Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by NeMeSiS

  1. NeMeSiS

    ARK Survival Evolved

    You can give The Hunter: Primal a try. I don't know what to think of this game though.
  2. NeMeSiS

    What kind of speaker/headphone do you use?

    I have a rather old X-Fi XtremeGamer and heavily recommend something better than onboard audio if you care about audio quality and if you have at least midrange speakers.
  3. NeMeSiS

    What kind of speaker/headphone do you use?

    Usually 5.1 speakers. Unless i play MP (which is quite rare), then an okayish stereo headset.
  4. NeMeSiS

    The Witcher 3

    To be honest, it looks pretty shit. The gameplay itself is pretty much the same as in part 2. Ok, but nothing to write home about. What's left is the story, i haven't played enough to judge about that but the immersion is held back by the fact that the game looks like a Skyrim mod.
  5. Except that apparently it really happened.
  6. https://m.youtube.com/channel/UCgIG1VYVrCqUPNfM-Hz8ASg That is my YouTube channel which has an unreasonable amount of videos regarding ai vision, on mobile, can't be bothered to post more specific links. None about actual terrain though.
  7. Horse soldiers. Afghans on horses with RPGs vs Taliban tanks, mixed with some US SF and air support. Surprised it isn't a movie already.
  8. Havent used it myself but: https://community.bistudio.com/wiki/enableEnvironment
  9. NeMeSiS

    The U.S. military's stealth hybrid dirt bike

    What is the range on batteries?
  10. That would require so many animation changes that it is not going to happen unfortunately. Still, i would be happy with a faster change at max tactical speed.
  11. NeMeSiS

    AI Discussion (dev branch)

    EDIT: Deleted post because it is too messy, may reattempt later when sober.
  12. NeMeSiS

    AI Discussion (dev branch)

    Another AI layer? We already have the hardcoded engine stuff, the FSM layer and whatever scripts/mission editing stuff/addons you run on top of that. Another layer isn't going to solve anything except giving the already overloaded AI more stuff to take into account. Telling the AI whether he should stand up or sit down in 3 or 4 different places that all run trough eachother isnt good for anything. Btw, FSMs run on individual units. Considering the current behaviour is at best 'OK' i think it is a bit too premature to write different ones for different unit types. Lets get at least 1 good. :p Civilians do actually have different combat AI compared to soldiers. No, a 'force-move' would command would allow for retreating or some 'attack at all costs' rush, while an all clear command only speeds up the end of a battle a bit. And i think that trying to properly detect when the commander is trying to retreat or rush the enemy and having the AI behave accordingly is a bit overly ambitious when you might as well give the player a command to do just that. Retreating and rushing the enemy are both edge cases anyway that are quite different from normal behaviour, but it comes up often enough that not being able to do it properly is annoying.
  13. NeMeSiS

    AI Discussion (dev branch)

    It doesn't stop the switch to the "COMBAT", but it does stop the actual combat behaviour (bounding overwatch, looking for cover, etc) which is done by the formation FSM. They will probably still use the combat pathfinding and stuff, but they are much faster (and dumber) than with the FSM enabled. All they do is follow their squad leader and shoot targets that they can see without leaving formation, but not all behaviour is disabled so it is not a 'run in a straight line' thing. I am afraid you wont be able to cover every possible use case properly, and a 'force-move' option would help a lot, especially if its player controlled since the player will know why the AI is acting like a suicidal maniac.
  14. NeMeSiS

    AI Discussion (dev branch)

    DisableAI "FSM" works fine if you do it before the AI enters combat mode*, but doesn't seem to do anything after the FSMs already started doing their thing. I tried combining it with seba1976's trick mentioned above, but i just got the AI stuck instead. Though i didnt try very thoroughly so feel free to do your own attempt. *Making the AI rush enemy positions is quite possible as a mission editor with tricks like this, but as a commander we seem to be out of luck.
  15. NeMeSiS

    AI Discussion (dev branch)

