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bigshot

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Everything posted by bigshot

  1. bigshot

    Arma Reforger/Arma4 VR Support

    Heh, forget the numbers on paper because it just doesn't reflect the reality of the real world perf. here...which can be problematic as it is, without even bringing VR into the equation. Sure, fps in Arma is ok as long as there are careful restrictions in place limiting the AI and vehicles spawning in at one time, but in larger more popular missions it's already a severe challenge on a desktop proc, never mind a mobile. I've spent the last 8-9 years modding DUWS for Arma3 and have learned a bit about the AI and it's performance issues. To say it's been frustrating is an understatement, but to take on that sort of a headache in VR on a mobile processor?... I'd have no will to, honestly (not in 2022/2023 anyway).
  2. bigshot

    Rush Reforged

    Now, make this work with the AI so it's PvE, instead of PvP 🙂
  3. bigshot

    Suggestion

    Another suggestion: - please offer a $30 discount off the final cost of Arma4, to all those who've purchased Arma Reforger. This is a serious suggestion, not meant to be sarcastic or mean. I don't see Reforger as a stand-alone retail game in it's current state. I see Reforger as a very raw & early Pre-alpha of Arma4 and feel that everyone who buys it should get a credit towards purchasing Arma4 when it finally releases. Thanks for considering this 👍
  4. Title says it all. How are things to progress while the lines of community communications are not accessible via an official public forum/s? When will the Reforger forum/s be opened?...or, is there no such immediate plan?
  5. bigshot

    Arma Reforger - Mission Editor

    Yea hehe, good luck with that 🙄
  6. bigshot

    Field of war [CTI] [SP/MP]

    Thanks for the tips, I will try again soon! **EDIT - by the way....is there a losing condition for Blufor, or can only Blufor win & end the mission? (im assuming the win condition is capturing all the red zones?)
  7. bigshot

    crCTI Kastenbier Edition

    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?
  8. bigshot

    Field of war [CTI] [SP/MP]

    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?
  9. bigshot

    Arma Reforger/Arma4 VR Support

    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.
  10. bigshot

    Arma Reforger/Arma4 VR Support

    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.
  11. bigshot

    [Poll] ArmA Reforger / Arm4

    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.
  12. bigshot

    Why is Aiming So Easy

    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.
  13. 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).
  14. @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.
  15. Is there anywhere to download this, other than the steam workshop? Your Google drive link is no longer valid
  16. Considering that I only paid $30 for Arma3, and this 3rd party mod will cost around $23... My biggest concerns, personally speaking, are: 1. What is the actual quality of the included assets (modeling, textures, sounds, weaponry & vehicles). 2. Just how good (or poorly) will the AI bots path finding be, across the entire terrain (especially when it comes to driving across it)? *THIS ONE IS MOST IMPORTANT TO ME, IF ANYONE KNOWS THE ANSWER My intentions are to be able to play my D.U.W.S mission on this terrain and transpose all the assets in my mission to use all the vietnam assets and units... but if the path finding is crap like it is on the Tanoa terrain...then its not for me. If any testers can comment on my questions I'd be grateful.
  17. 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
  18. bigshot

