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pd3

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Everything posted by pd3

  1. They seriously have to fix these issues for arma 3. Even with infantry, on countless occasions now, I've approached AI from behind only for them to wheel around at light speed and know precisely where I am only seconds after they were revealed to my line of sight. Now whenever I get excited to play some Arma 2 I remember how utterly useless tactical evasion is and its just... bleah. I can't really argue COD players now because technically all ARMA 2 is at this point is deathmatch skills with strict movement limitation, nothing more. I think everyone likes the idea of "AI" behaving intelligently, but I don't think anyone really wants them to have abilities that aren't shared by human players, that just sucks. :(
  2. pd3

    ASR AI Skills

    Hopefully it addresses some of those issues with the update. I was also meaning to ask you, because I have been playing around with a script tool used to track inconsistencies in AI detection behavior by m.g-c Does your mod enhance the way the AI hears anything other than gunfire? Can the AI hear anything other than gunfire? It seems to me that the AI either is psychic or has super hearing, as they inappropriately detected me far out of auditory detection range. I would just suggest if that is an enhancement made to the mod, that maybe the AI sensitivity is... considerably attenuated. Seeing the AI detect me from two diametrically opposing positions without any line of sight was just disheartening to say the least. Knowing that the vast majority of the time the AI will have the drop on you (for no good reason) kind of kills the immersion of the game.
  3. pd3

    ASR AI Skills

    For some reason the mod seemed to have stopped working. When I first installed it, the AI changed remarkably, but now it seems the AI can crank off shots from long distances and hit me in the head repeatedly in rapid succession. It seems like there's nothing I can do to change the behavior of the stock units. Are there any addons that have compatibility issues with your mod?
  4. pd3

    ASR AI Skills

    Great, thanks for the reply. I have one more question, and its kind of offtopic, but does anyone know what the unit ibr_mutant is? It just seems to be kind of randomly stuck in there, and sounds kind of interesting.
  5. I'm experiencing a bit of an anomaly myself with this excellent mod, specifically regarding the replacement (or lack thereof in this case), of the AKM/47 sounds. Basically, the mod doesn't seem to for some reason, I know the sounds are there, and I've checked the wep_rifle.h and I don't see the problem. For some reason the sounds aren't playing, and I'm stuck with the very... so-so sounds that are supplied with the game itself. Has anyone else experienced this? I thought it might be a conflict of some sort, however I've run the sound mod itself with nothing else and it seems that has no effect.
  6. pd3

    ASR AI Skills

    How does this work? By what means does the mod ascertain the type of unit? Does it simply go by recognizing certain inherited base classes or something? If not, is there a way for end users to define addon units to be compatible?
  7. Does this predetermine the number of pellets for every shot? I'm trying to figure out if this number can be increased or whether its tied to something hard-coded. ... Nevermind, bah, locked in at '9'. My suspicions were correct.
  8. Has anyone attempted something like this? I've just started to scratch the surface regarding the post process effects, and I'd like to know how they're used with the in-game NVGs config-wise. Does it work under the same principle for weapon scopes? That is does it use "class opticsmodes"? Can anyone tell me what pbo file I need to look into to see how they did the NVGs? There's quite a few of them. -EDIT- Ouch, okay, seems like it doesn't. That kinda sucks. I don't suppose there's ways to create new "simulation" classes either is there?
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