BeerHunter
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Posts posted by BeerHunter
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Looks like some of the features coming in Arrowhead are being implemented in ACE 2 as well so I wonder if the ACE 2 team is holding back development to see what exactly is in Arrowhead..
..or wrong forum? Wasn't sure... :o
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Ofcourse. However lets leave that now or SniperWolf will snipe our heads off. You know he's sneaking using the threads as cover. Hard to see him! ;)Damn forum mods..sure know how to ruin a good time don't they.. bet they don't get invited to many parties...:p
Don't imagine anyone got a chance to peek at the change log for the new patch before it was pulled eh? Primary areas I would like to see improved are performance and AI. :)
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Dont say that all the damn time.OFP2 is GREAT! Im thinking of LEAVING ARMA2 cause of it. Damn its realistic! ARMA2 feels like super mario compared! I dont think i'll come back unless some beta is released.
See ya! :D
You are being sarcastic aren't you.:cool:
Anyway , I am looking forward to more patches as each one brings ArmA2 just a wee bit closer to perfection (long way to go , but we're getting there..;) ).
Hopefully there will be onother one soon.
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Windows is refereed to as an "event driven program". You supply the input as an event and Windows decides what to do with it..(ie move mouse and click creates events that Windows interprets).
Question is are "event handlers" in the BI scripting language actually "event handlers" (something happens in game and the appropriate even handler grabs the input and acts on it)
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Was wondering if there's a setting that allows the AI (or yourself) to only mark the last known location of a target on the map.
It seems that if you allow the enemy to show on the map you get to see all of them , no matter where they are and if you disable this , all you get is something like "unknown man to our front. Far" but no idea where, :confused:
Would be so nice (and realistic too I might add) if the last position viewed showed up on the map..akin to
SPOTTER: "unknown man to our front. Far".
PLAYER : "where"
SPOTTER:"in that clump of trees over there to our right"(actually the enemy would show up on the map then , the phrase wouldn't be spoken).
Can this be done with some setting? (having the enemy show up when spotted).
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You could use voice command software and stack your favorites under one word commands to then unleash a list of keyboard strokes.
I do this when under fire, I have "evasive action" as a word command and then this triggers a list of key options to open fire (just in case I have them as hold fire at the time)/go prone/formation line in one shot. You could make up as many for scenarios as you like really, so long as you remember them all.
Ahaaa..now there's a cool idea...never thought of that.
Have to give it some thought but it should do as a work around...
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Would like to be able to issue a string of commands to AI such as "#1 move there","#2 move there" , "#3 move there" then issue a "Go"command rather than having them all start off one after the other as soon as I issue the command to them.
Is there a way??
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maybe preparations for patch 1.05 xDnope - works fine for me...so no Beta 1.05 yet..:cool:
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how on earth can anyone honestly think such things.no one cares if 'you' dont think its important for the AI to be accurate because 'you' dont use it. thats nice, but dont suggest its not important. accurate AI is a HUGE part of arma 2. not everyone wants to just start a multiplayer death match and collect more killpoints all the time.
Amen for sure to that...;)
And off topic I know but I sure get sick and tired of the kids on forums using pseudo military speak while spouting of their "wealth of knowledge" about the various weapons systems and armaments with the inevitable opposing point of view from some other kid. Gawd - give it a rest.Few of us care and those that really know and use the systems simply don't think it's worth their time to bother replying.
IRL the guy with the gun on the front line only hopes that when he pulls the trigger/hits the FIRE button , something comes out the other end and hits what he was aiming for. :p
Right now the patches should be addressing the TECHNICAL problems with the game , not the content.
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Here ya go..this guy wants to trade OFP DR for ArmA2...c03rcion
For gods sake take his offer and quit your bitching.
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Got a copy of "Duke Nukem 3D" I'd trade... :D
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Been a while since we had a beta build...wonder if it's safe to assume that the next one will address some fairly major problems (ie optimization , AI etc. ?).
