Jump to content

pd3

Member
  • Content Count

    667
  • Joined

  • Last visited

  • Medals

Everything posted by pd3

  1. I wonder if a condition could be created in which players entering air units effectively suspends the script until such a point that the air unit is abandoned.
  2. Ahhh! I was going to post about this, and I'm having a similar issue to Old_Painless, in that I added engineers to my customized version of the mission, I was able to down a helicopter, and my engineer patched it up enough for us to fly around. After a while of enjoying air to ground combat, it seemed as if the script simply stopped running. Is this the same issue? Would it be difficult to implement some sort of check in which it tests the player distance from each group, and if its beyond a certain range, count down until the groups are just deleted? Or, a simpler more temporary fix might just be adding a "clear groups" button to the command menu. Either just a plain "clear groups" button, or "clear enemy" or "clear friendlies", depending on what your problem is.
  3. Can we have one for Duala? Better yet, can somebody explain to me how the spawn limits work? Do you have to place something like markers down on a mission, save the file and review the coords? I'm assuming the scripts are intelligent enough to not spawn things in the water, as evident in Lingor.
  4. Somewhere I made an inquiry as to how that was done because the default mission had set the squad leader range up quite high. All I knew is that every once in a while I'd come across an AI soldier that would seem out of place. I really didn't like the fact that by default squad leaders were max or near max skill, as I find that they start eclipsing human constraints and start becoming more like terminators, tbh. It kind of kills the ambience of battle when you know that the statistical likelihood of hitting a target at a certain range with the PK for example is low, but with max'ed AI they seem to accomplish it magically without a problem, on a regular basis. When your tactical decisions are based on assessments of probability and effective range, only for those assessments to be inexplicably defied, the gameplay degenerates from being the tactical problem-solving sim that it should be, and turning into a random, paranoid, spasmodic twitch fest. I don't like having hamstrung ai, but at the same time I don't like giving the AI special concessions that essentially don't apply to the same rules human players are confined to. I have no e-peen fuelled ego to defend, I just want something close to an authentic experience with ARMA 2. The AI doesn't have to deal with recoil causing your iron sights to obscure your target, the AI doesn't have to deal with muzzle flash and smoke either. Once you get up to the highest skill rating, their performance starts to really reflect that and transcend those apparent "limitations", as compared to actual players. There is a way to set the skill range within the scripts, however I've forgotten at the moment where it was located.
  5. Just a question, but does Flashpoint support units carrying backpacks? Will there be any support for it in the future?
  6. That's funny, because I have no problem with that addon in particular, then again I've customized mine a little, I can't recall whether I had the same problems you did and fixed them myself, as I'm inclined to do that. I use them with my SP flashpoint custom mission, I equipped the cobra faction machinegunners with them, and they seem to work like a charm, in fact worse than a charm. They're great at putting a lot of lead downrage which makes confronting them a daunting prospect. I guess I forgot at some point I had to edit them to get them to function properly. I'm not going to go passing around modded addons without permission, but hopefully he'll fix the issue so you'll be able to use them.
  7. They're getting fairly expensive, and I'm reticent about just getting a single GPU nvidia card. Eventually I'm going to buy a new PC for Arma 3, however I'd like to max-out the current rig I have. Is it worthwhile to get the extra 6970? Anyone?
  8. I couldn't find anything regarding the editing of warfare 2. I'm having trouble figuring out how to import custom infantry into the game.
  9. http://www.armaholic.com/page.php?id=15842 Will an MG69 work for ya? I use this addon pack, its got some decent stuff.
  10. I'll have to try to new updated versions, cheers on the release. Also thank you for clarifying some bits of your code, I've actually modified a fictional scenario using the Gi Joe Cobra units and some others just for variety. I just wish there was more variety as to unique vehicles, as its been kind of a hoot to play thus far.
  11. I'm usually pretty good with my "punctuation", but I suppose I should go through any scripts with a more appropriate program than notepad. Things seem to be working fine right now, however while you're around, can you tell me a little more about this: RU_AMMOS = [6,7,8]; RU_GRENS = [2,3,4]; If I wish to alter the weapon pool of a particular faction, I'm assuming there must be some relevance to that and at least the RU_AMMO array. I'm somewhat paranoid of borking the scripts again. Additionally, if I were to define a weapon such as: WPN_M59 = ["KPFS_MP59","KPFS_32Rnd_MP59"]; Would this, depending on its placement upset the order defined in the aforementioned arrays?