    Looking for DUWS Players Age 40+

    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!
  19. 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!
  20. Been working on my original Duws Modified mission (from 2013,2014) for awhile now. I have been considering re-releasing it on a semi-private basis for those who remember playing it and would like to see how it's evolved in recent times and be able to play it once again! There have been quite a few changes/added features since most of you played it back in 2014 and I hope to release it again soon, in the springtime. I've decided that, initially at least, for testing purposes it would be best to release it privately, through a small Steam group I've created here: https://steamcommunity.com/groups/FOG-CLUB Log into your Steam account and join the group, then send me a friend request over there so you will be included on my list of those who want to receive it when it's ready. All group members on my list will receive the mission files, directly (this not a workshop subscription release) when it's ready. If all goes well with it perhaps I might consider a larger more public type release later on, but right now I am hesitant as my support time is greatly limited due to work and health issues so a smaller release such as this will be easier for me, currently. You can also find me at this Discord Server: https://discord.gg/yp7yJuu9T6 -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- There has been ALOT of changes since my old 2014 version...here's the text of changes: what modifications I've done to date since 2014: - added Armory to FOB's - added Rest/save to HQ - added HALO to HQ & FOB's (action menu) - added Request Units dialogue to FOB's (limited units available only) - added HEAL to HQ & FOB's (action menu) - added Repair/Re-arm Vehicles to FOB's (action menu) - added Teleport/Fast Travel now works with group - added more options for higher CP mission start (100,200,300,400,600 added) - added Disable Fatigue option in Parameters screen in mission lobby - added Time of Day start option in Parameters screen in mission lobby - added some nite lighting to HQ & FOB's (applied when fortifying) - added vehicle refitting at FOB's - added captuarable enemy Camps to be used to rearming/respawning - added DLC vehicles - added AI revive - added group halo & fast travel - added new & interesting side missions - added new defensive game mode - added new mission ending options - added added roadside IED's - added more enemy *Added dozens of other new features over the years as my "Modified" version of Duws has always been a WIP since 2013! ------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------- New As of version 1.95 (tested in Arma3 v2.00) - Added New Game Mode: CTI Mode (read about it in the "CTI Mode" document, included in the Duws mission zip archive) _______________________________________________________________________________ New As of version 1.93 - Changed: convert army power into spendable cash; reversed the function of the "Convert CP to AP" button in the HQ Requests Menu (with each click it will now convert 10AP (army power) into 20CP (money). Useful if you run out of of funds but are doing well enough to convert points into cash. - Added: new parameter available in the mission parameters menu before mission start - "Amount of enemy forces". choices are normal(recommended for solo play) and high; controls the amount and how often enemy patrols, assault groups, reinforcements and armored vehicles will spawn over time during the mission. High is recommended only for multiple players OR using the Rhino vehicle with a lasing drone which can hit moving targets up to 8km in distance. - Added: new support unlock in the HQ Requests menu: JTAC Support abilities (cruise missiles, bombs, clusters and more!) - if unlocked will show up in Action Menu, requires lasing via Designator w/battery or drone to work. Requires funds to unlock the ability plus additional funds each time you use/call it. - Added: the new 'dynamic loadout' version of the Blackfoot attack helicopter so now it is armed with both ATG AND DAGR rockets (to lock & fire ATG's in this AH-99 you CANNOT be in manual fire mode... this is a hardcoded Arma config issue that can't be changed by mission makers). - Added: new tanks/armored vehicles for purchase in the Requests menu at HQ (from the optional Tanks DLC). The Rhino MGS, AWC Nyx & Prowler AT are available now as an optional unlock within DUWS if you own the Tanks DLC. The MGS Rhino coupled with a Darter UAV allows the player to lase and hit moving targets anywhere on the map. It is one of the most versatile and powerful armored vehicles in the mission. - Added: support for use of a new addon @DUWS (DAAPS - Duws Active Armor Protection System, by Author: Drongo). A special Duws configured version of this addon is now included in the DUWS zip archive and can optionally be installed and enabled just like any other @addon mod. If you have this mod enabled when playing Duws then most of the west team light, medium and heavy armored vehicles will have an auto protection system enabled that will temporarily help to protect them from various types of rocket fire such as from AT foot soldiers via an automatically deployed defensive projectiles simulation, which is based upon actual tank technology available in today's real world military. Only the tank fighting vehicles in Duws offer protection from enemy MBT ROUNDS, however, such as the M1A1, M2A4, Rhino & AWC Nyx. Other armored vehicles purchased will only