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oldy41

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Everything posted by oldy41

  1. What a wonderful work! Keep going!
  2. Peace, but I am not sure, whether that is really their intention? Ignoring only those obstacles (whether solid or not) near the target should help remedy those immersion killing situations several users complain about: AI emptying their ammo into walls a few meters in front of them, while still providing for some agressive supression?
  3. A small suggestion regarding suppression: I would propose to simply check line of sight to a position say 10 metres in front of the target. If that position can be seen from the supressing unit, firing makes sense. If there is either cover or concealment on the last 10 metres that would exactly meet the purpose of supressing fire. And obstacles closer to the firing unit are then accounted for. I believe the overall effect would feel quite realistic. No human could/would supress a target, when los is blocked close to the firing position, but on the receiving end that does not matter.
  4. Many thanks for the new release! ๐Ÿ‘ I just had some small tests with rather simple missions. The difference is quite impressive! Now you actually get supressed by the AI in an intensity, that you are really not inclined to raise your head above your cover. ๐Ÿ‘ Two small questions: - Does the mod affect the AI usage of grenades? I noticed some sensible usage of smoke grenades, but very little or no frags or 40mm? - Is there any documentation of the variables available for tinkering with AI behavior in missions? I would prefer that over the (very comfortable) Eden settings, to avoid introducing a mod dependency in my missions.
  5. Many thanks for the quick fix to FALL. Seems to work fine now. ๐Ÿ‘ (In my missions I usually set a whole squad as "playable". Maybe that screwed up the player detection in the code, if it had only been done during initialization?)
  6. @tpw: With one of the latest versions a problem seems to have crept into the FALL module: When the player is recovering after a hit he is now forced through a rather lengthy animation, which includes a kneeling position. More often than not this results in a rather frustrating death of your avatar while you have to watch him stretch his arms in the middle of a bullet storm ๐Ÿ˜ฃ. Can this be changed to sequence of prone animations? And not to forget: Many many thanks for still maintaining this fantastic mod! As i mentioned: I can't do without at least FALL, and would like it to be the best it can be ๐Ÿ˜
  7. @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...
  8. Arma 4? Me too, I am pretty sure that this was the official confirmation we were all waiting for. ๐Ÿ˜
  9. 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.
  10. 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!
  11. oldy41

    Faces of War [WW2]

    Oh noooooo! ๐Ÿ˜ฑ
  12. 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˜‰)
  13. 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.
  14. 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.
  15. 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˜
  16. 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!
  17. 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?
  18. I keep getting these errors, too. Nearly every mission, I believe it is triggered by first contact.
  19. 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...")
  20. @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‘
  21. Absolutely impressive! ๐Ÿ‘
  22. And keep in mind: " If you hurry it ain't a hobby!"
  23. Maybe you missed that post ๐Ÿ˜‰ I think it sheds some light on the problem with static animations.
  24. @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.
  25. 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.
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