  12. Sounds very promising, I'm encouraged to hear about the progress. I suppose I could narrow you speculation down a bit. I believe the problem I'm experiencing is because I'm trying to incorporate different weapons into the game, and it seems those completely bork the player selection window and strip it of any options. Is there any specific reason for this that you can think of? I'm wondering if its because the weapons I'm attempting to incorpoate are addons, and aren't being precached or loaded or whatever you call that at the top of the mission.sqm That's pretty much my only guess. I'm able to incorporate other units just fine otherwise.
  13. I'm currently fiddling around with the chenarusfactions.sqf file, trying to change the insurgent faction to the Cobra/Viper units to change things up a little bit. I think I've edited the necessary fields, although when I compile the mission and I get to the player selection screen, nothing shows up. Its an empty field. Can one speculate as to what I may not have done to break the system so to speak?
  14. So long as the Multiplayer version manages the capture the sense of chaos and the scope of an encompassing battle around the player, as the SP version does, it should be fantastic.
  15. I fixed the problem for BD_30mm, I'm going to contact the author if I can and tell them what they need to do in order to remove the persistent muzzle with your addon.
  16. I'm going to give it another go then. I killed a crapload of opfor in that one town, but I'll stick it out this time and see if I can clean it out. -EDIT- Played it again last night, and I still can't help but notice if you get caught in a specific area, there's a steady trickle of AI that filter in from specific areas. I don't know if that's because they're spawning at the utmost extremity of the spawn range (1500m?) or if there's a rather frequent spawn interval involved. Kind of seems like they filter in at a predictable rate though. Anyhow, I'm starting to like this mission, its really growing on me. One thing I will say that would make it a bit more interesting is tracking dogs used by the enemy. Or even possibly being able to recruit a dog from a nearby town to make noise when it detects ai of a particular side. Shoot an animal, collect its meat and then entice the dog to be loyal or something. Kind of a go-between for not having a map/GPS, but still being able to have some advance warning of AI creeping around brush and buildings. I would also inquire about the behavior of civilians around opfor AI. Do they always abandon their vehicles when you're riding with them and they come upon a platoon walking along the road? Its happened to me twice now, and its resulted in some very hairy situations.
  17. I have found the culprit. Apparently the addon BD_40mm.pbo does not like your addon for some reason and attaches a muzzle flash to the tips of your launchers. Pity though, because that's a pretty cool addon featuring chemical rounds.
  18. When you're in a town, do AI respawn infinitely to harass you into leaving? Are there never points in the game where you're given the opportunity to fight and keep some ground for a period of time if only to re-arm and potentially make off with an enemy vehicle? A lot of this mission can really be circumvented by simply tromping through the wilderness and avoiding everything you come across. There's no real tactical incentive to do anything because you're just going to be respawn-hounded until you succumb to attrition. Nice concept, but it could use some reworking.
  19. First time playing this mission, and I'm really excited about the concept. The only thing that I'm confused about is some of the technical details relating to enemy spawning. Upon starting up the game it seems as if I clear the initial starting area of enemies and if I linger long enough to loot enemies, AI will spawn ridiculously close by. I don't know what is defined as a "far" spawn setting, but it seems like you can't turn your back because the scripts will create an enemy AI very close to you. I'm not sure if I didn't simply kill -all- of the initial starting ai in the area, although I thought I had. But in any case, has anyone had similar experiences? Beyond that slight buzz kill, I'm optimistic for the mission itself. ---------- Post added at 03:21 ---------- Previous post was at 02:29 ---------- I've experienced this and my impression is that there's a lot of "nudging" of the AI. I was halfway down a hill, under heavy cover from trees and it still found me. Another thing I noticed is that when I've scouted a town prior to entering it, in the hopes of making an assessment of any potential threats. From a certain distance I -never- see AI, only when its too late and I'm already inside. I'm still wondering about spawn thresholds.
  20. pd3