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I would like to hear why NO ONE'S PLAYING THIS GAME!
You my friend live in a fantasy world apparently.
Loads are enjoying the SP/Co Op aspect of ArmA2 with friends rather than the meandering idiots that populate online game servers now , and I'm NOT just talking about ArmA2 here..they infest everywhere. CS.DoD . BF2 . PRM . etc. etc. I'm thinking the golden years of online gaming have been and gone and now it's a steady decline into the abyss of hell.
Anyway , the majority of us don't have the time nor inclination to "squad up" in a clan and ArmA2 doesn't lend itself well to a one or two hour online diversion. The AI can be far more intelligent than a lot of human players so I for one will stick with them.
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I'm not a great fan of digital downloads as I've had nothing but problems with them after the first installation. Keys need re validating by e-mail or only so many installations then you have to email for a new key etc. Never was able to install and play Queens Gambit. :mad: That's why I was adamant that I was going to get ArmA2 on DVD and not through a digital download.
But after reading this comment by Tripwire regarding publishers offers (while defending Valve's process and royalty structure):
We were getting pitched offers (from publishers) like, "We'll give you a 15 percent royalty rate, take the IP rights to your game, and slap a $1.5 million administrative fee on top of your recoupment costs."it's hard to see how any small developer could hope to succeed going through a publisher and why a developer would prefer the digital download to shelling out the majority of any potential profits to cover the publishers "administrative fee" (which I assume would be production costs, advertising etc.).
Note that I have no idea what BI's publishing agreement stipulated and whether or not this is typical , though according to Tripwire it was. There probably are publishers out there that are far more reasonable as Tripwire did eventually manage to publish RO:O as did BI with ArmA1 and 2 and I doubt they paid a $1.5 million administrative fee
If only they could devise a digital download system that is independent of the provider so that you simply downloaded the game content (maybe even c/w cover art??) that could be simply burnt onto a DVD which could then be used to install the game,as many times as you liked without having to constantly be in touch with the DL provider trying to get your key re validated. (or maybe they have....I just don't know about it :o)
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I haven't played the campaign (started but it fell apart quickly) but have been playing strictly custom made scenarios and through the editor.
So far I haven't come across any "game breaking" bugs. Sure there are SOME coding errors and the entire thing seems it could use some optimizing , but for the most part , all the "bugs" I ran into while attempting the campaign appeared to be nothing more than scripting errors.
Completing an assignment without actually doing anything? Must have activated a trigger somewhere that didn't bother to check whether or not I had actually done what I was supposed to do.
Doing something a little out of the ordinary? Confused the script as whoever wrote it didn't bother to error check or verify parameters so the script simply carried on through.
I've been studying the scripting language trying to make sense out of it (it seems to defy all the known standards for a programming language such as C++,Basic,JAVA etc.) and have the feeling that the "scripting language" has become a white elephant , outdated and barely capable of handling the requirements of module developers for ArmA2.
I can be learned,that I know , as I did manage to learn C++ and C# after years of Basic and JAVA , but it's akin to trying to learn Mandarin after studying French and English.
Easy enough to see how logic errors could creep into the script undetected , which leads me to the conclusion that the vast majority of the "bugs" players are complaining about are scripting errors , not the actual game code.
Correct me if I'm wrong...:D
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I did use the search function. Honestly i think its useless. Just a bunch of other random topics pop up, and im not about to look inside every single page.Agree..search is rather useless. Turned up 11 pages of topics but this was the only one specifically about Super AI. Have no idea what nVidia driver discussions have to do with Super AI and why the search function would bring this topic up.
Maybe no one really knows because obviously BI didn't document this feature either.
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I remember reading a while back that the AI under your command would lose or gain "moral" depending on your leadership skills.
Also enemy AI apparently can report your positions to other AI in their vicinity.
etc. etc.
