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mr_centipede

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Everything posted by mr_centipede

  1. mr_centipede

    ARMA 3 and Razer Hydra

    So is that mean it works with ARMA 3?
  2. If they behave realistically, then I don't whatever it's called as long it's military like designation. ie no gun named "5.56mm Hello Kitty Rifle"
  3. mr_centipede

    Is Arma 3 authentic?

    What's not realistic about ARMA? other than the medic system... What makes ARMA3 less realistic than ARMA2? other than the medic system? All I see are just trivial matters. Mi-48 shouldn't have 3-barrel gatling cannon, or the Slammer don't have the 50cal mounted... So why does it matter? The armor hitpoint system? ARMA3 system is an improvement over ARMA2 system, makes it more realistic. So really, how does ARMA3 less than of a milsim than ARMA2? Other than the medic system
  4. mr_centipede

    [WIP] bCombat infantry AI Mod [SP]

    I just had a test comparing bCombat AI and vanila AI. I found that in clear open terrain, bCombat AI tend to disperse more and become lonel unit whereas vanilla AI they move too slowly but within range of each other
  5. Another AI issue I find could be improved upon: I find AI groups will lose cohesion in a prolonged firefight. They will break formation and as a result AI unit tends to be alone and becomes easy pickings. Here's how it happens. When in contact, AI group leader will issue engage command to its subordinate and the subordinates will carry out the order and break formation. Then after carrying out the order, assuming new target is detected near the target, the AI leader will issue to attack this new target to the closest friendly. Thus in prolong firefight, the subordinates will become more and more disperse and further away from the squad leader. My proposal: After successfully engaged an enemy, the subordinate must return formation first before the AI leader can give new engage order. This way AI wont wander off too far away from the squad leader and make them more deadly Here's my ticket http://feedback.arma3.com/view.php?id=15866
  6. mr_centipede

    AI group cohesion deteriorates in prolonged firefight

    That would be fine too, if the unit wander off too far away from the squad leader, lets say 400m, then the squad leader will order it to return to formation. Maybe cohesive isn't the right word, I just don't like to see the AI to dispersed with no support at all in a long firefight... They tend to wander off too far away from the rest of the squad making them easy pickings. Using enableAttack false will make them stick together but I miss the AI flanking maneuver...
  7. mr_centipede

    General Discussion (dev branch)

    AI issues/AI feature request: Stealth behavior and Combat behavior are too much alike, apart from whispering voices - need to differ them a bit more http://feedback.arma3.com/view.php?id=15860
  8. mr_centipede

    General Discussion (dev branch)

    Todays Sabot hit effects looks much better now.. About "•Independent soldiers have been visually tweaked", what exactly is tweaked?
  9. mr_centipede

    [WIP] bCombat infantry AI Mod [SP]

    Another idea to make the AI more 'human-like': it would be great if you can reduce order spamming by AI group leader, maybe use enableAttack false then sleep for a few secs to simulate the AI leader developing the situation.... but I guess that goes into bCommand scope, since it handles with leaders and commanding...
  10. mr_centipede

    [WIP] bCombat infantry AI Mod [SP]

    Does bCombat execute on AI unit that is ordered to move by the player? Like selecting the AI using F keys and click on map.. I don't notice much difference from vanilla.
  11. mr_centipede

    General Discussion (dev branch)

    Repro mission and feedback tracker if you want to get it fixed.
  12. mr_centipede

    Tipping point mission

    Ignore your teammates... just run for your life... don't continue with your current path after a round just fell (or when you hear its going to fall)... and I went straight to the boats... I find that part of the mission quite fun.
  13. mr_centipede

    [WIP] bCombat infantry AI Mod [SP]

    If I could throw some suggestion, maybe you could do some "react to contact" behavior? If got into contact, then go to combat behavior, hold up for a bit to look for the enemy. If enemy is found setFormation "LINE" and continue contact. After contact is over, resume mission in original behavior, speed and formation before contact. Is this within bCombat scope? or is it in the bCommand scope?
  14. mr_centipede

    [WIP] bCombat infantry AI Mod [SP]

    Yep, looking great so far... mainly I play as an observer, looking at the AI... I'll try to be a subordinate later on, and then as a squad leader. Havent found any bugs yet... I'll just echo what everyone just said :D Good job fabrizio_T
  15. mr_centipede

    Arma 3 compared to Arma 2

    I just got shot in the leg in the campaign just now, and I cant walk... pretty nice... better than force crawl. Would be better if there's a limping animation just like in Original Ghost Recon.
  16. mr_centipede

    Supporter credits list

    I have my name in there, in bigger font than those in the supporter lists, and I don't even buy the supporter edition. Make me feel so special.. for a few secs at least, until I realized that 'name' was picked from your profile name.. hehe
  17. I got this script error in Tipping Point Error in expression <vehicle _center, if (_inCover) then { (_coverLow + random _coverHigh) } else { > Error position: <_coverLow + random _coverHigh) } else { > Error Undefined variable in expression: _coverlow Error in expression <os==3) then { _pos = [(_pos select 0) + _dist*sin _dir, (_pos select 1) + _dist*> Error position: <_dist*sin _dir, (_pos select 1) + _dist*> Error Undefined variable in expression: _dist File A3\functions_f\geometry\fn_relPos.sqf, line 26
  18. mr_centipede

    Interstellar Marines - Indie game in development

    http://store.steampowered.com/app/236370/?snr=1_4_4__43 Currently on sale - early access is at 9USD... I think I'm gonna get it.. looks like fun. Anybody else have it? And do they support trackIR?
  19. I think the suppression effect in A3 is missing. I think there was a screen blurring/heavy breathing in A2 when bullets impacting near you (though not flying near you, but TPWCAS fixed that). Since that effect is missing, does this mean the AI are not affected by suppression? Btw there's a ticket here: http://feedback.arma3.com/view.php?id=5496
  20. mr_centipede

    [WIP] bCombat infantry AI Mod [SP]

    Probably something along the line of ARMA Light Infantry Virtual Experience... something like that... I think I saw in someones sig around here somewhere
  21. mr_centipede

    Speed Of Sound

    The near sounds sounded to much like a distant sound... don't know how to describe it, it just sounded distant, even though I'm standing right next to the shooter.. its loud yes, but it feels distant
  22. mr_centipede

    Best war RTS game?

    Command Ops: Battle of the Bulge and its iteration (successor to Airborne Assault Highway to the Reich engine)
  23. mr_centipede

    Clipping issues

    So it's an addon request now?
  24. Sorry to bump... I guess it's not possible then... is there a workaround?
  25. mr_centipede

    CSLA Studio - A3 WIP

    That team photo... if there's no real human in it I would've thought the Hind was in-game....
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