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bigshot

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Everything posted by bigshot

  1. bigshot

    Questions: SOG Prairie Fire

    guess you didn't bother reading this before posting:
  2. bigshot

    Questions: SOG Prairie Fire

    Just because arma3's poor vehicular AI pathfinding is part of the base game code, this does not mean that terrain makers are helpless and can't do anything to help their product work better in this regard as you would have us believe. The fact is, for the last 20 years now 3rd party modders have been needing to do as much as they can to minimize the inherent flaws which are in the base game since 2001. Some of them do a good job at it and some clearly do not. The original BIS team from 2 decades ago understood these flaws and took them into consideration when making the terrain. The Bohemia of today also knows it but ignores it all too often anyway. In a terrain with potentially thousands of trees you need to carefully consider the AI pathfinding issues and make sure you don't create bottlenecks that the AI can't deal with. So what I'm saying is that to release a piece of payware that would not take good care in this regard would simply not be worth my own time, nor my money. That's for me to know and decide...not you. Oh yes and, I certainly AM entitled to decide what I require in a payware product before I will get good use out of it after purchasing it... that is exactly how markets are formed and this is how business is done all over the world. There is nothing about my concerns that deserve to be ridiculed by you or anyone else. You need to wise up more in your head, and less in your arse...my good fellow.
  3. bigshot

    Questions: SOG Prairie Fire

    Apparently he IS serious, and ignorant as well 😜
  4. bigshot

    Questions: SOG Prairie Fire

    You must be relatively new here, and a tad premature on the optimism (although I understand your point) 🙄... .. .ever heard of the official BIS Tanoa terrain? Pretty awful path finding for a very large mission, like mine. I couldn't use it...pretty terrain, but without good pathfinding, an open world vehicular oriented mission can't be used on it. A real shame. If there is really to be an easy to use demo for the terrain itself that is great, but I tend to doubt that can ever happen. Would be a great idea though and I'd certainly jump on that.
  5. bigshot

    Looking for DUWS Players Age 40+

    ...just thought I'd bump this, as it's been awhile.
  6. Added a new CTI-like mode: Duws CTI Mode (uses an enemy HQ, enemy supply trucks, and of course capturable enemy camps!) ...and a very new Discord chat server if any of you would like to find me and play the mission: https://discord.gg/yp7yJuu9T6
  7. bigshot

    User Mission Request Thread

    Been working on my Original Duws Modified mission now since 2013 (more than 430 files in it's .pbo, can't imagine how many lines of code as I never added it up) 😁
  8. Duws Modified v1.95 is ready to play. Happy Holidays, enjoy! Get Duws Here
  9. Im working on updating my Duws mission, and have a scenario where you need to find the enemy HQ building and kill the officer inside of it...but I dont want players just blowing up the building from afar with rockets or bomb drops from Jtac for that matter. it would be played best if they could only kill him with any sort of bullets. While I already made the building itself indestructible he still dies from impact blasts from bombs and rockets. Is there any way to script it so that he will only take damage from bullets, or a small hand grenade? (taking him from a distance via sniper rifle is also ok).
  10. Wonderful, thanks a bunch guys!
  11. Anyone know of a script that I can use to pan the players camera to his killer/wounder? Preferably something that not only works incase of death but also in cases of just wounding, if possible.
  12. Thanks very much for this idea!... will have a go at it, although it says this EH wont run unless the shooter is local to the EH. How might I get this to work if the server is a hosted one (non dedi) and a connected client makes the shot?
  13. Very close to releasing it now, here's an update: Duws Update News
  14. Haven't kept an eye on new stuff in ages...has anything new come out in this past year for coop and solo players that plays like the old CTI/Warfare missions from years ago?
  15. Anyone know if the script version of DAC is still compatible with Arma 3's newest version to date (2.00)?
  16. Starting a new Steam based Community for some of us older Arma players out here (for other games/sims too). Just a way of meeting up, chatting, playing together as time permits and staying in touch from day to day. If you're age 40+ and looking for a small group of like-minded casual simmers and gamers to hang out with from time to time, send a Steam friend request and come say, hey!: https://steamcommunity.com/groups/FOG-CLUB
  17. bigshot

