Second
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Everything posted by Second
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first person view /head wobble in latest trailer
Second replied to Sandmeister's topic in ARMA 2 & OA - GENERAL
Have you tried running with a full load of gear while carrying a weapon in your hands? Believe me, the way the head wobble is in ArmA II is about as realistic as it gets. If i move around in 10-20 kg of equipment running, crawling walking i usually don't feel like throwing up as i do with shaky cam... Well if i keep the heartbeat in anaerobic level and drive myself to end then maybe EDIT: But yeah. It's about how it's done. Sprinting can be shaky in games, atleast i can cope with that by not sprinting so much. but Stalker-like 'camera swaying lots always when player moves' is way too much. If camera sways only when player moves fast then it is good, gives nice feeling of going fast (as does minor Blur in edges of screen). -
I wouldn't blame computers for this Hello, Rockstar! I bet Rockstar puts blame on computers
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Arma2 AI the most advanced in the world?
Second replied to quicksand's topic in ARMA 2 & OA - GENERAL
Not really. If you don't want to play the mission then there's no point in explaining. Okay. Fair enough -
I maxed every thing. AI skill to max, their seeing ability to max. Dunno bush type but those large ones in Rahmidi. Test was in "labratory" condition. Just including me, bush and enemy Enemy ----> bush -----> Me No "background noise" no additional factors which i can't control or take into consideration. Like i said in my earlier post about silenced weapons (not the one you quoted). If troops are grouped together they will understand instantly that their groupmate got killed. If they are seperated they dont' have a glue. I too have used rather much time and effort to sort this out in the past. EDIT: It was either late 2007 or early 2008 when i had pretty strong debate about this silenced weapon thing in ArmA general forums, about that one default misison where player is to sneak in base and stuff. Haven't seen that silenced weapon bug thread you linked here.
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LOL I lied behind bush in ArmA (ran test just for you!. While Opfor soldier is standing (aware behaviour) just 15 meters away from me. There lone bush in between us two. He didn't see me I fired a clip of bullets to sky and he still didn't see me. Now... Which one of us is wrong? Another test (took 2 minuties to test): I have man in front of me 15 meters away another one is 30 meters away. both look opposite direction then i'm in. I shoot first one with suppressed M4 to head and he goes down without screaming (don't shoot shoulders but to head!. Guy 30 meters away don't react in anyway but keeps staring those beatutiful butterflies at opposite direction. Ofcourse if they are in same group thing are handled bit differently, and at that point of time they become alert because i killed one of their group. Which is lame and should be taken into count by mission designers. Vanilla ArmA 1.14 in both cases. So chill down and buy another copy of ArmA, play vanilla ArmA or something
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Loved how it was in Joint Ops... How it worked? I havent' played the game but i've understood that character goes more and more transparent during time they remain stationary.
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Arma2 AI the most advanced in the world?
Second replied to quicksand's topic in ARMA 2 & OA - GENERAL
No thank you, i don't play Arma anymore. would you care to explain you point? I can explain point of mine: I put grunt into building (give him setcombatmode "red" to enable his cover seeking tendensy), then i reveal enemy to him. Now what happens? He starts to move out from building... However because combat.FSM (that bounding overwatch thingy FSM, dont' remeber it's name) interfers with it once per every second he does it slowly. But eventually (like minutes) he's lying behind something else that exterior wall of building, that something is something which AI understands as cover. Like bush. Sure i can script it to use buildings (and so various different things). That is why i said that it's half true. As in the end they don't have logic or piece of code which tells them that inside building because there is cover (by default in Vanilla ArmA). -
I did 25 kilometers fast walk with 30 kg backpack across rather hard terrain... While wearing heavy rubber boots (cost less than 20 Euros, filthy cheap). I've never had real issues with footwear, but after that i couldn't walk well for two days, below knees my both legs were totally locked. Dmakatra: Sorry if i sounded like ass, that wasn't my meaning. Are you planning to jog? Some light carts where you can keep your equipment and move lightly? Should be good for 8-10 kilometer/hour speeds. Not that i've tried them but one pro marathon runner used them while crossing some desert area.
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Arma2 AI the most advanced in the world?
Second replied to quicksand's topic in ARMA 2 & OA - GENERAL
That is absolutely not true. Yeah. Just half true. In ArmA If you place AI into building and order it to take cover (by scripting for example)... Guess what? He rushes out from building to nearest bush  I've tested it and i can approve this message (along with Dmakatra's) So independetly they are unable to use at least insides of buildings. It requires some very basic scripting to "teach" them that. -
Arma2 AI the most advanced in the world?
