stun
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Everything posted by stun
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ArmA2:OA Beta Patch Build 77706
stun replied to Berliner19's topic in ARMA 2 & OA - BETA PATCH TESTING
Thanks for adressing so many issues BI. I'm personally finding the formation to be too rigid again. It is interfereing with the AI finding their own cover when under fire. Overall I actually liked the formation in the previous beta. I hope you consider softening the formation a bit when units are under fire. -
Try the movement/animation elements of the SLX mod. I'm pretty sure it smooths out some of the clunkiness - particularly for sideways movement (side stepping). For me personally the only time I find it excessively clunky is when side stepping as the anims are all messed up - excessive gun bounce.
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ARMA 2: OA beta build 77159
stun replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
I'm not sure when it was introduced, but i've noticed that OA is not spreading the CPU load between cores as evenly as it used to. I seem to have one core at close 100% on heavy missions while the other three cores are well below 20%. Anyone else noticed this? -
You can't. suppress will only work on location where the AI knows there were enemies recently. i.e. they saw the units move behind cover, but they can't see them now because they are crouched behind cover.
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As far as I know Keep Low (copy my stance) is used to set the units back to the their default status i.e. aware, stealth etc. It cancels a stand, crouch, prone order. So technically it doesn't order the unit to copy your stance or keep low it just sets them to follow whatever mode they were in before they were told to crouch, stand etc "Engage" orders unit to break formation and attack a target that has been assigned previously. Once the target is destroyed the unit is no longer in engage mode and will return to formation. If no target has been assigned the unit will not break formation. "Engage at will" keeps the unit permanently in engage mode, so every time you assign them a new target they will charge off and attack it. Disengage cancels the engage at will command (it reverts to an engage command). I believe they will still attempt to destroy the current target, but will then return to formation. To completely cancel the current engage command you need to order the unit to return to formation.
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ARMA 2: OA beta build 77159
stun replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
From the limited testing I've done they don't always seem to run ahead. I could be wrong, but I get the feeling that they move ahead because there is better cover when they are under fire. If I don't want them moving forward I just give them the hold command. I don't mind them getting forward when I'm under attack I've never liked the fact that when under fire the squad leader would get picked off first for taking the point position. In my opinion, it looks pretty cool when the AI track forward into cover. While there are lots of areas that need to be improved (Convoy behaviour for instance), it's good to see BI spending some time enhancing the AI; it's been long over due. @SFJackBauer Apologies mate, I thought you meant Danger/combat mode (i.e. under fire)- but as you meant aware mode, I agree with you - they should maintain formation and follow orders while they are in aware mode. -
ARMA 2: OA beta build 77159
stun replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
Except in real life if you are under fire (combat mode, so to speak) your priority isn't to keep formation it is to get to the closest cover. If the AI tries to stay in formation it may not be able to make it to cover. If you want the AI to stay in formation when under fire you might be happier playing the original Operation flashpoint as the AI was quite happy staying put to get slaughtered like a bunch of idiots back in the day. Despite the fact that the AI is moving out of formation, I've found that in the current Beta it does follow commands and will attempt to move where you tell it, or follow you far more rapidly than it used to. The added bonus is that it looks for cover along the way. -
ARMA 2: OA beta build 77159
stun replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
I'm definately enjoying the fact that I don't have to baby sit and micro manage the AI as much. So far I'm loving the changes to the AI. It really does feel sometimes like I'm playing with humans rather than AI. Had a couple of cool moments when I ordered my squad to attack an enemy and they automatically split into two teams and flanked the enemy using bounding overwatch. The AI seem to have more purpose about them - they don't seem to be milling about like headless chickens as much. Top Job BI, keep up the good work! -
ARMA 2: OA beta build 77159
stun replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
So far I'm liking the new AI. I haven't had a chance to test it much, but it feels more right somehow. -
I just played through the Light Show mission using the latest beta. 1-2 shots was enough to kill the enemy using the default weapon you start the mission with. Are you sure you're not running any mods?
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Mechanized Infantry Tactics Script
stun replied to Sirex1's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great stuff, I will test it out. Thanks for creating this Sirex1. -
Weird Glitch sends vehicles into space.
stun replied to tumble_dry's topic in ARMA 2 & OA - TROUBLESHOOTING
Custom addon? Isn't it the Warrior IFV from BAF? -
Mechanized Infantry Tactics Script
stun replied to Sirex1's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Sirex1 you could ask Das Attorney about how to convert your script into a pbo I believe he has done it with his all round defence script. -
Mechanized Infantry Tactics Script
stun replied to Sirex1's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you planning on making a PBO version so that it automatically works for all existing missions? -
The beta doesn't overwrite any game files, it just creates a new "beta" folder in your "expansion" folder (or root A2 folder if you don't have OA). to uninstall the beta patch you just delete the beta folder. So when the next official patch comes out you won't need to reinstall as it will be installing over the top of the previous official patch and not the beta.
