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Bouben

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Everything posted by Bouben

  1. Bouben

    X-Ray Vision AI

    That would be absolutely allright if it was implemented realistically without a pinpoint precision. However, it is not implemented realistically and it can be seen clearly in any forest firefight through troopmon. Moreover, I have a scenario when it was 1 vs 1 so there was no way anyone could direct their fire. "In those trees 12 o clock!" does not mean "In those trees x,y,z, +/- 1-2 mm". Another problem then. Not every object seem to affect unit's LOS (forests then must be bugged somehow, but Dwarden said the trees are allright) and grass clutter seems to do absolutely nothing in this case when knowsAbout is up. Moreover, when unit knowsAbout you you can make any stealth movement you want and it will have no effect at all in practice. Again, the pinpoint precision ruins everything. Hard cover functions correctly as observed in troopmoon, that is right but the speed of AI being able to pinpoint you is bad. // "If you are in his FOV, I agree, he will spot you almost instantly at any distance." - So what can be done with this issue? I agree with this correction. And if you call a guy playing since OFP demo and observing AI since then a newbie, then I should probably discuss this issue with somebody more open-minded, Maturin. I admit I am not a skilled programmer, but my observations and experience in practice/in game are quite detailed. Lets not argue here and try to figure out what is wrong then. That would be great for everybody I think.
  2. Bouben

    X-Ray Vision AI

    I believe the problem is knowsAbout value. Once enemy has a full knowsAbout value of you then you are doomed no matter what you do. In practice, you can not confuse it. You would have to run 2000 meters from it behind a hill and then completely change direction and hide and wait for 10 minutes and then they will start to make mistakes in guessing your position but only after their knowsAbout decrease after a timer condition. But as we all know, in practice Arma combat takes few minutes so there is no chance to confuse AI once the knowsAbout is set. Unlike human player, AI's concentration cannot be distracted by actions around it when firefight is huge in forest for example. They are not confused by other objects as far as I know. They cannot be confused by a tree that looks like a human silhouette from a distance or a bush that look like a machine gun position. They don't forget, always know their position perfectly and direction they are watching. They perfectly remember who is their target even if they have never seen it and are engaging only on leader's command. I realize it is really difficult to program AI but lets be fair and say, AI often cheat. It would not be possible without it anyway - it is a program not a human being and for human-like AI we have a long way to go yet. I dream of a detailed wiki explanation how AI in Arma2 works by BIS. That would clarify a lot of confusion on this forum. EDIT: Guys, you can always use TroopMon2 to watch AI behaviour from their first person view and see if it is possible for a player. EDIT2: I have watched AI firefight in a forest using TroopMon2 and watched from first person how AI unmistakeably aim and shoot through trees blocking their whole LOS without any visual contact at all. I could not see any of targets that AI have killed in split of a second. It is simply impossible for a human player. Just use TroopMon and check it for yourself.
  3. Bouben

    Foliage cover and drawing distance?

    Good idea. ---------- Post added at 13:28 ---------- Previous post was at 13:24 ---------- Yes, exactly my thoughts. Remember the OFP ground colours? It was mottled and confusing and it worked very well in combination with well blended uniforms of units and there was no need for clutter in distance.
  4. I think I have a quite well calibrated monitor and I say it is bit too dark with the new contrast setting. It is maybe more visually attractive, but not really realistic. EDIT: After reading fraczek's comparison post I think the "Arma" setting is definitely the best one yet (better than vanilla one too).
  5. Hi Sickboy, this link for downloading CBA found on devheaven does not work. Dropbox shut it down for causing too much traffic. http://dl.dropbox.com/u/18252370/CBA/CBA_v1.0.0pre5_binned%2Bsigned.7z Would it be possible to put the file somewhere else? It does not have to be fast mirror really. Wanna test the bug with gear menu.
  6. Bouben

    Is ArmA III having the OFP:CWC vibe?