Second replied to quicksand's topic in ARMA 2 & OA - GENERAL
ArmA's AI in all my "analysis" is advanced... Outside combat. In combat it's years behind it's time. Sadly. This is like crowbar into knee at least for me. -
I'm not sure can AI fire only by hearing, basically meaning that they can fire thru concealment if player is loud enough (=firing too much) even if they dont' see player. Funnily even when i've fiddled quite a deal with AI, haven't got certainty is this true or false.
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I remember in OFP, in the mission where you loose your buddies and are left alone on the woods, I would lay low in the bushes and stand still. An entire patrol managed to pass by and miss me. This is the only example i can remember, but hey,I don't play OFP for years now and I never played Armed Assault. But it worked fine... although im sure its not perfect. Yes that's correct (I also remember similar situations in OFP) but the problem is that in OFP situations like you described happend quite frequently while the same situations are simply NOT POSSIBLE in ArmA (the AIs will always see you in those situations). Besides, the AIs seeing you thru vegetation is definitly NOT a urban myth and the proof is that there is a mod called "Durgs Vegetation" (or "Vegetation Fix") which fixes the AIs seeing thru vegetation (by improving the AI-blocking view in the diferent kind of vegetation) and this question in the interview was asked because the fact that the AIs sees thru vegetation is a well know issue among ArmA players. Honestly, I'm also worried about the fact that BIS devs don't admit there's a problem with AIs seeing thru vegetation in ArmA... Not quite related I guess, but a similar issue is that in OFP you could sneak (stealthy) into an enemy base, killing a few guards with silenced guns without alerting the base but in ArmA this is simply NOT possible because once you kill a guard (even if there aren't any other enemy guards nearby) with a silenced gun the entire base is instantly put on alert. I'm worried that people still has idea that this is in ArmA. Why doesn't people test these things before making their conclusions. As a side note: I have tested it and i can agree that this is mere urban myth. Trust me it takes just 15 minutes to test that. Your post's last part isn't 100% on mark. As: If you hit to head they go down without anyone knowing it as they don't scream. I had long debate about this over year ago in these forums. Test it, i will take less then 15 minutes.
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In ArmA/OFP i just shoot idiotic AI's while they run to my sights. My AI mates can watch my flanks. basic principle is "once it gets spotted it gets killed". That is pretty much about it. As immersive as livefire-exercises using pop-up targets which are visible most of the time. Â In corridor shooters this happens also, but AI tries to preserve it's life bit longer and is bit more entertaining opponent as it makes it self harder target with ability to use cover and movement well. Suppression model adds interesting options as well, such as better working fire and movement while on assault... This already gets closer to something like two-sided Miles-training against immersive opponents. Â I remember in Vietcong how i was supposed to clear hill from dug-in enemy. My men hiding behind covers, firing sometimes, shouting something, i throwing hand grenades into trench and taking snap shots at muzzleflashes but mostly hiding behind tree. No question of going forward before there would be hole in enemy defenses... Natrually that ended when enemy flanked and took care of my whole team Or planning my arty-missions and advance of my team. If ArmA2 firefights would get closer to "Corridor shooter complex" than "ArmA complex" it's nice. With mission editor and scripting commands one could create miracles, which most shooters (not all thou) just don't allow to happen. ArmA's strong point is definedly the thing that it allows mission editors to make pretty much anything (player gets what he gets then)... If complexity of firefights would get better, it would indeed be classic once again.
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Ohh yeah. Had forgot that. Russian publisher playing by his own rules wasnt' it? Btw what happened to this? As if i recall game already was on the shelves of stores when this was noticed.
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
Second replied to EricM's topic in ARMA 2 & OA - GENERAL
I remember quite well editing the units in the mission.sqm file for changing sides... There at least used to be bug (or feature) with setfriend command that civilians could turn hostile towards forexample Blue, but Blue couldn't turn hostile towards civilians. Which means that civilians will shoot blue (if given weapons) when Blue dont' shoot at civilians. -
Hopefully this doesnt' take away 2D editor Probably there is no reason to worry about this... But heck i do it anyways. Just in case. I cant' imagine how hard it would get to plan missions, set triggers, markers without good'ol 2D map. I generalyl dislike editors where i need to set triggers and all that in 3D mode. It soon becomes a mess.
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One question that MANY fans care about.