    CQB??

    Incidentally I did get into a situation where I was playing SP flashpoint on Lingor and I ended up on an island that I had to swim off of. I lost my rifle, and I had only a pistol with three magazines after all was said and done, and no sooner had I made it ashore a platoon of insurgents spotted me and started shooting. I barely made it to the bushes, I was able to return fire, although they were out of my effective range and had to rely on some good fortune allowing me to either escape or avoid getting shot long enough to kill one of them and get their weapon. I killed a few of them before I had run out of ammunition, and lo and behold there was one left, who crested the hill by the shore and was moving in my direction, yet they didn't seem to be aware of my position. I was lucky to have had a grenade that made short work of him, otherwise it would have been very likely that if he hadn't have killed me, another platoon I met up with later on would have, what with no bullets and all. In that particular circumstance, it would have been interesting to have some kind of close quarters disarming system, or something like that. However I could just as easily chalk my misfortune up to the fortunes of war, and started over. I still generally think it won't be implemented, but I could see its application on rare occasions being helpful.
  21. The beauty of ASR_AI is that its pretty customizable.
  22. Well, compared to pretty much any milsim out there, its leagues better. Give it time, hopefully BI doesn't get bogged down trying to appeal to mass markets, and instead realizes that as time and technology progresses, we'll want to see more elaborate simulations represented in games such as this. ---------- Post added at 01:54 ---------- Previous post was at 01:50 ---------- I actually like the apply field dressing option, in spite of it not being necessarily realistic, the scope and time-scale of the game is such that you will become hampered quite quickly if you take errant gunfire or spash damage from an explosion. And in the context of co-op, it really sucks being killed and or injured and left out of the game. I've been playing since OFP, and long gone are the days of me sitting around waiting for the game to end as a seagull/crow/rabbit, etc. Revive/respawn has got to be my first choice for all Co-op missions I make, as it adds a strategic element to helping wounded comrades, as well as maintaining the flow of gameplay as smoothly as possible.
  23. pd3

    xbox controller support?

    Well, first off I'm not angry, I am however a little concerned that the entitlements conferred to this demographic over the last ten years are going to imbue them with a sense of entitlement enough to demand core PC gaming sim developers essentially cater to them simply by virtue of their representing the LCD of the gaming world. Secondly, regarding "speed", its all relative. I will always be the first out of the gate extolling the virtues of enhanced more "realistic" simulation of human idiosyncrasies, be they everything from the limits physical capabilities to the involuntary movements or tremors we all have when bearing a suspended load in our hands. I loathe the idea of a 1 to 1, inertia-less form of weapon handling, however I do want to respond to targets as efficiently as possible, and in the context of ARMA, and its predecessor, it has always been the mouse. Case in point, the involuntary movement of the hands as you're holding the gun whilst can be easily offset and accounted for by a mouse, would be quite frustrating for a controller-using player, especially if they've just been wounded, or stopped after running and attempting to target an adversary from a long distance. My response to that is: "if you want to use a controller, suck it up princess." This is why a mouse in the hands of an experienced player will undoubtedly come off better than a form of control that requires you to hold your thumb at a potentially strain inducing angle to line up your shot. I really don't mind people using controllers for FPS games, in fact I was eagerly awaiting the advent of most console FPS games supporting mouse + keyboard support, until I read sometime in 2001/02 in EGM that SOCOM was purposely not being developed with mouse + keyboard support for fears that it would engender hard feelings for controller players. MFW: http://www.youtube.com/watch?v=tojt8QhKrrk http://www.youtube.com/watch?v=tojt8QhKrrk However, with that said, I really take exception to a game such as this being lobbied in some instances, for what I can only describe as "controller player welfare". To basically offset some of the inherent advantages that are conferred by using a traditional mouse + keyboard setup. And yes, that would harm my experience because I want MORE sophistication, and its patently obvious that controllers aren't conducive to handling that well, and thus they want less of it. I really don't want to say GB2 COD, but seriously, if you're not gung ho for more detailed simulations of physical properties, both environmental, mechanical and organic, then you're moving in the wrong direction. A great example of where this "gameplay equalization for everyone" - mentality, is the offhand knife in Modern Warfare 2. In that game, even if you couldn't shoot for shit, you could still just run around hammering a button and insta-killing other players. And I mean that's an example of that design philosophy at its lowest form. I really just think that leaving the option open for people to use a controller is fine, I may actually try driving a vehicle or flying a helicopter with it some time. I already use an xbox controller when I play IL2 Sturmovik, and while its not as great as a traditional analog stick, it really does the job better than mouse + keyboard. But this isn't IL2, this is ARMA, and I really have reservations about people in addition to wanting bare support for controllers, progressively whining for realism-killing features that would make their experience slightly easier, whilst simultaneously eliminating some of the more definitive features that make this game the simulation that it is. I really think that after ten years of this nonsense, its time to give this demographic the kick in the ass that it needs to get with the program, or deal with the reality that is depending solely on a controller to play a military sim. They've been purposely sheltered from it by developers up until this point, and the industry as a whole isn't going to evolve its gameplay mechanics until these people's tastes start becoming more sophisticated as well.
  24. I just found generally that I could also pretty much anticipate where and at what interval AI would spawn. This was something I hadn't experienced with the singleplayer version. And I guess the best way to describe being able to "escape" the AI generated soldiers, is as Old_Painless had mentioned, they seem to "dry out", the further I got away from a particular area.
×