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Muecke

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Posts posted by Muecke


  1. With ACE, it is really worth to try. I mean I only used those medical stuff.

    But hey this mission can save in MP! 

    It is like a CTI in slow motion where you need to prepare your war.

    And there is one main thing here, we have something like a civil life. Needs cars driving around though.

    I am curious how far this will get. After Dayz and Pubg this could be the next big thing...

     


  2. AiXtwy7.jpg

     

    Having this in MP when I got shot down and check my dead body after respawn. There is this strange half naked guy lying next to my dead body. Can I do something about ? I am running ravage with modules which is very easy to do. Sometimes when killing a vehicle every crew member gets one of these half naked guys spawning around too. Ah and the light filter effect does not keep on working after respawn for me.

     

    Thank you haleks for this great mod you made and share with us.

     

    • Like 1

  3. I have played a few rounds of crCTI on the updated Fapovo v1.5 the last days. I have noticed a much higher server FPS than in the older versions.

    The AI is using the bridge now much better but it's still a bottleneck. But that is ok as it is a tactical attribute for a war.

    The look is really great and the whole terrain feels very realistic.

    Great job icebreakr !

     


  4. If you are new to ArmA3 you should first learn all the new features since OFP. Basically it is almost all same but the AI is much different.

    Ballistic is also much better than in OFP. And moving was faster in OFP which is a gamechanger in ArmA3.

    Anyway, check my signature...

     


  5. Hi, I had a good 3 hours match last night on this Cherna2020 beauty. Its just amazing how its better running than the regular one.

    I don't think its to sharp or to good, its just great how it is. Only thing I noticed were the woods, they look like they have more space.

    I could drive through every forest I saw and it's possible to look into it from air vehicles which means it's harder to hide in there.

     

    But that's just cosmetic. Playing on it feels awesome with much higher performance. AI vehicles drive much smoother somehow.

    Excellent work so far!

     

     


  6. Hi 0Y0

    Seems there is something wrong with the signing of the files. I can't join my server it kicks me saying wrong signature for PiR addons.

    pir.pbo ; pir_anims.pbo ; rd.pbo are not signed...

    Iam using the 0-0.bikey (11.01.2020 23:18).   It is inside my keys folder on my server yes, and I have restarted the server yes. 😉

    Client & server are both using the steam workshop version.

     

    Would be awesome if you can have a look on it by time.

    Thanks for sharing your work with us.


  7. On 10/29/2019 at 1:06 AM, chernaruski said:

    Can confirm. A very strange AI behavior , when using resurrection module.

    Bugreport:

    Resurrected units slide on the floor as zombies. (Tested on a multiplayer server)
     

     

    That bug is still alive. Tested on last weekend with dedicated server.

    • Thanks 1

  8. 28 minutes ago, haleks said:

     

    Oh, sounds a locality issue with the script then... Is it a Ravage only set-up or is there other mods like Exile in the mix?

    CBA, complete cup, enhanced movement, JSRS and no exile or kind of.

    Units are on stomach side with face in the ground looks like the are frozen. But when you shoot them they jump up in air to fall down dead.

    Iam running 3 modules in mission.sqm just default stuff but with units rise up after dead. I like it alot.

     

     

    • Thanks 1

  9. Oh, I did not make it clear enough. Sorry I meant the killed units fall down and then after transformation they slide around trying to catch other units.

    But they don´t do the animations anymore, they just surf on the ground. I saw one guy sliding to the next town.

    Not sure if this helps...

     

     


  10. I`am a big fan of CUP from the beginning. The last update is amazing though I have bigger problems with the balancing of Bluefor vs Opfor.

    I had them fighting for more than 3h without having a winner before. Now the Bluefor needs 1h to defeat the Opfor.

    I let every side fight with almost the whole content.

    The weapon power of all vehicles of B seems increased.

    Does anyone else noticed this ?

     

     


  11. 2 hours ago, b3lx said:

    Hi snkman, thanks for this release! Been using TCL and am now going to try GLX.

    I want to share a thought on something that bothers me in Arma. It's something that happens in every game I've played with vanilla or different AI mods and seems very unrealistic: infantry and vehicles move too close to the enemy. I think especially unarmoured vehicles like technicals should move to suitable places where they can provide some support fire without getting killed by some dude 10 meters away. Transport vehicles even worse, reinforcements become pretty useless as often everybody dies disembarking a truck. The great majority of real combat footage I've seen portrays long range engagements and everybody ducks as soon as bullets strike near. In Arma the AI treats bullets as if they were a minor inconvenience.

    Do you have any plans to improve this?

    Hi, exactly this happens in every game. But I think its not possible to change. AI goes by waypoints and you will need to kill those. I have a script running in my mission somewhere where a ai pilot checks if there is shooting before land to drop out soldiers. If there is shooting he will drop soldiers in air and get back to base. But he still followed his waypoint just a change in the behaviour. So it would need a break from waypoint and a radiochat to the leader (cant get there). Then observe wp go slow status red and so on. This would fit maybe in some situations but not handy for all gamemodes or every situation. Also maybe a heavy load to script/fix/improve... 

    I guess its a BI Job. 😉

     

     


  12. I wonder how the AI will pass that river ?

    If a mixed AI squad will pass a bridge it always ends up in a mess.

    AI should not move in formations when there is a bridge.

     

    The terrain will surely work with coops or SP missions but in MP with AI´s this will be a game breaker.

     

    Did someone test this yet ?

     

     

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