Second replied to CyDoN's topic in ARMA 2 & OA - MULTIPLAYER
Yes. But he at least tried, bit like crippled tries to run... You have to give him (small) applause for that. -
Naah. Probably BIS going out of business and ArmA2 not getting released.
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Hopefully you have few pairs of good shoes That is indeed a long walk. I dont' understand what drives people to do these kind events... I've hiked and marched some degree and by that background i just can't understand how that trip is doable, average day's distance has to be in between 50-100 kilometers, for freaking 8 weeks... On foot! I got used to idea that 30 kilometer for longer period of time is maximum what one can take. Not questioning your ability to achieve it (maybe your iron man... i couldn't say), but it just sounds way too absurd by numbers.
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This is so true. Luckly there's few small meadows (old wheat fields left to grow wildly in middle of forest) in vicinity of my living place, i like to hike thru them often. 50-100 cm is regular length there at middle to late summer. Well it' not green grass (to which i associate word grass to), but more like wildly growing hay (which has hollow cane). Dunno which is technically correct term thou in english. In ArmA we have pretty tall (wild) hay, to groin height at least, it's density per square meter is just very low. In meadows i've traveled that wild tall hay has taken control.
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I dont' wish to agrue about this, i know my understandment is pretty limited to have anything constructive discussion about scripting vs FSM or anything related to them. It like foreign grammar: i dont' understand grammar very well, i just can write, understand and speak things in limited fashion (compared to someones who can create art with it)... So in the end from your writing i get just that FSMs are more optimized solution for CPU (sorry!. Other ways i see them very similar, this was just the reason why i said that: Because without additoinal FMS commands there are not very different just more optimized, that is reason why i don't see them special in anyway... Worth the hype put on them. To this my limited FSM experiments have led me. Could be wrong thou. Your black bolded part i know. The 2nd note pushed me finally off from fiddling with FSMs any further.
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hmmm... Just how it's more effective? I can do that all with something like search for food.sqs, hunt player.sqs, eat brains.sqs, which all are launched/controlled by zombie general.sqs. I've done/tried some pretty advanced things for alerting AI like suppression, basic battledrills or MOUT behaviour for AI (published only suppression). Sure they are eating alot of processor powerz as they are not very optimized and they are scripts. Has anyone written FSM's which covers same areas? No, i dont' think so. So yet even there are fancy talks about FSM and it's all kinds of spezial powerz, i'm not buying it. In short if FSM's don't have great amounts more commands than scripting language has, it's ain't any more effective than scripting in getting AI to do things. Limitations in scripting solutions is that there isnt' enough (well there never will be enough things) scripting commands to make AI do things.
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I believe in (vanilla) SLX mod AI wasn't able to see thru grass if it was tall enough. Atleast it seemed that my ambushing troops were pretty much unable to do anything at some moments as they kept lying down. One ArmA's and OFP problems (which is hard thing for many to understand in general) is that AI sees and AI "sees" (gets info from it's mates and gets glues from fired shots). Setting 12 AI's in one group wields generally very different results than 12 AI's which are all alone (not assigned groups). AI's seeing abilities are modelled pretty well. Best system in any shooter game i think. AI's "seeing", by which i mean information received from other group-mates, it's accuaracy and speed how it's delivered, is overmodeled.
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It's much less processor consuming than scripting solutions. Other than that? No i don't think there is much more. I've looked at it, and at least i can't see anything super compared to scripts (other than being less demanding from CPU). Then again i'm pretty conservative and hardly ever change my ways if i learn one stuff. Damn i never even bothered learn to write functions
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In OFP there were chillie snipers, which had some degree more stealth that regular grunts. Problem here is that they were also harder to spot when they moved, i think. If they can make configs which gives almost complete stealth while stationary but zero more concealment on move (compared to regular grunt), that would work very fine. Also it would be nice if type of chillie suit would be considered. ArmA didn't take background (or soil type) into consideration so woodland camo was just as good in desert as desert camo was, to conceal from AI i mean. There has been talk about addable camoflage material (or changing camoflage), don't remember has BIS ever mentioned it with ArmA2 (well they did back nefore release of ArmA, it never happened as we can see). That would be better than one type of chillie suit, when giving some degree of variety to it makes it harder for player also to spot snipers. Overall i think BIS could stuff chilliesuits to garbage and implement some modern snipersuits, which also offers from thermals and UV much better than poor'ol'chillie, If US and Russia has them that is. But ArmA2 won't have thermals so i doesnt' matter...