bigshot
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Everything posted by bigshot
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Is this version currently working as of May, 2022? Does it require a dedi? Also, I didnt notice any explanation of how this version differs of it's features, etc....so can anyone tell me if this has AI commander and can be played by yourself where you recruit units into your group?
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How does one use the repair trait to repair a player vehicle? I've unlocked the trait but how does the vehicle I'm in actually get repaired? Also, as I go about the towns I notice it's mostly quiet, not much enemy around...whereas the old Warfare/CTI missions to have a few dozen bots in many of the towns...which starting param should i play with to adjust it so theres more enemy around the map generally speaking?
- 634 replies
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- cti
- ai commander
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We understand...not sure you do VR though...do you understand that in order to get 4k in VR you need to proc 8K in reality? The minimum you would need right now is to proc 4k and that is just for the graphics having nothing to do with the heavy cpu loads that the terrain processing, AI and armored vehicles require. CPU's need to be stronger, VR needs to be able to handle much higher res, and arma needs to utilize more than 1 proc...VR needs another 5 years+ before it's ready for prime time...and this comes from a real VR fan with lots of time in MSFS VR, which is basically the limit of what you can do in vr right now (albeit kinda half-arsed). Opening it up makes no difference if it wont run. I've seen much less cpu intensive games that wont run well..its the norm right now...vr has made some nice headway in the last 5 years...but it needs at least another 5, if not longer really...it's just not powerful enough yet. Could you make an Arma version that was built for VR from the ground up? No I really dont think you could, right now, and still have it resemble the flatscreen gameplay and performance. Again, by the time you had it running well enough for ppl to stop yelling it would no longer resemble what we know as Arma.
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I dont believe at this point in time you could actually get arma size maps and all it's assets (such as all the heavy armor vehicles) to run well enough in a headset all while looking good and at a proper fps rate. There would have to be severe limitations imposed, including things like graphics, AI, heavy vehicles as well as greatly diminished map sizes. I don't see it happening right now...but you cold probably make something like it but with tiny maps, different AI, and no tanks and reduced graphics, etc...but then it wouldnt really be arma anymore, IMO. I'd also like to see arma in VR one day, but i think that the vr tech needs more time to improve first. Arma is just too "deep" right now for the vr platforms.
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When they go back to their roots and release a title that includes the old COOP style Warfare/CTI missions from OFP/Arma1/Arma2 AND with vastly improved AI behavior, THEN I will support it and for any amount of money they want. But not now, not at this stage of what we're getting, and certainly not with PvP being it's main focus as it is. Just no.
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Try playing some shooting games now in VR where aiming is closer to real life mechanics. As 2d/flatscreen games go, the Arma/OF series since 2001 has never been what I would call "easy" for aiming, shooting or certainly movement. Only my opinion of course, but I've never played another flatscreen shooter that was more difficult than this one. Keep in mind that I do NOT play on huge monitor sizes as most ppl do nowdays...so if you're playing on something thats 36+ inches...no wonder you find it easy 🙂 Anyway, ever since going over to VR a few months ago I haven't even thought about going back to flatscreen 2D shooters.
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Vanilla Shooting Accuracy of Vehicled AI
bigshot posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Been spending quite some time trying to figure out why it seems that the shooting accuracy of arma3's vehicled AI (normal ground/foot troops aren't effected) seems to be ignoring the actual setting for it. I have spent days writing and rewriting script in my Duws Modified mission in an attempt to find a way of setting the AI so that they will not be able to shoot my nipples off through a keyhole at 300m, but to no avail. I have searched high and low scouring the forums and trying to different snippets of spawning and setskill codes...and while I have found a few different ways of getting the skills set for gunners and commanders...it all never seems to make any difference because even though the skill number is setting correctly the AI inside the vehicle is still shooting with an accuracy that simply does not equate to its accuracy setting (and other sub skill settings). It's as if the AI, once inside a vehicle is simply ignoring the accuracy settings altogether (no matter how I spawn it makes no different...ive tried with creating units first then crewing it up, ive tried spawnGroup with vehicleCFG's and a few other ways). Now I know the scripts are working as they should, and I know that I can set accuracy all day long for ground troops without issue and i can get them to have trouble hitting the side of a barn if I wanted to ... so im summizing here that there is something different effecting AI behavior in vehicles that goes beyond what their skill setting numbers are at. Does anyone know what can be causing this? (I have no config addons that effect AI in anyway). I do have cba installed. Or..is it known that they broke the AI again? (well the VEHICLED AI anyway). -
Community Upgrade Project - CUP Terrains
bigshot replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@AZCoder Yes, it's working now though...earlier tonight it was complaining that too many had downloaded the file. So I guess there's a cap in place. They must have lifted the cap now. -
Community Upgrade Project - CUP Terrains
bigshot replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there anywhere to download this, other than the steam workshop? Your Google drive link is no longer valid -
Looking for older casual players who are over age 40+, like myself (in my 50's), to play the Dynamic Universal War System (D.U.W.S) Coop mission together (which I've been developing since 2013). I've stopped publicly distributing the mission years ago but continued to develop it and play it with friends as it is now at version 1.95 as of November 2020. I have been keeping it up to date and am interested in finding players my own age who remember the mission and are at least somewhat familiar with playing it already, and would like to play on a regular basis with me. The mission is all coop (no PvP) and this is not a mil-sim group. I'm just looking to find 1 or 3 friends to play privately as our time and schedules permit. No rules, no role playing BS...just a few friends hanging out for some water cooler voice chat and playing some coop bot games together whenever we are in the mood, period. If you have a microphone/headset, please contact me either at my Discord channel or you can send a friend request through my Steam profile page. Discord voice channel here: https://discord.gg/yp7yJuu9T6 Steam Profile page here: https://steamcommunity.com/id/bigshotlongisland/ I also enjoy other games such as various shooters, open world driving games and flight sims as well... if you're interested you can have a look at the games list on my Steam profile. I'm Eastern Time U.S. Please...no clans, or recruitment offers. Thanks, Dave
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Will be playing some DUWS this holiday weekend! If anyone out here remembers this mission and would like to join me to play it together, give me a shout over on Steam voice & my Discord channel. STEAM FRIEND CODE: 33261597 DISCORD CHANNEL: https://discord.gg/yp7yJuu9T6 Casual gameplay is perfect, no serious mil-sim stuff here. See you!
