bigshot
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Everything posted by bigshot
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Mikie...I've been away a couple months and was wondering what's happening with this...are you planning on releasing a version which works with the beta, or have you decided to drop the idea?...just curious.
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Has AI Skill Been Addressed Yet, or even mentioned by devs?
bigshot posted a topic in ARMA 3 - BETA DISCUSSION
...just asking since I've been away for awhile. Has Bohemia reconfigured the AI skill level issue (ya know, the one where we all turn down the skill to .2 because the AI is crazy hard?). ...and how about adding the 2 sliders into the UI (1 for general skill and 1 for precision aim)...have they added this yet, or have they even mentioned it? Thanks guys for any info on it. -
Has AI Skill Been Addressed Yet, or even mentioned by devs?
bigshot replied to bigshot's topic in ARMA 3 - BETA DISCUSSION
No, there is no reason to discuss the faults of the AI anymore, it's already been done to death. I created this thread simply to find out (after having lost track of what's been happening around here) if Bohemia has yet turned down the precision on the AI and if they have yet added (or mentioned anything about adding....) a Precision Slider in the difficulty options of their in-game menu. These are 2 things myself and my Arma buddies have felt was way overdue so I'm eagerly awaiting any word on this. Thanks everyone, but didn't mean to have this turn into a full blown discussion. My question has been answered (although its not the answer I had hoped for). -
seems to have no effect for me since I still have 4 screens to wait for before game menu appears...-world=empty works fine though. Ive read other folks using -skipintro and -nosplash so I'm a bit confused why I can't get it to work correctly.
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Not liking the new Fatigue system - Jogging should not be penalised
bigshot replied to -=seany=-'s topic in ARMA 3 - BETA DISCUSSION
Another fine example of how attempting to emulate real life TOO much will simply end up being more annoying than gratifying to most gamers. So what, now I'm expected to have to WALK a kilometer? Who has the time for this, honestly. Sorry but I tend to agree with the OP in cases like this. Don't understand why the devs love to listen to the top 200-300 hardcore players when instead they should be hiring local focus groups who never played the game before. Realism is one thing but reality is another... it's as if they're trying to shoot themselves in the foot...nobody I know wants to play this anymore :-( Maybe they need to make 2 versions...1 for the hardcore fans who have the time to play 20 hours a week...and another more fun version for the rest of us, heh. -
well, you could make different starting locations and each of those would be near to a task area (like it is now...except that you'll have more towns/areas to play in)...in other words...have task area A in the North, task area B in the East, task area C in the South, etc, and each area could be about the same size as you have now with each task area having its own starting point nearby (startpoint A, startpoint B, startpoint C, etc.). Then, in the params menu set it up so that the player can choose which portion of the map he feels like playing in (north, south, east, west portion of the island). Whichever one he chooses would be the only one to get initailized. So, if I choose to play in the North, for example, the mission would only initialize Task area "A" and Starting point "A". ...im sure you get the idea :-)...this way each time you play the mission you have the option of playing it in a different area of the map!
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
bigshot replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
well i wouldn't want to use six updater either (its just a personal thing, i prefer self installing/updating my mods)...but instead of being nasty I guess I would just stop using any mod that forces me to use that SIX thingy, heh. -
sounds good, Mikie...and we should be thanking YOU:bounce3: Not sure what sort of ideas you're looking for in regards to using the whole map...do you mean because there are not enough buildings to hide cache in, or do you mean the scripting issues? If you're referring to scripting problems then you can have a look at this mission here: http://forums.bistudio.com/showthread.php?150940-watch-crCTI-Kastenbier-Edition It makes excellent use of random start points and randomly activated task areas on the entire map...perhaps you could learn something by examining those scripts. If, however you are asking for ideas of how to get around the lack of buildings issue, yea...would have to think about that...but im sure once the larger Altis map gets released there will be lots of areas that would more easily fit this type of mission...Stratis is kinda difficult for sure...not much you can do with it since there's only 1 small town. Try leaving caches out in the open in well forested areas maybe...and use the camps....the gameplay might be a little different than the Marina area but im sure itll still be fun. Don't be afraid to experiment...Stratis is only the testing ground for what is coming next with Altis...with Altis you will have a field day of it im sure!