offer protection against rockets. If this addon is enabled when playing Duws then you will be charged an extra 35% sales tax on armored vehicle purchases from the Requests Menu. - Added: respawn menu now (optionally) allows you to choose any of your Virtual Arsenal loadouts( from the "VA" armory)... as long as you didn't use the "load on respawn" button in the "VAS" armory first. This works great for 3rd party addon weapons & scopes loadouts which require using the "VA" armory with the Joint Rails feature in the CBA addon. If you don't use Joint Rails with addon weapons you can still keep using the "VAS" armory's "load on respawn" feature. - Quality of Life: Vehicle "flip" now added to action menu for player purchased/unlocked vehicles - will upright your vehicle incase it flips over. - Quality of Life: Action menu item 'Delete this vehicle' (and other action items) no longer get in the way by always displaying in players onscreen view. - Quality of Life: the Armory unlock has been moved to the top of the list in the Requests Menu for convenience. - Quality of Life: The ATV vehicle unlock is now moved to top of vehicle request menu for easier access; - Changed: pricing adjustments for various unlocks. Also various adjustments made regarding side-mission award amounts for CP amd AP. Enemy forces lose AP in exact relation to how much you gain for completing side missions. - Changed: slight re-balancing of awarded and penalty AP scoring. - New: DUWS Xmas Holiday version available - for use with the new 'Winter2035' snowy texture mod for the default Arma3 terrains (see requirements listed below). As of this writing the mod gives snow to both Altis & Stratis. - DUWS Tanoa & DUWS Chernarus & Winter Chernarus versions & old xmas version are all discontinued and no longer supported (therefore Cup terrains is no longer a requirement for future versions). From now on there will only be 2 official versions of my 'Duws Modified' (vanilla & xmas holiday), although as per usual you can still rename the file to play on other maps. Mod Requirements for Xmas Holiday version: 1 - '@Winter 2035' texture pack to be installed and activated as a mod. Can be downloaded from here: http://www.armaholic.com/page.php?id=33484 2 - "@Santa Sleigh" addon (included in the DUWS v1.93 zip archive; just install and activate as a mod). 3 - "@Santa Claus" addon (included in the DUWS v1.93 zip archive; just install and activate as a mod). Mod Optionally Recomended for access to the new Duws Active Armor Protection Simulation: 1 - "@DUWS" addon (included in the DUWS zip archive beginning with v1.93; just install and activate as a mod). *Warning* - use ONLY the version that comes included within the Duws Modified zip archive, do NOT use any other version found elsewhere on the internet! ------------------------------------------------------------------------------------------------------------------- New As of version 1.92 Fixed bugs/script error introduced by newest offical BIS game patch: - fixed script error being thrown during mission start (was related to the High Command initialization). - fixed the sinking supply drop crates (they now detach from parachute when close to ground and will no longer sink below ground). - new pbo for Malden Island (no adjustments made, its just the renamed altis version so it loads on the Malden map) ------------------------------------------------------------------------------------------------------------------- New As of version 1.91 - fixed BIS_fnc_spawngroup error being thrown when using an empty string as a temp way of defining a cfgGroup (introduced by new official game patch) - changed default amount of enemy zones created at mission start to 4 (instead of 5). Can still be changed in menu as always. ------------------------------------------------------------------------------------------------------------------- New As of version 1.90 - Added New Gameplay Feature: Capturable Camps inside red zones can be captured and then used as new respawn points and armories (ala the old Warfare/CTI style missions). They appear on your map screen as dots inside the zones. To capture one you must be the dominating force nearby and stand close to it (or inside) the camp for approx. 30-90 seconds until you receive notice that it's been captured (also, map marker turns green). The enemy can capture them back so watch out, and for game balance they can NOT be used for Fast Travel (which requires an FOB or MTV via certain side-missions). - Added New Gamplay Feature: FOB buildings are now lost (removed) if you allow the enemy to re-capture a green zone and turn it back to red. You will then need to re-capture the zone and rebuild/request an FOB again. So, no more Fast Traveling back to FOB's in red zones! - New Mission Mechanics: FOB's you build can be used for Fast Travel/Teleporting, while captured CAMPS can be used as Respawn points if you should get killed. You cannnot respawn at fobs and you cannot teleport to camps. - New Mission Mechanics: Only 1 FOB is allowed to exist in a zone. If it gets removed because opfor recaptures your zone then you are allowed to build a new fob...but you cannot have 2 fob's in the same zone at the same time. - New Mission Mechanics: Armory is now a Global Team Unlock - this means that only 1 player has to unlock the armory now, and it will unlock for everyone on the server and all JIP's. Due to it now unlocking for the entire team at once, the price for unlocking it has increased to 25CP, and it's per use price is still free. - Army Power (AP) now