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BigShot's DUWS Modified Re-releasing soon!
bigshot replied to bigshot's topic in ARMA 3 - USER MISSIONS
Will be playing some DUWS this holiday weekend! If anyone out here remembers this mission and would like to join me to play it together, give me a shout over on Steam voice & my Discord channel. STEAM FRIEND CODE: 33261597 DISCORD CHANNEL: https://discord.gg/yp7yJuu9T6 Casual gameplay is perfect, no serious mil-sim stuff here. See you! -
lol, Im guessing that the written English language is not your native one 🙂 You posted the exact thing I had already mentioned that I had found myself and was not looking for. That version is old and It is not compatible with the new SOG DLC as many things are not properly functioning. I was hoping there was a recent update but, apparently, there isn't any update as of yet. Thanks anyway
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Yep...I know, I know...but honestly, If anyone's seen my posts/questions about this terrain before it's release it becomes apparent that my expectations were already quite subdued because I inherently understood that if the terrain was released without enough AI pathways then those AI will not properly traverse. It's up to the map makers to create those pathways if the AI had any chance at dynamic thought and movement upon the terrain. What I don't understand is...since they provided a way for users to create invisible pathways through certain sections then this means that the map makers could have done this themselves and in doing so could have provided us with a more AI friendly environment to begin with. I ended up buying this DLC only because of the half dozen or so folks in my Discord channel who were hyped by all the attention and they wanted to try it, regardless of my warnings...so I threw $20 at it even though I was afraid I'd only end up with what I'd consider to be a PvP map...which in the end it truly is, unless you are into shooting at sitting ducks in red zones. Where exactly the fun in doing that is, I do not know, I mean other than some brief shooting practice of course...you know, which is fine for some short lived entertainment. It's difficult as a mission maker to be so easily entertained by the the AI behavior in this DLC when one understands what is actually possible and how much better it can be when playing against enemy bots which aren't always just hanging around within a 100m circle inside of a town. It's like going to a commercial trout pond to go trout fishing...you know exactly what to expect. Great for kids, but there's only so much fun to be had after awhile. Back in 2001 I can remember that it was the dynamically oriented CTI missions that were extremely helpful in getting the franchise to grow and become popular. It took a LONG time for people to accept Flashpoint and to learn how to enjoy it, and the CTI missions were the first large missions which actually contained DYNAMIC Ai (AI which traversed the entire map with patrols found in between the red zones). It was this dynamic type of play where you and your friends were up against an "always on the move" enemy that sparked a revolution for this franchise and really helped to turn it around inside the retail consumer market. People started having so much fun with it that Flashpoint finally started catching on in the consumer market. Once Arma 1 eventually released many years later there was a new CTI released very shortly to go with it. As time passed, dynamic AI became more and more prevalent in missions and more sought out by players...and here's the KEY.... they worked reasonably well only because, for the most part, the terrains had enough pathways for them to traverse it. Yes, maybe 20 out of every 100 units would still get stuck or lose their way around the maps and people complained (hence the term arma'ism) but now instead of only 20% of the AI screwing up, on this vietnam map, it's more like the other way around where 80% of the AI is getting hung up because they cant detect a pathway to a distant waypoint and perhaps only 20% of them will actually move well enough to reach it. Operation Flashpoint, Arma 1 and Arma 2 (at least in part) and Arma 3 (also in part) have default maps which provide the AI with enough pathways (whether the paths be invisible or visible) to traverse it. IMO, if anyone knows how to provide invisible pathways for this terrain it would go a long way to helping this DLC have true longevity and even help to bring some of the old players back to the franchise.
