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Everything posted by comarsky
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Best PBO opener for ARMA 3?
comarsky replied to cpl_hicks's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Based on the Kegetys work for Seven, made by my mate Socrate: 7cpbo -
What would you like to see worked on next in ArmA 3?
comarsky replied to Westonsammy's topic in ARMA 3 - GENERAL
-Sound is main problem in PvP (pure PvP modes or breaking point etc...): reloading, fire rate switching, planting satchel/mine sounds have NOT a good positioning and are hear km away... -server performance in order to play in large numbers of players easily, 128? we have very large terrain but can play in 40/60? it's useless as you can't teach to install modified malloc, RAMdisk, (mission makers HC), to 80 people as the do not have the knowledge and hardware to make it on their own... -reintegration of actual armament and vehicles with BIS standards (textures/thermal textures/sounds/door animations), with the OA variety (I know lot of people that do not like the general "future" layout of ArmA 3, but still play it as it is the next gen of the engine) -merge of old islands since A1 and queen's gambit (A3MP is great, integrate?) -Hitpoints/damage system, headshots make instant kill, always or make it a param for PvP modes, shrapnel simulation / m203 grenades must be improved -Push the PvP possibilities, PvP BIS standards, develelop BIS frameworks for DM, TDM, CTI, Warfare Human only? (not so hard for you guys), this can be even framework modules (documented) -Vehicle more balanced to play PvP with large numbers, the unbalance of the actual attack chopers is an example... -text fonts, you can't make the difference from a 6 to a 8 or 9 Editor -Module Town Generator from OA was great and I am missing it -Module for JIP automatic integration with variables and a good documentation can be usefull -Full MP Artillery / UAV / SEC OP / support module? - ACM was nice - good parametric civilian life? I know Altis has a lot of house, parametric distance spawnable civilians? Ai hearing system could be improved, smoke and vegetation consealment should be improved too Modding Tool: -improve the island tool with the integration of object positioning in general (align object for fences and walls, see "world/fence generator" of Shezan) -position group of object with preformatted positions (templates for trees or forest, random pick of a pool of object for complexes of house / small village, bushes position randomization) -in general improve the need to spend less hours on creating a terrain... -I am NOT interested in full MP Medical System as it is only for coop mode (or coop VS coop), in pure PvP it's slow too much the gameplay, simulation gameplay has been pushed too much in the last years IMHO PS: Arma 3 Assets (with class and images) has really been appreciated!!! -
Modules Official Documentation Links
comarsky posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Artillery Ambient Combat Manage (ACM) Ambient Civilians (ALICE) Ambient Civilian Vehicles (SILVIE) UAV High Command Construction Interface Functions Library Garbage Collector -
Arma 3: Community wishes & ideas- NO DISCUSSION
comarsky replied to Maio's topic in ARMA 3 - GENERAL
Now that "the road so far" led us here today, I think BIS should now reconsider the quality of the infantry firefights in general. We already all played with AI skill @1.0 or with server.armaprofile AI level @1.0, and we all know how much this influence on AI skills. From a guy point of view that likes infantry firefight, the result is that if you put them @0.5 AI are slow to react and may miss the target, @1.0 they are fast and shoot precisely and gives you a headshot burst. In the process, at low level they drive and do all they do, worse than they would do at high level. This also result in a dilemma when you edit. I need an excelent driving AI and a low level shooting infantryman, how I set it up? Since we saw a lot of AI improvements, first of all microAI has managed to make them move in a much more detailed way in the terrain, and I saw AI do some awesome stuff. But I still haven't saw an AI flee or surrender because of ending ammo or fire a smoke to cover (if not scripted). The community (awesome community by the way), in the time, created some interesting mods about this argument: -First I would remind the GroupLink in A1 (I do not know how far they got now), I remember that AI react to weapon rate of fire (scripted by list of weapons) and if AI were under suppress fire they may launch a smoke. But it was a heavy script at those times for the server and the engine. -In A2, another interesting mod is the Zeus AI Skill, they attacked the problem from another point of view, distance, they set AI to "see" at long distances, the result was that high level AI would miss shots because of distance. Was first time that I experienced to be under fire not dead. Great mod. But appliable only to some terrain, and the circumstances would make only long distance firefights, at short distance you would still experience the burst headshot. The clan test result was a whole clan, underfire, sitting ducks shooting at moving AI. Still interesting. -The last I would like to mention is the various AI dispersion mods, that get to the problem from another angle, that are weapons and it's very simple. Substitute AI weapon with high dispersion ones. This would eliminate the burst headshot problem at short this distance but at long distance it would be a disaster. Haven't tested those. My point is that AI should be reworked in order to have longer and better quality firefights. Or at least different ones, AI act and react in the same way since OFP (or at least that what it's seems from my point of view). I understand that the AI "way of life" is now a signature of BIS and it is a dangerous ground, because if you miss the point, you would get an awfull game. I also know that it might take some time to work and test but the result would be a better future? But this do not deserve at least a consideration? I allowed myself to make this post because I think AI are getting always a more important part of the game, since the game and the community (or at least the italian one) is going always more for an everyday simulation game and some execptional large PvP. It's my impression, it may be wrong obviously. My humble suggestions and "would-likes": -leave the general AI skill for general purpose and have AI do the lot of stuff that AI actually do (drive all sort of things, fly all sort of things) -add a command "AIshootingSkill", in editor too, with this you could set an infantry man or a gunner - add or re-write fsm for more AI reactions, smoke covers for medics, for suppression -forest low level vegetation soft blocks decrease AI precision, but here you have another chapter, as actually only hard covers are actually usefull in the engine. PS: Do not worry, you still are my favorite developpers :o -
-[TdC]- Convoy Script by -[TdC]-Socrate.it Description: Creation of totally personalizzed convoys (with some randmoness, if you want) that reacts under fire. You can create friendly convoy if you want too. