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Rg

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Everything posted by Rg

  1. About "TrueGameplayMods", Something’s in this pack push toward "realism" and some do not. However, you will have "good" overall gameplay with this pack. After modding for this long, I have started to find a very good balance between the two. Most changes are to simulate certain aspects or experiences, increase immersion, increase "feel", ect... In essence, the "TrueGameplay__" modifications are in the spirit of OFP's WGL-like gameplay. While it pushes towards "realism", a balance was made for good gameplay. If you consider yourself more along the lines of a "realism" fan, then this pack is probably for you. <span style='color:red'>When A.C.E. (AdvancedCombatEnvironment) comes out, most if not all the "TrueGameplayMods" will not be necessary, since ACE already adjusts most if not all of these aspects. Even though this pack will give you a good overall gameplay experience, this is in no way close to what will be offered in ACE. So, my full recommendation is to use ACE when it is fully released.</span> <span style='color:blue'>*NOTE* These are serious gameplay tweaks. If you only play SP then your fine, but if you play MP, both client and server should be running all or an agreed upon combination for fair play.</span> <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'> TrueGameplayMods (Overview) ------------------------ </span></span> <span style='font-size:13pt;line-height:100%'><span style='color:red'>TrueRangeAI was broken down into 4 separate addons...</span> - TrueGameplay-AI-Spotting v1.0 - TrueGameplay-AI-Hearing v1.0 - TrueGameplay-AI-Engagment v1.0 - TrueGameplay-AI-Radar v1.0</span> <span style='font-size:13pt;line-height:100%'>- TrueGameplay-Animation-TurningSpeed v1.0 - TrueGameplay-Animation-MovementSpeed v1.0 - TrueGameplay-Animation-TransitionFixs v1.0 - TrueGameplay-Player-Fatigue v1.0 (<span style='color:green'>REQUIRES</span> <span style='color:green'>XEH</span>) - TrueGameplay-Vehicle-OffroadSpeed v1.0 - TrueGameplay-Vehicle-SteeringSensitivity v1.0 - TrueGameplay-Weapon-Dispersion v1.0 - TrueGameplay-Weapon-Recoil v1.0 - TrueGameplay-Weapon-Sway v1.0 - TrueGameplay-Weapon-TurretRotationSpeed v1.0 - TrueGameplay-Weapon-MissileControlAndStability v1.0 - TrueGameplay-Survivability-Helicopter v1.0 - TrueGameplay-Survivability-Man v1.0</span> <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'> TrueGameplayMods (Details) ------------------------ </span></span> <span style='color:blue'><span style='font-size:19pt;line-height:100%'>Thanks to... ---------------</span></span> - Durg for beta testing various components and development on the "TrueGameplay_AI" mods (formerly "TrueRangeAI"). - Ghost for beta testing various components. - SWAT-guy for beta testing various components. - Dslyexci for internal beta testing with ShackTac using the "TrueGameplay_AI" mods (formerly "TrueRangeAI"). - SickBoy for major help on getting the script effect working in "TrueGameplay-Player-Fatigue". - Kronzky for allowing me to use his "Mobile Target Range". - Various other people for feedback and suggestions. <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'> TrueGameplayMods (</span></span><span style='color:red'><span style='font-size:27pt;line-height:100%'>Download</span></span><span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>) ------------------------</span></span> <span style='font-family:Tahoma'><span style='font-size:15pt;line-height:100%'><span style='color:black'>TrueGameplayMods.rar - 101kb</span></span></span> <span style='font-size:17pt;line-height:100%'><span style='color:red'>- FileFront</span></span> <span style='font-size:17pt;line-height:100%'><span style='color:red'>- Assault Mission Studio</span></span> <span style='font-size:17pt;line-height:100%'><span style='color:red'>- ePrison.de</span></span>
  2. @Manzilla & Delta99, To answer your question, the "TrueGameplay-AI" elements should NOT work if trying to run it with ACE, since a few changes within the pbo's themselves would have to be made in order for it to override classes and work correctly. However, ACE does use these AI elements as a framework anyway, but heavily modified. It's best to use ACE as is right now. @archmoo, You are correct, sir. While I can modify global elements of AI (In this case, increasing many aspects), I can not adjust anything specific to night (So even though at night, AI ability does decrease (hardcoded), it will still be higher then default with all the other changes I have made). Since there is nothing that can be done from my end other then toning everything back down which would defeat the purpose of all the changes I made, the best way to deal with night missions is to decrease the AI skill dramatically. While this is far from a perfect solution, you can turn down AI skill via the slider in a mission or use "setSkill" (ranges from 0-1) to tone down AI if you are playing a night mission. A value of 0.05-0.2 (0.2 is the min value when the skill slider is all the way to the left) works decently as far as seeing ability is concerned, but I haven't tested this thoroughly with overall gameplay. @$cruffy, Definitely don't use the old beta. If you going to use anything, use this latest release, but again, I can't stress ACE enough.
  3. @RUKH, No, sorry. @Q, Thanks for helping Archmoo out @Archmoo, Assuming you have a clean install and nothing else conflicting with TGM, engagement range is not the issue you are having, it is the identification. What you’re testing is a specific scenario that doesn’t represent typical gameplay. The AI in your test mission is not engaging past 300m or so because the AI are not fully identified as enemy at that range. In your example, I assume that when you (the SL) tell your teammate AI to engage that “man†600m away, he will start to move closer to him to identify him. Nobody knows at this point, because he can't be completely identified at this range. At that far range, that “Man†could be friendly/enemy/civilian. That is why he won’t blindly engage even if you give him the order to do so. That “Man†needs to be identified as enemy before your AI will engage. When he gets within 300m or so, he will be able to identify him with his naked eye as an enemy soldier and will engage. Now if you give him an ACOG as you did, he can clearly identify the “Man†as enemy, because the gun has magnified optics and he will be able to see clearly who it is. The same thing should happen if you (the SL) pull out your binocs and identify the “Man†as “Rifleman†(with the label you get in the UI), then tell your AI to engage. The reason for this decision is for AI to not instantly know who is at 300-600m out as us human players would not be able to do either. - AI need to either... 1) Identify with they’re own eyes (with or without magnified optics) 2) Get enough information from you or other AI (AI do share information) 3) Get enough information from the actions of the “unknown†AI (if he shoots his weapon or if he kills someone, ect...) If you use your test mission, but instead of 1 AI vs. 1 AI, put down 2 squads (1 Squad vs. 1 Squad) and see how differently it plays out. They will all engage at full ranges because they are sharing information amongst them. - About weapon sway, yes it will affect AI at longer ranges, but it’s not the root cause of your problem. With weapon sway, AI will fire more randomly at long ranges. Without weapon sway, they will fire in the normal "robotic" way. However, if the AI are injured, they’re weapon sway can become pretty massive, so they may fire very little at longer ranges. That's one downside to using it. ------------------------ Anyways, all this discussion really isn’t even necessary. As I suggested (<span style='color:red'>in red</span>) in the first post when I released this pack, use ACE when it becomes available to the public and it is indeed available now to all. While somethings are slightly/dramatically different, ACE is a HUGE mod that has awesome gameplay and tons of features. So again, my recommendation is to put this pack aside and use ACE.  Â
  4. You guys are killing me with all these teasers. One question, will you guys be releasing this editor with all the templates that you guys have and are making included in the package? Basically all the bases/object clusters/weird objects as above^ ? What would be a tremendous benefit to the community would be to have those tons of templates you guys already have and then have it only get larger in time from people making more templates to share to the community, eventually having a huge database of templates ranging from bases/camps/towns/forests/object clusters/weird objects/ect... all to be hosted by Mapfact or someone else. Am I dreaming?
  5. Truly awesome island. I LOVE the terrain layout. I haven't done any serious play testing on it yet, but the large, open, bumpy, height layered terrain seems like it will be great for gameplay. I would love to see the heightmap (terrain.png) of this bad boy, but since I don't think that will happen , what did you do to make the terrain? Was it all custom made by you in PS, wilbur, or something else? How did you get those nice bumps all over the place (the smaller "detail" bumps on the ground? Was it noise>blur in photoshop, some other way, or even one by one ? --------------------- 2 things to help your island other then objects/bases like what was already mentioned... - One small thing that you might want to adjust is the ground terrain layer color. It has a slight bluish tint to it making it look like ice when the terrain all around you looks like white snow. Obviously making the ground layer white would make more sense then redoing the whole sat map to have a blueish tint. - Change the movement sounds to snow. I don't exactly know how right now since I don't know much about map making currently, but it's surely possible. Basically open the character.pbo/config and look at the "class SoundEnvironExt". <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class Land; // External class reference class Man : Land { class ViewPilot; // External class reference }; class CAManBase : Man { class SoundEnvironExt { snow[] = {{"\ca\characters\data\sound\snow\run1", db-65, 1}, ect..... }; }; Those are the sounds you want to be using. You can listen to them in this folder "\characters\data\sound", but you need to convert the wss to wav. I can't remember where I got those converters. Anyway, I assume you just need to assign the "snow" array to the texture you are using. Someone that has made a map can probably tell you how to do this easily. --------------------- Anyways, keep up the good work!
  6. Rg

    VFAI - AI Extension

    Tested it a bit and it looks great. Nice job. I was trying so damn hard to get Blufor to pick up an AK when he ran out of ammo, but he wouldn't do it. I thought it might have been a bug, but maybe it's just not a feature that is in right now or won't be? Any info Victor? Isn't that DMSmokeGrenade?
  7. Rg

    SPON Map

    Great stuff spooner! I am waiting to test this in a play session and see how it works out. The only small issue I have, besides the erasing issues already mentioned and discussed, is the action menu to bring up the map. I haven't tested everything there is to test about it, but it seems like it is getting close enough to replace the default arma map entirely. Some seriously amazing things in it . I know I can run the script portion and modify the keybinds, but is there some way to allow that option for the addon version for ease of use? I would hate to have more ".hpp"'s in the dta folder, but that is one possibility. That or making a few different versions (Action menu enabled, Shift-M enabled, and M enabled (to override the default map)), but I don't want you to have to cater to a few that may have these issues. Either way, seriously awesome stuff. I will definitely be using it in some form or another.
  8. @Dmarkwick, - All you have to do is add this to a player’s init line in the mission editor “ this exec “camera.sqs†“. You will then be in camera mode and you can move around. http://community.bistudio.com/wiki/camera.sqs @Vultar, - About AI loosing waypoint, my only guess would be that AI are too fatigued. Please disable that one pbo and see if that solves it. If so, that should be easy to fix on my end. - About having even crazier recoils isn’t a matter of removing an effect but actually adjusting everything to be more extreme and I didn’t want to go too far to that extreme side. I thought this was a decent balance for now at least. Also, m107 having less recoil than the m24 is news to me. In default arma, doesn’t the m107 have more recoil? I'm not positive, but I think I remember it being that way. The scoped weapons may be a bit too extreme, but I wanted to make it so they aren’t so quick and rapidly deadly. You need to take more time to adjust after a shot, which I think is a step in the right direction. @jimbojones, - I do agree it is a little bit too sensitive. For me it makes it extremely easy to drive, but almost too easy in a possibly unrealistic way. I can drive around rahamadi in between all the crevices and not hit anything, but when I disable it, I tend to run into many objects. One thing I forgot to mention is that you may not want to use this addon if you have high sensitivity for your mouse control. My X-Axis is very low, so the sensitivity feels great to me, but if you use default mouse sensitivity or higher, this addon might not be for you. @MadRussian, - Thanks for the nice and clear explanation. The transitions seem to be missing from SideWalking-SideSprint and Strafe L/R-SideSprint. I pretty sure I can definitely fix those. @andersson, - Not sure, but I’ll have a look later. @VictorFarbau, - At first I was thinking the faster ROF and using an effects mod might be the cause, still might be part of the problem, but maybe Q will indeed narrow it down to either the script in “TrueGameplay-Player-Fatigueâ€, the three “TrueGameplay-Animation-TransitionFixs†RPT errors, or something else. @Q, - Thanks, waiting on the details. - I just had a quick look and at least the rpt errors seem to be the incorrect animations - “AmovPknlMstpSlowWpstDnonâ€. I think they should be “AmovPknlMstpSrasWpstDnonâ€, but can those 3 rpt errors be the cause or might there be something else?