    Warlords

    seriously?..how long would it take on average for 1 player to play through to the end of the mission then?
  18. Your assumption couldn't be more wrong. 50 years? heh, in that amount of time we will be much further along than you think, as far as AI tech is concerned. There are MANY high tech companies all over the world today investing billions into this technology. As far as gaming is concerned, it's no different...those who failed to invest years ago will be very sorry even 5-10 years from now when AI tech in games will start coming back into fashion. Eventually AI tech will be a dominant force in entertainment. It is here to stay and a huge part of humanity's future, not just in the real world but also in gaming. Even today's younger generation PvP'ers will be more interested in AI soon enough (as they age...and that won't take all too long). Serious game companies ARE investing in it, already...and have been for awhile now. Here's a huge game company we all know that has been hard at work investing in AI tech for their games just as an example: https://www.ea.com/en-gb/news/teaching-ai-agents-battlefield-1 I think it's only a matter of time before people wake up one day to understand that violent type PvP games will have a very negative connotation associated with it in our society. AI will provide a more socially acceptable vehicle for teenage entertainment.
  19. ^this^ ...it's been apparent that the core of what used to be this franchise's claim to fame (it's AI/Coop) has been all but left for dead. The new kids on the block who now run the franchise seem to think PvP is the way forward and it hasn't gone unnoticed how they have been edging towards that in recent years. It's the end of an era for me, personally. Arma4 is dead to me now. If they decided to invest millions in new AI code and new engine as well, then I'd stay with them, but I believe according to their actions that it's just a pipe-dream.
  20. bigshot

    Standalone JTAC Script

    Just a quick reminder that when it comes to testing any sort of "timed" restrictions that you should test that in real time conditions in a real mission and not just at an open area like an airport. You just want to feel certain that whatever times you choose for the "lost lock" are actually doable and fair under actual in-game fighting conditions where it wont be as easy to maintain a visual lock since there are trees, bushes, rocks, buildings everywhere... not to mention bullets flying and vehicles moving much faster in a panic state. ...looking really cool by the way, can't wait to implement this new version into my Duws Modified :-)
  21. Thank you for understanding what im trying to get at here. In fact, I just tested it again by using some code I modified from george's script (thanks again George)... which perfectly shows me pointing at opfor tanks and other vehicles with my cursor so it shows their skill settings including aimingaccuracy...and it clearly proves what im saying. Their skill are showing set correctly (ranging from 0.05 - 0.10) but they are ignoring the setting and acting almost as if they are on superAI setting. I've been trying to get vehicled AI to calm down for a long time but I never really put time into it and tested more fully until now to understand just how really broken it IS. Have they any intentions on fixing this?
  22. @damsous - thanks but either im misunderstanding you or you're not listening to what I said (typed). Warcom is just a variable name thats been in the mission for 5 years now :-) (has nothing to do with an addon/mod). I gave an example to use in the editor (you can change the variable names if you wish) to show that this isnt related to the mission or bad coding. It just doesn't work as its supposed to. Test it in the editor and youll see. @George - thank you for the link, what is that exactly...is it just the setskill commands in a function? (if so then it doesnt work on tanked AI). test it.
  23. thanks, but tried that days ago..and as I said...the code is fine..itll set the numbers as you ask...but the AI simply seems to ignore it. You can verify this in the editor with no mission necessary: Go into editor at an airport and place a trigger, make it 50x50, name it trigger1, make the activation for bluefor NOT PRESENT, and in the onAcitvation box place the following code: WARCOM_opf_patrol_type = (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Armored" >> "OIA_TankSection"); group1= [getpos trigger1, EAST, WARCOM_opf_patrol_type,[],[],[0.1,0.1]] call BIS_fnc_spawnGroup; {_x setskill ["aimingaccuracy", 0.10]} forEach units group1; Plce yourself about 250-300m away from the trigger area. Now, play it...let them see you and start shooting at them to provoke them...see how long it takes before they hit you and you die. Takes 1 or 2 sprays for me...and this is with my in-game difficulty sliders all the way down to .5 for skill and .1 for precision...AND their accuracy skill set inside the editor at 0.1. They are ignoring the setting as compared to ground troops, obviously something is wrong. Seems to me that there's something about the vehicles thats blocking the AI skill settings from actually being used by the AI. If you set ground troops at 0.1 they cant hit you at all pretty much...but put the vehicled AI at 0.1 and well, you may as well have left it at 0.5 or even higher because it has little to no effect by lowering it. They must have broken it.
  24. here you go, try this: _camo = [_veh,["Indep_Olive",1],["showCamonetHull",1,"showTools",1,"showBags",1,"showSLATHull",0]] call BIS_fnc_initVehicle; //add this new code after the vehicle spawn code I have it as this (I use a different spawn method which I added to duws years ago so its not so close to building though): _vehic = "I_LT_01_AT_F" createVehicle _spawnPos; _camo = [_vehic,["Indep_Olive",1],["showCamonetHull",1,"showTools",1,"showBags",1,"showSLATHull",0]] call BIS_fnc_initVehicle; ...still work on my original Duws Modified from year to year keeping it updated and fresh, typically now as we come into the fall season and until the holidays I usually add new features and make some adjustments :-)
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