Is there anywhere where the actual abilities of the AI are accurately documented?
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I find that the biggest problem players seem to have with the AI is impatience.
They all seem to run everywhere , clanking and banging, which is acceptable in other FPS's but gives your position away so easily in ArmA. Not to mention plinking away at far off distant targets then wondering why they get terminated in a hail of enemy gunfire.
Have to remember too that the AI "communicate" so it's feasible that you were spotted and your position relayed to the tank. That's an assumption on my part but one of the recent patches removed the AI's abilities to report locations if they were dead , so think it's a fair assumption.
If you're lying prone and moving around to observe , but not using "free look" your entire body is shifting , moving the grass and making noise. This could reveal your position also.
Have to remeber that this is more of a simulator than a FPS so there are things buried in the game that RL troopers would be aware of and trained to compensate for but the average FPS coming to ArmA wouldn't because they aren't accounted for on other games.
Slow down , be aware .. might solve some of your problems.
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I don't own one , have seldom played on one and don't want one (console that is ) but in my limited experiences on one of these things , I'm wondering how you could ever adapt something as complex as ArmA2 to a console.
This isn't a console vs PC debate as consoles have their place in the entertainment industry. The few times I have played console games , they have been loads of fun. Limited functionality but fun non the less.
What I'm wondering is how ArmA2 could ever be adapted to a console.
There are already an overwhelming number of PC keyboard commands in ArmA2 and I don't see how they could possibly be converted to accommodate the simplistic controller that comes with consoles.
Not to mention the ability to type scripting commands into the editor.
The only thing I could see working would be a shell of ArmA2 adopted for console players but then they'd never get to experience the entire aspect of ArmA2.
Can't be done I bet...:rolleyes:
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You guys do know there's a "HOLD FIRE" and "OPEN FIRE" command..right?
I've never had a problem putting my squad in a "do not fire" position then if one calls out he has a target , I can decide whether or not to allow him to fire.
I can also ask one or two to watch a direction I know the enemy is going to come from and they will "cover" our withdrawal.
Sure you have to manage them but IRL if you're a squad leader , you have to manage your squad (firing arcs , positioning , targets etc.) so this is actually pretty damn close to real life.
Sure there are some problems but for the most part , the AI are more intelligent than a lot of human players because they won't plink away at a distant target revealing your position (unless you allow them to).
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Oh god..I'm outta here...this is just another argumentative twit that joined the forums just to try and get something going.
Mods seriously need to lock this as he's not going to listen to reason and this will end up another 5 page blow fest.
Oh yea - report...
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Don't know what your beef is..game doesn't work?? Why.
I have no problems at all and am having a load of fun with it (as are thousands of others who probably never venture near the forums).
If you want to troll about DR try the CM forum or the post relegated to DR trolling.
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why would the AI choose a rifle over a perfectly good rocket to take out a vehicle/tank?!?Maybe because they too know that if you pump enough 7.62 rounds into an Abrhams it will eventually explode??? :p;)
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Should be simple enough for BI to fix the problem of AI armed with rockets (whatever CLASS) switching from a perfectly good rifle to their rocket launcher to take out wondering AI guards.
A) Build an array of targets that REQUIRE a rockets.
B) Contact. Get the CLASS of the contact. Scan the array. If it's in there use the rocket otherwise use the rifle.
There...another bug fixed...:p
Muzzle flash needs variation.
in ARMA 2 & OA - SUGGESTIONS
Posted
Here we are heading towards Patch #5 and the beta still hasn't addressed this totally immersion killing flaw. (not a bug , just a programmers poor programming decision).
I really don't care whether or not they model the flashes (especially at night) realistically for each weapon , just get rid of that damned circle of blinding light that flashes before your eyes.
Reminiscent of Doom/Duke Nukem (think they had better muzzle flashes IIRC).
PLEASE!! It shouldn't be that hard to replace the graphics with something a little more representative of an actual RL flash.