  9. @mrcash2009, I am not sure about the opacity idea as you would still be able to see everything infront of you. That means there is really no disorientation. Maybe I will test that later. Something with a camera would be best, but not luck so far. @DMarkwick, Yes, AI ROF is linked to distance. I adjusted everything as best as I could to get they're ROF at the speed in which we would fire using the more "sluggish" recoils in this pack. I didn't want AI firing too fast or too slow so a balance was made. Since it's all config work, you are limited in what you can do. Having AI pause fire at random intervals and conserve ammo at larger distance engagements might be possible via scripting, but I really have no idea. The best solution right now would probably be using VFAI equipment. @Styxx, Thanks, I got really lucky with catching a few of those moments like the PK @DMarkwick and mrcash2009, It's a highly secretive trick.... "this exec "camera.sqs"" Kidding, but I guess the trick to the smoothness is using TrackIR along with the keyboard and joystick. @Lepardi, Just search for AACFSOUND. That is what was used in the video. I think the screams are from Pack1? or is that also from AACF? @456820 , Open it up, it's pretty much self explanetory with the defines. You can do whatever you want privately. Just don't start throwing up slightly modified configs for download.
  10. Thanks for releasing the source to us. I will definitely be having a look at this.
  11. @Ike_fin, Yea, that would probably be a bug. Are you talking about having someone laser a target on the ground while you are flying? If so, I never tested that. If your talking about something else, please explain. @thegunnysgt, If your talking about the hud when flying, it's only one more bar and two text letters. Nothing greatly affecting your view. I took off the armor meter in the first place because I was hoping some knowledgeable person in the community would have made a standalone (like franze's flares) damage system similar to the one in the F18 or something like it, but nothing has shown up, so I really needed to put it back in. @Vultar, Not sure what XDD means, but this view actually simulates closer to what you should be seeing, as far as what the animations show when you look at someone else or yourself in 3rd person.
  12. @Salvatore_Lee, -It might work in SLX or some of it, but since I don’t use it I don’t know for certain. If the mod includes unit models that replace the default BIS ones, then this won’t work. -The p3d files are source files for how I made the mod. You don’t need them, they are for informational purposes only. @456820, -No, it is not possible, since this changes requires the entire unit model. @gL33k, -It doesn’t include USMC because BIS did not release the models for the community to modify. If they do, I’ll update it. @gL33k, -Thanks, it does finally feel complete.
  13. @mrcash2009, -Thanks, you’re the first one to really test and see the benefits in gameplay. The animation speeds, AI spotting/engagement,ect.. -Yes, AI will use burst and fullauto at closer ranges so they can burn out of ammo pretty fast. I could tone down the probability later on, but other then that there isn’t much I can do. You can use something like “Equipment AI†by Victor Fubar (“VFAIâ€), so AI will automatically rearm themselves of bodies. I haven’t used it much though. -About the roll effect, a better solution was to do something with a camera, but I wasn’t able to do anything with that in time, so this was the 2nd best solution. There needs to be something, since you can’t keep your view pointed straight ahead with no disorientation when you roll. If this is something that is extremely bothersome, I think you might be used to rolling too much. I also have no plans on separating it into a different pbo at the moment. -About the dta, not to my knowledge, but even if it was possibly, I don’t like using anything in the dta folder. Modders should try their best not to do anything in there. @Legolasindar, -Like I said, “TrueGameplay-Weapon-MissileControlAndStability†is VERY crude. Try not moving and aiming at the target with your crosshair. Speed and not aiming greatly affect missile stability and accuracy. If you don’t like, simply disable that pbo. It was something to not have you an AI lockon and fire when not even looking in the right direction. It’s a positive affect on gameplay in my eyes, even though its ridiculous at times. -*copy/paste*About the roll effect, a better solution was to do something with a camera, but I wasn’t able to do anything with that in time, so this was the 2nd best solution. There needs to be something, since you can’t keep your view pointed straight ahead with no disorientation when you roll. If this is something that is extremely bothersome, I think you might be used to rolling too much. @gunterlund, -I use 6th Pack1, but I would advise not to use the 2 latest packs as they will conflict with the TrueGameplay-AI and Weapon-Sway portion. There is not reason to use Pack2 if you use this TGM pack. Although, if you want the suppression benefits from Pack3 but not the conflicting AI stuff, just make sure you run @TrueGameplayMods AFTER @SIX_Pack3, so that TGM will overwrite. That should work fine, I hope. -If you use mando missiles, this is probably definitely not for you. Definitely don’t combine the two (Mando and TGM). I have no idea what would result from that, but I don’t think it would be pretty. @ 456820, -I already did and I like the speeds. No immediate plan on changing them. Well I turned off those components to try, think of this liek TrueRange AI but not so much, it seems to me much like 6th sense but more variables taken into consideration so its not entirely a mass shootout no matter what. I can say that this makes firefights longer and more intense for sure. Range is more than 6th sense but not so much that its unrealistic, in fact when I returned back to 6th sense on the same mission I was testing it seemed far too close before anyone would take a shot. And unlike truerange AI it doesn't seem like your completely shafted and its game over too soon. I do have my configs balanced with AI accuracy and also you have the value for the team settings in editor so it can be tweaked more. With other changes over all it does what its says on the tin, makes you plan better, study aim more, and plan moves (as you know you can just sprint like a madman out of harms way to easy). Correct, this is a fixed/advanced/complete version or TrueRangeAI. There were A LOT of things changed/added/tweaked since the beta. The 6th stuff was based on the old beta and some things were tweaked afterward.
  14. That mission is included in the download as well as 1 other actual missions and a bunch of other editor demonstration scenarios. ------------------- Mirrors updated, thanks.
  15. Yes, they are meant to run together. --------------------- It is due to "True1stPersonPOV". That addon is basically a for ALL units ingame, so it will conflict if you run other replacement units. Just disable that one addon and everything else should not be a problem. --------------------- Mirrors updated, thanks.
  16. One thing I forgot to ask about... "# new plants" Does this mean bushes and trees? Also, will the view geometry be decently precise for them similar to this? Even if not multiple cubes, at least one solid object that covers the piece of vegetation accurately? I just watched the video again !
  17. That pretty much sums it up. Phenomenal to say the least. That map is gorgeous as well. Any change you can tell us the size of the stunningly realistic looking beast?
  18. My goal is to release this, updated, and new TrueMods within about 2 weeks. I know I am making a serious mistake setting a time frame, but I am extremely close and I also need a kick in the pants if you will to get this done and released. Nothing is guaranteed of course, but 2 weeks is being conservative unless something arises, which seems to be all too frequent. No need to reply, just hang tight for a little longer...
  19. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>=================== TrueRangeAI – Beta v0.9 ===================</span></span> This mod (TrueRangeAI), the first phase of our upcoming AI modifications, will adjust only AI spotting distance and engagement ranges. We were both fed up with the fact that the AI would not engage us (or even see us for that matter) at ranges where we could easily spot, identify, and engage them. We are shooting for realism, and trying to make AI engagement ranges much closer to those of human players. So, now you have AI that will spot movement much farther away, and become aware of an unknown presence, "Man". As the unknown presence gets closer, they can identify it as friend or foe (this identification is easier with long distance optics or when taking fire). As well as AI that will engage you from 500+ meters away, just as us human players would. Firefights now can last a VERY long time. Durg and I have spent a lot of time on this mod – some research, but A LOT of testing. Since this is a Beta release, we ask for input from you, the community. Let us know of bugs/problems/suggestions. PLEASE when making a comment, try to avoid spreading/creating rumors regarding the AI capabilities. For example, we've seen comments on this board claiming that the AI are not affected by fog. This is not true. If at all possible, please provide a test mission, or screenshots to backup your assertions. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>======== FEATURES ========</span></span> - AI that will spot a man from 550m-800m and identify as a specific unit from 250m-350m. - AI that will hear gunfire from 1000+ meters away. - AA units will now engage Jets. (In default ArmA, AI AA soldiers would not fire at Jets, only Helicopters. TrueRangeAI resolves this issue.) <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>========= GAME PLAY =========</span></span> -This mod does not change AI at short ranges, only lengthens their spotting and engagement ranges. So, you will still have the same engagement in close quarter areas, but now when much farther apart, the game is quite different. AI will engage at 500+ meters. - Firefights are changed dramatically with this mod. AI movement is much slower, due to them keeping an eye on a threat or possible threat, which in turn slows down actual game play. So, a firefight between 2 squads can last minutes instead of seconds depending on how far apart. - It is also much more important to use cover and make a cautious approach. If you are not careful, you give the AI the upper hand and they will have a greater chance of tearing you down before you can. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>======================== AI Skill Control Via Mission/Editor ========================</span></span> - You can control how far you want AI to spot and engage you via the skill slider in the mission/editor. - Skill slider from MIN-MAX can be the difference of...... - 550m-800m identified as a "Man" - 250m-350m specific identification (friendly or foe) <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>============ KNOWN ISSUES ============</span></span> 1) Since there is no way to effect AI spotting with camouflage and environment, AI will spot the same in a desert or grassy environment. Sadly, there seems to be nothing we can do about this, other then trying to find some kind of balance even though this is not ideal. <span style='color:red'>If something can be done by BIS, like assigning each unit a camouflage value for each type of texture (grass, desert, stone, ect..) a unit is near, this issue can be much better resolved.</span> 2) AI under your command don't like to listen to you sometimes. I believe this is due to the fact that they have spotted someone that they consider an immediate threat. When this is the case, they may not always follow your orders and will instead keep the target in sight. Ex.1 - You tell an AI to hold fire, but they are consider an enemy to be an immediate threat, so you order is overridden. Ex.2 – An AI under your command is targeting an enemy, but he won't follow you orders to move to a point. He won't move until he no longer feels threatened. This has always been a part of the game, but is more noticeable with the longer engagement/spotting distances. 3) AI lack a conservation of ammo. We adjusted rate of fire to prolong firefights and lower loss of ammo, but this is just a temporary fix. This issue will hopefully be resolved in a later mod. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>==== FAQ ====</span></span> Effects to bushes? This mod does not effect AI sight through bushes. AI will still have the same sight through trees and bushes as they always have. It does not make sense to lower AI spotting ranges just because they can see though more vegetation then you do. This issue however will be resolved sometime in the future. Enough said. Effects on Fog/Rain? Fog does effect AI's sight, so our mod should not give them any advantages over you. MP Compatibility? If used on a server, this mod controls all AI except for AI that is under the control of a client. If the client has a squad under his command and is not running the mod, his AI will be the default ArmA AI, and the client will be at a disadvantage. If the server is NOT running the mod and the client is, only the clients AI will be effected by the mod and the all other AI on the server will be default ArmA AI, resulting in a cheating client. SERVER ADMINS - Please block/require this mod as needed to ensure fair game play. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>====================== Future Plans For TrueRangeAI ======================</span></span> - Test and tweak infantry > vehicle, armor and air spotting and identification ranges. - Resolve issue of infantry not engaging helicopters with small arms. Fix, test, and tweak this area. <span style='color:darkred'><span style='font-size:12pt;line-height:100%'>=============================== VIDEO - featuring "TrueRangeAI" by ArmAVidz ===============================</span></span> <span style='font-family:Tahoma'><span style='font-size:12pt;line-height:100%'><span style='color:darkred'>TrueRangeAi </span></span></span><span style='font-size:11pt;line-height:100%'><span style='color:darkred'>"Realistic Engagement & Spotting Distances"</span></span> <span style='color:darkblue'><span style='font-size:10pt;line-height:100%'>YouTube</span></span> <span style='color:darkblue'><span style='font-size:10pt;line-height:100%'>Filefront - Hi Quality Download</span></span> <span style='color:darkred'><span style='font-size:12pt;line-height:100%'>============================ DOWNLOAD - TrueRangeAI Beta v0.9 ============================</span></span> <span style='font-family:Tahoma'><span style='font-size:11pt;line-height:100%'><span style='color:black'>TrueRangeAIv09Beta.rar</span></span></span> <span style='font-size:10pt;line-height:100%'><span style='color:darkblue'>FileFront</span></span> <span style='color:red'>=========================================== <span style='font-size:12pt;line-height:100%'>WARNING – May cause damage to your ego.</span></span> - This mod does not cater to individuals that want a huge upper hand on AI. The initial goal is to have AI with the same abilities as you do, the human player (1:1 ratio so to speak). If you can shoot and kill an AI at 500+ meters, so can they. That is the point. If you want to tone down the AI a bit, simply turn down the AI skill (slider) in the editor/mission. You have been warned! <span style='color:red'>===========================================</span>
  20. There are some issues with binarizing and normal maps. The normals are not showing for some reason after I binarize. There is also still the issue with the 5tTruck gunner view. Those are the only two issues remaining.