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But what are all the externally scripted mission makers supposed to do? These pathways need to be added all over the map by the map makers so that clear AI pathways are not something that is "editor only" access...most large missions are externally scripted. I cannot get Duws working with this terrain because of all the AI related bottlenecks. Duws depends upon both friendly and enemy AI being able to traverse the entire map by themselves with dynamically generated waypoints...this is for dynamic patrols on both sides. When playing Duws the enemy actually hunts you down from kilometers away and keeps moving all over the map, unlike what we're seeing now in every mission that is AI based which is where enemy are simply dumped in 1 spot and pretty much just wait there to be annihilated. Missions like this are just target practice, IMO and get old fast. We need to be able to use DYNAMIC moving AI. It's very nice to have a plausibly realistic terrain, I understand this idea. But when it gets in the way of itself by drastically limiting the gameplay itself, then it actually becomes a hinderance. The AI (both foot soldiers and vehicle'd) needs to be able to quickly get around all sections of this map, otherwise the map either gets relegated to PvP, or you will only have static targets for PvE missions. My friends and I have yet to find 1 single mission we like playing where you are working at taking over areas and running into dynamic enemy patrols (that don't just spawn nearby wherever you, for effect). This is because this map does not support such missions. The question for me then is....will it ever? Are the authors aware of the issue and plan an update that will correct this? I'm really asking because I have no idea.
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is there a direct download for the most recent version of this mission for the cam lao nam map? Thanks!
- 9 replies
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- helicopter
- transport
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Is there a direct download link to the newest version of this mission for the cam lao nam map?...all i can find posted around github is something from Sept 2020.
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Without too much testing yet, it seems that open world type missions where you depend upon enemy AI to traverse large sections of the map and hunt you down and patrol large areas are going to be problematic. I can see a mission type such as Evolution working here, since it requires very limited movement of the enemy AI since they tend to stay in small locals and you go hunt them down yourself anyway. For that type of mission where you're just dumping some enemy groups and searching for them on foot its ok I guess. But to get something like Duws to work on this terrain will likely never happen, not in it's current scope anyway. Something like it might be possible with infantry only and on a smaller scale though...but it would take alot of work and rewriting to do it justice.
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Running Mike Force on a dedicated server
bigshot replied to Rogue Ryan's topic in ARMA 3 - CREATOR DLC
Ah well, its such a shame really...doesn't seem to be anything out there anymore that's based upon how this franchise was originally intended to be played...a human w/team of friendly troops. I guess the next version of Arma will be much more geared towards PvP I have a feeling as it will be much cheaper to do that, and lord knows that Bohemia has never had the gumption to reinvest any profits into the game's AI. End of an era really, a pretty sad end for those of us who used to appreciate the original intent of the game from back in 2001. -
Understood...what about that Mike Force mission? Sort of like a CTI with an AI commander on your team? Wonder if this is good for one person to play with?
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Running Mike Force on a dedicated server
bigshot replied to Rogue Ryan's topic in ARMA 3 - CREATOR DLC
I read that it's ok to play it on LAN with only a few players...but can this actually be played by yourself on LAN, where there are blufor AI going about helping (like in a CTI mission with AI controlled commander)? -
Right, so I'm just wondering if there's anything for me to do with this dlc to enjoy playing it alone, out of the box without more 3rd party mods mods attached to it.
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I do...i ONLY play coop (never PvP)...but most of the time I end up needing to play the Coop missions alone so Im mostly interested in playing coop mission where you can recruit friendly AI to play alongside and are not too difficult to complete for 1 person and a small team of dumb AI 🙂 If it had this sort of a dynamic AI mission out of the box I think Id be more interested. The campaign sounds like it's half way to being like this except that it doesnt offer AI team mates and is likely too difficult for 1 player...doesnt sound like theres much to do by yourself in the dlc.
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@Private Evans Hi... thanks for the info. I understand that there are other 3rd party missions that will be or have already been ported over to use the SOG assets and terrain...I have my own mission which I can do the same with (D.U.W.S. Modified). But what I'd really like to better understand is what exact MP coop mission/s which can be played alone (other than the SP campaign which from what ive been reading is not fun for one player) is included "out of the box"? Also, has anyone played a large island-wide dynamic AI based mission yet (like Duws for example or any other)..and if so how the well or not does the AI traverse the terrain during long distance treks in vehicles? Can they get around the map on their own accord pretty well while in armored vehicles for example, or are they inconsistent at best? Considering the expansive amount of mountains and trees I would think there are too many things to slow them down or trap them making long distance treks in vehicles too slow and not very reliable in such missions where this is a requirement? Thanks!
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Coop = PvE, How much Coop then is actually in this dlc? Which MP modes can be played where its human vs AI (w/ no PvP at all), and can you play some of this alone on an in-game hosted LAN or is it too difficult? I want to know if this is only good for when there are lots of players online, or can you play the mp coop modes just as well alone?