    Guys, one of the biggest vibe factors in OFP is graphics. It looks so dirty and cluttered and colors are all washed making a great experience. Seriously, graphics wise first ARMA totally sucks against OFP due to colors. ARMA2 is a different story. Playing OFP right now and am amazed.
  7. Hi, I have a trigger that should be making a group from nearEntities found up to 50 meters. For testing I am using a single group of OPFOR soldiers all within reach of the trigger. units1 = (position trigger1) nearEntities 50; grp1 = group units1 However, script error reports that this part of code: grp1 = group units1 Type Array, expected Object What is wrong? Can't figure it out. Thank you.
  8. Thanks, will try. What is thisList command about and how does it work with select 0? Can not find it on BIS wiki.
  9. In my scenario I need any OPFOR group (it is different everytime) passing through the trigger to become group named "grp1". Therefore I need nearObjects or nearEntities or something I don't know to make a group from random NPCs going through the trigger. Anyway, I am not quite sure if I understand what your code means. Could you please explain?
  10. Thanks, I will try. Update: Got it. [_x] solved it. Thanks a lot.
  11. Hi, every time I execute a script via trigger which makes a group disembark they will immediately get order from their leader to board a vehicle again even if leader is out of the vehicle too. I tried unassigning them from the vehicle, I have also tried ordergetout and getout and eject commands... How to make the group disembark and never get in again? I don't recall these problems back in OFP days. Thank you in advance for a simple solution (no waypoints, please, as they are not good for my current mission).
  12. So I've tried this script and...it does not work. [b]skupina = group leader this[/b] // a unit's init [b]{unAssignVehicle _x; _x action ["eject",tank]} forEach units skupina; {_x allowGetin false} forEach units skupina;[/b] // a trigger The crew will eject a tank but instantly get back in.
  13. Thanks for your input, guys! I'll try that and write back my results. I still wonder though, how come this is happening anyway? What was changed in this particular case from OFP times (or first Arma times?)?
  14. Right, I would understand that for distant AI units that are not in close proximity to a player and therefore have less priority for the engine.
  15. Hello, I want to report a bug in CBA. It is exactly this situation with only exception that it happens only if CBA is loaded. https://dev-heaven.net/issues/32687 Without CBA everything is correct. Using OA only.
  16. Can anyone with knowledge elaborate this topic more, preferably someone directly from BIS? Thank you. I believe that if you have CPU not fast enough the game will simply lag and no delay in AI processing is therefore caused, cause the whole game is delayed by lagging. But as I said, somebody from the field please correct my theory.
  17. I believe if DayZ is a good oportunity for BIS they will, with increased income, dedicate a separated dev team for it.
  18. After reading through a couple of pages in this thread here is my opinion: I for one couldn't care less if DayZ players are ignoring/overshadowing Arma's milsim aspects. There is absolutely no point in being bothered by it. I take the DayZ community as a completely separated one as if OFP/Arma have never existed. Let them play what they want to play. If they don't want to discover Arma as a great millitary experience then it is the same thing as I have absolutely no interest in playing any zombie game and I believe that DayZ community couldn't care less about my needs and opinions too. Some of the Half-Life 2 owners got the game exclusively for the Gary's mod, so... In the end it means only pros for BIS and all of their customers. PS: And I don't think the public servers are much of a concern or a relevant argument when most of the milsim fanatics here play only on private servers.
  19. Bouben

    ASR AI Skills

    Roballo, great work. Keep it up, I enjoy your mod. I have a little problem though. When I disassemble a gun and tell my two AI squad-mates to carry it they often change it for something else when they have time to do so. I can disable rearming globally but it obviously is not the best way to "solve" the problem. Would it be possible to at least disable AI rearming per unit via command menu without any mission editing (as I often play generated missions and don't have much time to mess with it)? Thank you!
  20. Bouben

    Suppressive fire command

    I would say it used to work but I don't see any effect of it now. Anyway, it does not seem to have any impact on enemy AI. Correct me if I am wrong. It would be cool to get some clarification on this topic from BIS themselves.
  21. Guys, I believe I have found a bug in SecOps. I have OA only and all SecOps missions are broken as there are never ever any units spawned on objectives (no defenders, no POW, no team to be escorted) - only structures. I used to play Arma 2 only and there was no problem with SecOps at all but in OA only it is broken completely. I believe it has to do something with classes settings for SecOps in OA as if there were still units from Arma 2 set up and not from OA. Do you know what I mean?
  22. Bouben

    Army of the Czech Republic DLC

    Guys, according to the screens there are going to be combat dogs. Wonder how it works.
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