increases/decreases appropriately and has more effect on which sort of patrol and attack waves are used by the AI. Kills/deaths/zone capping/zone loss now account for AP gains & losses on both sides. - New Gameplay Mode available as a toggle option in Lobby Parameters Menu: 'Duws Defensive Mode'(disabled by default) - enemy attack waves targeting the HQ will build in intensity over time. At least 1 or 2 players should stay and defend the HQ and your officer at all costs. The attack waves will begin to subside and eventually end after the enemy's AP (Army Power) falls below 125AP. You earn AP by obtaining kills and capping enemy zones. As you gain AP the enemy loses AP and vise-versa. You lose AP by any Blufor units getting killed and by losing capped zones. By playing this new Defensive Mode you are able to gain extra AP, and as you gain this AP you are also causing the enemy to LOSE their AP and thereby weakening their offensive ability over time and making it a little easier to cap the zones later on and win. - As part of the new Defensive Game Mode, whenever you play with it enabled players will be allowed to place explosives around the HQ to aid in your defense. In other words, the normal HQ safety feature which stops players from planting explosives within 50m of HQ will be disabled during this new game mode only. - Decreased cost for unlocking HALO (now 10cp,was 15), but increased the cost for using it per request (alone is 20cp per request,was 5 // group is 35cp per request,was 10). - Increased cost for using Fast Travel/Teleporter (15cp alone/25cp group; was 2cp/5cp respectively). - Added New 1km range markings for Halo'ing on map screen into enemy zones. The range rings only appear over red zones and only during Halo's. - Added New Enemy Zone Spacing Options in the lobby parameters menu. Tighter groupings or groupings more spread out/relaxed can dictate the pace of the action on the battlefield. - Added another new item to Lobby Parameters menu; Skill Level for Enemy Vehicles (this is a separate adjustment that sets the skill for some of the random enemy vehicles you will encounter including armor, air, and others). You may have noticed over the years that DUWS enemy vehicles were always much stronger than the enemy foot patrols (which you adjust after mission starts) and this is why...the enemy vehicle skills were not being set correctly until now. You can still set the soldier unit skill levels after the mission starts as always. - New Tanoa Island Exclusive Version (WIP experimental): "Duws Jungle" version discontinued and replaced with a new version for Tanoa Island instead. Apex content used where appropriate; certain mission features/unlocks and patrol vehicles have been changed or even removed in some cases to reflect better gameplay for the new water environment. Affects Tanoa version only. - Apex DLC Support: Integrated some of the new weapons, vehicles & enemy factions from Apex DLC into Duws. - Fixed: enemy attack vehicles always charging too close/alongside the HQ causing you to kill your CO if you blew up the enemy vehicle when too close to HQ. Now enemy attack vehicles should be using a random waypoint within 75m surrounding the HQ. - Added MTV-1 & MTV-2 (awarded side mission vehicles) to the new respawn menu options. - Fixed the reduced weapon sway not properly initializing after a "save/resume". You no longer have to respawn after a resume for it to work. - Fixed: no more duplicate action menu items for the Armory & Halo when resuming a saved game. Fixed for both host & clients. - Changed WarCom script timings & zone spawn distances (enemy traffic was getting a tad overwhelming). - Various minor fixes/tweaks for things to work better with the 1.62 patch from BIS (what else is new <smirk>?). - Updated "Xmas Santa" edition with all of the new features above and 1.62 fixes/tweaks. - Newly revised briefing pics for all versions. ------------------------------------------------------------------------------------------------------------------- New As of version 1.85 - NEW RESPAWN AREAS! added ability to choose any FOB you've built as a respawn point (in addition to Main base). - CHANGED how the Boat Taxi works...it's no longer a taxi that comes to pick you up. it is now just a boat that will spawn within 5 meters of wherever you call it from. You should be near to the water before calling to spawn it. If it doesn't spawn in the water you can use the "push" action found in your action menu. - Automatic Tree Flattening - within 70m of HQ and enemy zones; helps prevent vehicles flipping or getting stuck on trees after spawning in. - Found an issue with the AI revive feature after resuming a saved session: posted simnple work-around, see the "AI revive feature" listed in "Known Issues" section below. - CREATED 2 NEW VERSIONS: "Duws Jungle" w/DAC3.1 random vietnamese foot patrols (runs on Unsung's Vietnam terrain mod, required) and a new "Xmas Santa" edition (santa mod required & included in zip), all 3 version of Duws are now based upon v1.85 _______________________________________________________________________
  21. 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
  22. bigshot

    Prarie Fire discussion

    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.
  23. bigshot

    Prarie Fire discussion

    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.
  24. bigshot

    KP Support Missions

    is there a direct download for the most recent version of this mission for the cam lao nam map? Thanks!
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