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
bigshot replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
what does this mean?...is he saying that we're being forced to use the Play with SIX front end in order to accomplish something with this mod?...i dont get it. -
Interesting game mode, I've never see something like this before that was playable against the AI and I like the concept alot. Here's a little feedback for you...keeping in mind that I only played this alone on LAN against the AI only (no other human connections involved). There might have been couple of small glitches such as: 1. Sometimes the match went on for 4 caches, even though it was set at 3. 2. Once it seemed the cache never spawned because I couldnt find it anywhere within the colored marker area...i checked and re-checked in every building, and even in a bunch of buildings outside the marker to no avail, then i got killed and upon respawning back at base I immediately heard the enemy AI blew it up...could never figure out what happened there. I played thru the mission 3 different times and this occurred only 1x so far. 3. Sometimes the enemy AI doesnt do too well at blowing up the cache...theyll sort of loiter around the house and go inside but they dont always blow it up...especially if we are shooting at them from outside the house 100m away. Not sure theres much you can do about that right now since the AI is not up to snuff yet in A3. Even so, when it works right they DO blow it up and that's alot of fun :-)...never seen someone make the AI interactive like that before...nice work! Some things I'd like to see (dunno if you're interested in taking requests or not, but if you are, here are mine): 1. Adjustable AI skill in params menu (range from .10 to .90) 2.Random starting locations and random cache towns/areas around Stratis (use the whole map) Currently it seems this only works in that 1 Marina town and after finding the cache it usually respawns pretty close by again...this needs to be alot more random and varied to keep it interesting I think. ...love the concept though, please keep at it and keep it growing!
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I see what you mean, but since im able to keep reproducing the error by simply saving and resuming a few times immediately after spawning into the mission (in other words you dont actually have to start playing around in there killing things and spawning new vehicles, etc) I wouldn't really know how to check and see what new unit or item (unlisted in mission.sqm) might be spawning in by itself within the first few seconds of mission start. Im at least glad this works now though...now ill be able to play the mission all the way through, a little bit at a time, as time permits...instead of always having to restart and play only through the first few towns, heh.
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yea maybe. There are a few addons that cause this issue...one that i read about is ACE (though I havent used it in months, and never in arma3 yet). But, if you have some ace code in there perhaps that is why?, dunno really.
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Just a heads-up for those who want to use save/resume with this mission on non-dedicated hosting. I found a simple work-around that stops the "skeleton" errors, rendering your saved mission unplayable. You have 2 options, the first being the least annoying IMO. 1. If you use the typical -skipintro -world=empty in your command line when starting arma3 then delete it, do not use these commands when staring the game if you intend on resuming a saved Evo mission. 2. If you are already in-game and started it with world= empty you can also just load the Evo mission into the editor once, then close editor and start your MP session & resume with Evo as usual. Doing either one of these will make arma3 load the appropriate files it needs for the skeletons BEFORE you load/resume your saved Evo mission. Hope this helps somebody!
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
just curious...do you have any idea yet if 07 will work ok with default branch? I mean, heck it's not such a big deal if it doesn't (as some of us default guys can simply wait for the next default branch update from BIS)...so Im just asking is all.- 303 replies
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- conquest
- instant action
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If you're a big fan of the series already then yes, it's worth buying now early on just to be able to fool around in it and do some testing. But, if you are new to the series or not a fan yet and you expect to play this in a serious way and get the full experience with little issues, then NO...absolutely not...you would be back here complaining about a hundred different things and probably feeling let down. You have to already know what to expect (lots of issues here and there with very little content thus far) and be beyond the games steep learning curve before you'll appreciate the alpha IMO. I certainly do not regret buying in early, but then again I have been playing this series for 12 years and it has become somewhat of a mini-hobby for me...so for me, early access has been like early xmas...even with the issues. I've enjoyed my time, but am nervuous whether it'll turn out right (for me) in the end. Truthfully I think the fact alone, that you had to "ask" if it's worth it, probably means that for you it's not going to be worth it and you should likely wait until it's a finished product and then reconsider at that point.
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not sure if the weather is working right now or not...but it'll show you how to set it all up within the params screen at least. BTW - this post should probably be moved to the A3 Scripting/Editing forum where you might find better luck getting answers to mission making type questions by those who are most adept at it.