  21. Rg

    IMWM

    @bravo 6, Nice looking map! I really like the overall layout of the the area. Nicely spaced out with clusters of buildings. Should be good for gameplay. Good luck with it. I was thinking the same thing. It's as if v1.0 of the mod was already released and v2.0 is next
  22. Sorry, it was a little misunderstanding on both ends. I said "...but the UNCHANGED Pilot class should be used for flying jets (Anything with a hud, so jets and ka50).... So, every unit uses the same setting except for the pilot which will remain unchanged." Then I got confused when you asked "Is it possible to flip the thinking on what models get the fix?", because I already intended on leaving the pilot class alone, which is what you also want... "i.e. all units get the fix, but pilots receive the original setting. Just the price of being a pilot ". ------------------------- Just to be extra clear - Every unit will receive the view change except for the PILOT class which will remain UNCHANGED (what you see now in ArmA). The only "major" issues are the Air vehicles, so only the jets and Ka-50. I don't quite see a need to leave the crewman class unchanged right now. The only issue with the crewman that I see is with the m113 driver, but that can be fixed by the vehicle model itself. Probably not right but if I had to make a guess I would say to appeal to a few more of the streamlined people. We know that streamliners and even some simmers don't like things cluttering up their screen, most HUD pieces you see are always in corners or edges of the screen. So BIS moved the camera position so that the gun would not clutter up the center but instead off to the corner where it would block less and be less distracting, personally I don't like it, I prefer the OFP style which would be the right eye. I would have to disagree. I could be completely wrong, but I still think it has to do with pilot positions in jets. I don't see anyway to move your player model position in the cockpit. The body and legs are positioned perfectly along with the hand on the stick. There is no room to move the body, so my guess is that they had to adjust the pilot memory point higher and to the left for everything to match up. Since I know nothing about modeling, I could be completely off, but it makes sense to me that you would adjust that small thing rather then re-due all the cockpit models and/or player position/animations. I'm extremely happy you posted and want to further adjust your badass "ACU dudes". Check your pm ======================== After doing a quick run through with all the vehicles, two issues came to my attention. 1) *EDIT* It turns out that the m113 is fine. It's my fault for having some other mods enabled when I tested this. Not to say it's related to SLX_vehicles, but when I disabled that mod the unit sat correctly in the m113. Again, it may not be related only or at all to that mod. It was just a quick observation when I disabled it. However, problem #2 below is still an issue that needs to be resolved. 2) The gunner of the 5T truck cannot look down the sight of the gun like the gunner of the hmmwv can. Even in default ArmA that's the case (your eye is slightly higher then the horizontal ironsight alignment, so you see the tracers going slightly up). This one mounted weapon was not set up correctly. I have to look into this, but I possibly have to create a memory point in the vehicle model or the gun itself. Right now, with the view change you either have to use the crosshair to aim or aim with the tracers, since you view is down and to the right. This should be fixable. (If anyone wants to shed some light on this, please do. I'll start looking into it later.)
  23. Firstly, bow down to Arktan and his 8-string Secondly, IF I understand you correctly (You want all models to have this change, including the pilot class?), I can't justify messing with the view of the pilot class since it is lined up correctly right now untouched. I am certain I would get tons of complaints about that if I messed with it. It just makes more sense to leave that class alone to have the correct view when flying.
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