to be related both - the presence of the Opfor AI infantry watching group. - and the setup of the surroundings (i.e. positioning of view blocks) (???) Both removing the watching infantry group as well as rearranging the view blocks did remove the effect. (I am a bit confused here, cause I cannot imagine how the removal of some view blocks, which are never blocking LOS for any of the involved units can play a role here, but that may just be a trick of the engine...) So, now I am just going off to have fun with the mod! ๐Ÿ˜€
  24. @snkman: I have just tested the new version and must say: It is impressive! ๐Ÿ‘ ๐Ÿค— The most immersive firefights ever, and without the superhumanly exact knowledge of AI about yout position. This really feels 'real' now! However (how I hate to be a nag) I think there is still a small bug in your routine for decreasing AI knowledge about the player (and sorry for the lengthy description): I used my "counter-APC" test setup mentioned earlier as a testbed: - An Opfor AI APC without fuel behind a huge viewblock between the player and the APC. - The whole APC and its turret initially facing away from the player. - An Opfor AI infantry group to the other side of the player of initially 6 units. => The APC turret does NOT rotate towards the player, even after the player is seen by the Opfor infantry. (Fine!) => After engaging the AI infantry and reducing their strength to 3 still no visible reaction form the APC. (Fine with me, though the shots would probably have been heard IRL.) Player then sneaking to a side of the view block to gain LOS of the APC. Player then putting a few rifle shots at the APC. => The APC reacts. Its turret turns towards the player. (Fine!) Player now rushes behind view block again. => APC turret is still watching the position where it had last seen the player. (Great!!!) Player now moves to the other end of the view block to sneak the APC from its other side. => APC still watching the first LOS. (Great!) Player now shooting at the APC again with the rifle. Now something funny happens: => The APC quickly reacts, but its turret rotates towards the new player position for about a second only, then rotates back to its previous position watching the outdated LOS. This behavior is repeated several times. The APC cannot manage to complete turret rotation to face the current player position, but is always forced to rotate back again. I suspect the routine for decreasing the knowledge about the initial player sighting might still be active, and interferring with the new threat? Renewing the outdated knowledge or renewing the "watch direction" command or something like that every few seconds? But let me emphasize again, that the new version is still fantastic! Many thanks for all the efforts you are investing in this mod!
  25. oldy41

    Faces of War [WW2]

    @pognivet: If this was meant as an encouragement to the mod team it probably failed utterly ๐Ÿ™„ Personally I enjoy this mod very much, and I prefer high quality content over a huge number of low resolution assets. So @FoW team: Take your time, but please keep supporting this wonderful mod!
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