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you might like to learn how to use this scripting package...it has what you want (although the tasks/briefing portion needs to be updated because they dont track correctly in certain situations): http://forums.bistudio.com/showthread.php?149231-F3-Mission-Development-Framework-(F2-for-ArmA-3) For briefings/tasks use this (works very well even after saving/resuming missions): http://forums.bistudio.com/showthread.php?151680-FHQ-TaskTracker
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Guys - there's really no arguing about this. For right now, it's fact that proc speed is still going to be "king" in games such as this and some other games where expansive detailed terrains and large amounts of "thinking" AI traffic meet. If the OP is having trouble right NOW (in alpha with small island, little detail and low counts of AI) then he will be even more unhappy with his 2.5 Ghz proc once the larger Altis region is released (which will not only dwarf Stratis and the A2 maps but will also contain more detail than any map before it)...throw a mission on Altis with 100+ AI running around (such as with a mission like Warfare for example), then add in some aircraft flying around to boot and you'll quickly learn that proc speeds of over 4 ghz will still not be enough for many players...but it's the 1 thing that will make the MOST difference. You can buy a $600 graphics card to get the latest and greatest thing, but if you pair it with a 2.5 ghz proc you'd be throwing your money away. A new GPU is never going to get you from 10-15 fps up to 30-40 fps no matter how much it costs, not in Arma anyway (unless perhaps you are running a gpu that is not considered a good gaming card to begin with, thats different). Theres too much going on in this game that requires heavy proc speeds...the entire game is very proc dependent and always has been. You can easily test this yourself if you actually take the time out and do it (as I have many times over the years with many machines in different configs). Once Altis and the rest of the content is released, fps will likely either drop at that point for most players, or it will stay around the same as it is now ( but ONLY if BIS can optimize very well between now and then). Most people here seem to be forgetting about this...and do you think that when it happens that a new gpu alone will get you the frames you want?....VERY unlikely. Your money would be best bet on investing in higher proc speeds. Honestly, it wouldnt surprise me to see A3 needing 5+ Ghz proc speeds to really play the larger AI soaked missions on Altis with nice frames per sec. I mean I HOPE not...I hope that 3.5ghz-4.5ghz will remain enough depending upon the mission...but it wouldn't surprise me to see otherwise...not at all.
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Can you play Arma 2, after playing Arma 3 for a while?
bigshot replied to NeuroFunker's topic in ARMA 3 - GENERAL
This is EXACTLY how I feel about it. They need to stop using super duper AI aiming skills in an attempt to make up for the overly apparent lack of intelligence in their AI. Hopefully this will change soon, before release...but IMO they should have re-invested years ago back into their AI technologies. Seems they've put little to nothing back into it since OFP which has yielded them little to no AI advancements. ...and as far as the topic is concerned...yes, the graphics and lighting are missed when not playing in A3, but to be honest, I think A1 was actually the most fun version to date thus far and I still play it! Some of the best missions and overall gameplay can still be found THERE. -
Quick Question About DeleteVehicle
bigshot replied to bigshot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks guys, much appreciated. -
I forgot how this worked in previous arma versions, but... If I create a blufor boat (which spawns with a driver in place) and then a trigger that uses DeleteVehicle after the player gets a certain distance away, isn't the driver that spawned with the boat supposed to be deleted along with the boat?(afterall, the driver is part of the vehicle and is not grouped to anything)...currently im seeing the boat get deleted but the driver remains. Is this correct behavior or a bug?
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Operation: Spartan Shield Co-08, Dynamic mission (DAC)
bigshot replied to Ascorius's topic in ARMA 3 - USER MISSIONS
I have a new version of this that I've modified for my own personal use only...if you PM me I can send it over for you to try if you want, but keep in mind it's not meant to be publicly distributed in any way. -
Most important thing is processor speed which in this game needs to be over 4 Ghz. You are only at 2.5...way too low for this game im afraid...nothing will help you except a new and more powerful CPU. You'll also need a modern graphics card for gaming but that doesnt need to be top end...cpu is more important.
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hehe, no offense but if you are not already aware of the AI behavior I was describing then you might have tried out my little test scenario (which uses no enemy on the map) before commenting about my level of intelligence, wow.
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Ceeb got it right..., in the init field of the civ unit type: this allowfleeing 0 If there is fighting going on close by to him he will still move around and crawl in an attempt to not get hurt, however he will not run far from the area. If there is no fighting going on it seems he stays still.