    Is it? Because if so i would like to try something with it, but i have no idea how (except for deleting and recreating units). I just tried modding a 'hurry up' command by making a way to exit the fsm (and applying some normal 'go faster' scripting) and starting it back up whenever needed. Unfortunately the fsmFormation isn't really moddable, it seems to hook directly into the engine and you cant really add your own code to that, and i dont feel like writing all combat behaviour from scratch in a normal format. :p (Btw, the information about formationEntity.fsm at the wiki (https://community.bistudio.com/wiki/Arma_2:_Operation_Arrowhead:_AI_FSM#formationEntity.fsm_4) isnt completely correct as i was able to assign an external FSM, just not the normal formationEntity.fsm as that uses the weird 'hook into engine' format, and not the normal scripting one. Loading an edited formationEntity through cfgFSM is also possible, but as said those cant seem to contain own code so that is pretty useless. Or maybe it is possible, but i cant figure out how) EDIT: For anyone interested, formationEntity seems to be compiled with 'entityFSM.cfg' by the FSM editor, other FSMs with 'scriptedFSM.cfg'. Just changing the cfg doesnt produce any working results (Unsuprisingly). Files can be found in your 'x:\..\Bohemia Interactive\Tools\FSM Editor Personal Edition' folder.
  16. NeMeSiS

    Arma 3 "objects"?

    https://community.bistudio.com/wiki/setVariable may be close enough to what you are looking for.
  17. Have you tried my suggestion?
  18. NeMeSiS

    Problem to Open texHeaders.bin file

    Eliteness can unRap bins to readable cpps.
  19. Im not buying promises, but i am happy to shell out a couple of euro's after all these patches, also, i like the weapons.
  20. If it just randomly started happening it could be external. Do you have FPS drops in other games? Tried another viruscanner already? Checked temperatures?
  21. 7-4 is safe, careless is only available in the editor. In any case, i am pretty sure that this is hardcoded behaviour, and not regulated by FSMs.
  22. I think the default stance positions are fine and it is currently based on the behaviour that is set (stealth, combat mode (which happens automatically under fire), the stance of the group leader(if they are in formation) and the need to move somewhere else. The option to override it is just there in case you want to do something special. I pretty much never feel the need to override the default behaviour. If you want to ambush something and have them keep low you just put them in stealth mode, which will keep them mostly low, as long as they dont need to move far.
  23. Oh dear you are right and i had no idea it worked liked that, thats just a horrible implementation. How you ever managed to figure that out is beyond me. I just checked the VR courses but even they dont seem to cover any of this. I usually put my units on 'engage at will' anyway, at least when i am on offense. Managing the AI on defense is just horrible.
  24. I never said it was clear, and i have no idea why BI doesn't explain this. I bet that most people who have been playing since OFP still dont know the difference between 'target' and 'engage' because of a combination of bad/lacking tutorials and shitty menu's with even shittier descriptions. It really is a failure on BI's part. That being said, it was easy to google. :p EDIT: I am pretty sure that even most people within BI dont know any of this. Correct me if i am wrong, but i am pretty sure that in older games (before that useless 'quick command menu' was a thing) you could tell a unit to engage another unit by selecting him and left clicking on an enemy, and target an enemy by right clicking. Because of that new menu that is no longer possible, and both options arent even represented in the new menu. EDIT2: Just checked in OFP, left click was called 'attack', which seems to be the same as 'engage' + 'fire', right click was just 'target'. The new quick command menu only gives us 'target'. Which explains a lot of 'AI not properly attacking targets' complaints. Ever wondered why your AT gunner didn't shoot that tank? Because he was told to target, instead of engage it. Just to clarify: Target = Aim at that enemy over there but stay here. Engage = Kill that enemy, take a hike if you need to (Because of LOS issues) Why BI decided to make target the only option in the quick menu is beyond me, as it is pretty useless unless you are defining targets for a surprise ambush or something.
  25. https://community.bistudio.com/wiki/Operation_Flashpoint:_Commander_Guide#ENGAGE_.283.29