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Bizzare performance after upgrading, issue?
stun replied to tacticalnuggets's topic in ARMA 2 & OA - TROUBLESHOOTING
I use a 5870 with vsync on and and when playing missions on Cherna my card often pushes to 100% Playing on Takistan it doesn't seem to go to 100%. I guess the card only uses what it needs to render the scene. -
kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
stun replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That's great news mankyle. I'm really looking forward to making some missions for this island. I hope you get permission to release. -
Regarding gamebooster you might want to google "iobit accused" before visiting the iobit site; iobit are the maker of this software. The interweb has some interesting things to say about them. I use Auslogics product. It seems to do the job.
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I have enjoyed the PMC campaign so far, but are the performance issues likely to be addressed? I have a mid to high level machine (i7 @ghz and ati 5870) but on some of the missions - most notably the first - I have so much stutter and frame rate drops that it made the mission frustrating and unpleasant - it completely detracted from the quality of the mission? If my machine is struggling I can only imagine what it is like on low to mid range machines. I would be interested to hear how well the PMC campaign runs on the Dev's machines and what their machine specs are. Arma normally runs really well on my machine - the exception is a few of the BI campaign (Harvest Red and Arrowhead) missions. I suspect it is due to the overuse of heavy scripts and the civilian module.
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ARMA 2: Private Military Company 1.00 released
stun replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Is anyone else experiencing really poor performance in mission 1 (Inception) and and mission 4 (Confirmation) - my frame rate drops like a stone. I'm a bit surprised as my system is fairly decent - i7 @ 4ghz, 6gb ram and ati 5870. In the first mission I was getting a strange stutter that occured at regular intervals - I figured it must must be a script hammering my cpu as one of my cores was at 100% for the whole mission. -
ARMA 2: Private Military Company 1.00 released
stun replied to Dwarden's topic in ARMA 2 & OA - GENERAL
I guess I've had the same thoughts as mrcash2009. Apart from the original flashpoint this is the first BI product I haven't pre-ordered. I will wait and see if BI drops the price at some point in the future or bundles it with a DLC that gets me excited. -
Does anyone know what the equivalent scripting commands are for the ingame "move" commands i.e. Flank Right, Stay back, advance etc? Is there in fact any easy way to script these?
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Scripting move commands
stun replied to stun's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The use I had in mind is this: An APC joins an infantry squad (in which the player is not the squad leader). I then script an order for the vehicle to "keep back" so that it can offer fire support from behind, while the infantry stay ahead to take out enemy AT teams. It would be strange if BI hasn't allowed the use of the move commands via script, as I would have thought they would by quite useful. -
Nearly no FPS Change in changing settings? Always ~ 22 FPS on a decent rig
stun replied to DrFire's topic in ARMA 2 & OA - TROUBLESHOOTING
Dwarden, that's classic, I just about spat my coffee on my screen laughing - you just named the four fastest single core cards on the market in order to have great game play. It does explain why bit-tech.net have started using A2:OA as a benchmarking app, I quote from their website: "Speaking of engines, Operation Arrowhead is still a massive challenge for any PC to play smoothly". I have an I7 @ 4ghz with a 5870 and it struggles at times with some of the campaign missions. I can't help but think the steep hardware requirements for A2:OA are doing BI out of a lot of sales - essentially everyone with a low-mid range gaming rig. Can I ask what your current dev rigs are? -
Since installing the ARMA2OA_Patch_1_50_to_1_55 patch to my combined operations A2 seems to have started writing the Arma2 CFG to the A2 root folder instead of the \Documents\ArmA 2 folder. I also get the following error messages: When I click on my A2 short cut i get: No entry '.profilePathDefault'. And when the game menu loads I get: Cannot load texture core\default_co.paa. I have tried launching A2 using the shortcut and the exe itself, both have the same result. I only installed the ARMA2OA_Patch_1_50_to_1_55 and the BAF updated patch. My OS is win 7 64. Anyone got any idea what is causing my Arma2 cfg file to start getting written to the root directory all of a sudden and cause the error messages? I have no problems running A2OA, this only seems to affect A2