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mr_centipede

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Everything posted by mr_centipede

  1. mr_centipede

    General Discussion (dev branch)

    ^^^ WOW.... almost too real. Especially when the dust kicks up and rolling around... too real. I'm impressed with ARMA3 particles
  2. mr_centipede

    AV_IndUs (US Army inspired units)

    No need to unpbo anything, just use the built-in config viewer in the editor.
  3. mr_centipede

    General Discussion (dev branch)

    I assume you mean the white smoke pouring out after shot? That's already ingame, though not as spectacular... honestly it looks more like a proof of concept. About the video, seeing that video, with the crew beside their tank, I just realized the tank in ARMA3 is too small/too low. The hull of the tank in the video shows that it's almost the same height as the crew, maybe neck level. But in ARMA3, it seems like it's waist length. Btw, I'm talking about T100
  4. Bipod and weapon rest is not that important. The important thing should be firing from vehicle, esp from within APCs/IFVs
  5. mr_centipede

    Mission Editor Expansion

    Bravo!!!!.... That will really really really help mission editors :D. I cant thanked you enough :D
  6. mr_centipede

    Breath holding and using TrackIR to aim

    My only complain is when you get used to it, theres not turning back... other game without trackIR just doesn't feel the same
  7. mr_centipede

    Breath holding and using TrackIR to aim

    I use trackIR to bring up the sights by bring up my face to the monitor (temporary optics I think), with zoom also, because basically that's what I did anyway when trying to shoot far enemy.
  8. mr_centipede

    night seeing ai arma 3 need help!!!!!

    I find skillEnemy around 0.60 - 0.64 is my sweet spot. Set in-game, not in the cfg file. What I find is, the skillEnemy will make them all knowing, super fast reaction bot. coupled with precision, that can lead to super reaction all knowing aimbot... I say play around with ingame skill setting first (the difficulty menu, not editor AI skill slider), after you find a reasonable AI reaction, tweak the precision in the cfg file. For me I don't need to tweak the cfg file because I find 0.64 ingame difficulty setting is good enough
  9. mr_centipede

    Susat Scope

    It should be 'STOPAGE', being british and all :p
  10. Yes it does... For me that settings would make the AI sharpshooter player killer, so I usually set the precission value at 0.5 or below.
  11. Its not a problem, its a feature. I dont want an AI that stands like a statue then suddenly 'activates' when the player is 'within range'... But mission designer can do that also in RV engine using disableAI or disableFSM until they are needed.
  12. i think the civilian should be "CIVILIAN" as in inside the quote
  13. I find it not really matter when it is placed, but rather when it's grouped. Using your example, when you placed comms first, then placed support, what it does it, it grouped support to comms, then execution grouped to support and so on and so forth. Because I found out if I removed the group lines, the order became messed up again... But that was during v1.0, so it probably changed now
  14. The purpose is to know will a bullet penetrate a certain object, and what that object do to the bullet path after is been penetrate it. Zeroing could work also. Basically just a fun way to know where the bullet goes after it exited the barrel
  15. This is not a tracer mod, it's a script to trace the bullet path. think draw a line from the muzzle of your gun all the way until the bullet stops
  16. mr_centipede

    i cant see any radio subtitles!

    try to go to the game layout menu, apply it and restart the game. Hope it helps
  17. Hello all, I think I've finished early release of my AI script. May I present you Cent_AI_SqdLink v1.0 Introduction This script will try to mimic a cooperation between squads within the BIS High Command structure. Basically what it will do is, if a squad is under attack, it will call for help from the closest squad to his location, and share the nearTargets with the supporting squad. I tried to make more complex with the aim of making a platoon contact drill, but that was to much of a brain drain, so I simplified it to this. Current Limitation(s) Currently the script only emphasize on infantry battle. I haven't make a logic if the squad is under attack by armor or such. Bugs are also would be abundant I presume Usage 1. You need to copy [cent_sqdlink] folder into your mission 2. Put in a game logic, in the init field enter this line: nul = [] execVM "cent_sqdlink\cent_sqdlink_init.sqf"; 3. Play the game and enjoy. Sample mission is provided. License/Copyright I will give permission for anyone to mess around with my scripts and redistribute provided proper credits are given where credits are due (esp to Fabrizio_T) Credits: BIS for High Command Module Fabrizio_T & tpw for ARMA2 bDetect framework Download Link: https://www.dropbox.com/s/a0k5zk6rq6yuubd/cent_sqdlink_v101.7z Enjoy... change log: v1.01 24/09/2013 - added suppression effect(AI only - just adjust their skill (aimingShake, spotTime, courage) - refine react to contact procedure - the AI will create a hold WP, and hold out until things quiten down ( > 60 secs after the last shot fired from the enemy), then they will proceed with their mission - some minor adjustments here and there v1.0 23/09/2013 - initial release
  18. mr_centipede

    General Discussion (dev branch)

    wow shaft light... I'm drooling already... From the video I agree some part are a bit overdone, and the edges are not 'soft' enough. These 'shafts' does happen IRL, esp in closed dusty environment like caves, where you see the dusts being lit up by the sunlight
  19. mr_centipede

    General Discussion (dev branch)

    What is this light shaft technology? Im still downloading...
  20. mr_centipede

    CiA Petition Letter to BIS and DnA's Response

    The regression in the community makes me want to live in a cave instead... The CiA community made a petition, DnA, a BIS developer responded it with an insight of how ARMA3 development went. It was a nice response. Lets just keep it at that shall we?
  21. mr_centipede

    Anime Mod for Arma 3

    Ah come on... At least now we have civilians other than those with polo-shorts-sandals combo. Variety is the spice of life... Okay I'm not an otaku though :p
  22. mr_centipede

    General Discussion (dev branch)

    I think that's not quite correct. I think they use the same method here, where for example a shilka have an enormouse damage per trigger pull, to simulate the high ROF. The game still fires 1 bullet. The ammo counter just decrease it in a fixed amount of by 5 or 10, but you're still fire only 1 bullet. The proof is, you still only sees one bullet splash/explosion when it hits the ground.
  23. mr_centipede

    Cent Squad Link - Proof of Concept

    That is correct. I think they never do anything. It's only for player as far as I know
  24. mr_centipede

    General Discussion (dev branch)

    Thanks. this one fixed it for me also
  25. mr_centipede

    General Discussion (dev branch)

    About UI error, Yep, I can confirmed that it's still not fixed... but is it because I was downloading the unfixed version before the fix was commited?
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