Bouben
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Everything posted by Bouben
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Terrain Improvement (dev branch)
Bouben replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
Already fixed in a limited way. Grass now conceal you if you are on a terrain type that supports it. If you are on a road, grass in front of you would not conceal you even if it is, theoretically, 3 meters high and is blocking LOS of the enemy... The only known problem now is that AI would not be able to adjust their stance accordingly when in tall grass. If this problem is solved and AI is able to peak from concealment, then there is nothing in the way of making grass tall again. It would be fantastic (Thin Red Line tall grass combat). -
Terrain Improvement (dev branch)
Bouben replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
You mean when units in the distance are "levitating" above the ground? -
[WIP] bCombat infantry AI Mod [SP]
Bouben replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, careful with tweaking this. Arma community hates AI sharpshooters. -
Actually, the context sensitive engage command will act as a target command when first used on an enemy unit. Your unit will stay in place. You then have to give him the engage order to actually engage the target. However there seems to be a bug, I already reported, that disengage command (or the same automatic "one-shot" functionality in the simple engage command) is not functioning properly. That means a unit remember the engage command as if engage at will command has been given - therefore engaging automatically even if you only target an enemy unit.
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Terrain Improvement (dev branch)
Bouben replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
Well I think shortening the grass is a bad solution. It would be much better if player and AI would be able to peak from the grass as in real (I don't mean the sitting stance we have now but I use it a lot nevertheless - however there should be a possibility to peak quickly - just in prone but supported by your hands, your head moving up). In short, stance adjustments for player and AI is the solution. Shortening the grass is a really bad compromise affecting the gameplay too much. -
Terrain Improvement (dev branch)
Bouben replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
Man, I constantly play with/test AI (I am a single-player-only gamer) and what I see in your videos is sometimes impressive and definitely better in some ways than vanilla, but it is nowhere near "near perfect". There is so much to be improved yet. Anyway, let's move along. -
Terrain Improvement (dev branch)
Bouben replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
"Near perfect" are very strong words. I saw a lot of your AI testing videos and while there are really impressive stuff happening from time to time there is a lot of stupid stuff that AI do too. -
The "Covering, Go" shouts should be reduced anyway. It sounds stupid when whole squad is constantly doing such a loud mess.
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[WIP] bCombat infantry AI Mod [SP]
Bouben replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It is removed, sorry guys. Did not wanted to offend you - I warned everybody it was of graphic nature. Hope you saw the point though. -
[WIP] bCombat infantry AI Mod [SP]
Bouben replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cool, good to see such amount of depth in your work. *removed* -
Terrain Improvement (dev branch)
Bouben replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
I can't identify with that. Sorry :-) -
Terrain Improvement (dev branch)
Bouben replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
If only AI could use them efficiently. -
[WIP] bCombat infantry AI Mod [SP]
Bouben replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello Fabrizio, I believe there should be one more priority check. The distance from which a unit is attacked. AI should prefer taking cover at all costs when ambushed from the distance instead of returning fire. After they are in cover already they should start counter-attacking the attacker. Not before that. Of course, if the nearest cover is too far from the attacked unit, the unit should prefer going prone instead and firing immediately (or running away). Now, if a group is attacked, machinegunners could give the rest of the group covering fire (in prone position, if possible) while the rest of the group seek cover without any stopping and checking at all. I yet have to see a really quick dive into a cover in the ARMA series - that means no checking surroundings at all, not thinking, just freaking sprinting to the nearest cover available without caring about targeting enemy at all. Once again, this suggestion is for being attacked from the distance only. CQB priority should be fire > movement/cover as you have it now. If you wouldn't mind watching a little bit graphic video (no gore or blood, one guy got hit and felt down while the rest of the group is taking cover immediately), I can send you a link to show you how taking cover should look like when ambushed. Anyway, you are doing a great job and I am glad you have not given up on Arma yet. -
I have noticed the shafts are way too much overdone in current dev branch. Please, make them subtle again. Also I have a feeling there is too much contrast in lighting now.
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Is it just me or is the lighting worse in current version? Also, the lens flare are way too overdone. They used to be subtle, now it is super-explicit.
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It could definitely take some time (progress bar) to rearm with grenades, ammo and FAKs - no problem with that. I just don't want to constantly use the inventory with my mouse - I find it distracting (the use of the mouse in the inventory, don't know why, maybe because it reminds me of clicking on icons in windows...). ---------- Post added at 19:52 ---------- Previous post was at 19:49 ---------- Agree.
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I disabled updating until fatigue comes back or until some other game changing feature steps in. EDIT: Damn, now I realized Steam won't let me to launch the game without latest updates even if I disabled automatic updating... :-(
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I suggest changing priority of actions for dead bodies. The "rearm" action should have higher priority than "inventory" action and should be the default action for bodies. In combat, you want to loot as fast as possible to obtain grenades, ammo and FAKs. Inventory should be after that when we have more time. Also, we desperately need a command to let our AI squad-mates open their own inventory so that we can manage their equipment or we need it done as in Arma 2 - in the map interface.
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"Tweaked: Adjusted stances have their speeds" Can anyone explain what this tweak does? Thanks.
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GAM DataPlot (Statistics for all)
Bouben replied to gammadust's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great job Gamma, I am waiting for the tutorial video so that I can try to collect some AI data. Thanks! -
While ignoring the disclaimer, I say: good news!
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The skill slider in the in-game difficulty settings. Both for friendly and enemy units. You don't have to go into the config file at all. The skill slider in the editor is just a ratio of the base skill set in the difficulty settings.
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For me, setting the skill sliders to 0.61 works well. I enjoy the SP game on the latest dev branch. FYI the precision settings seem to have no effect at all now. I believe BIS disabled them already in late A2:OA patches. So it is only the skill slider that matters now.
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Lens flare are real in certain conditions. You should go outside sometimes.
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Me :-)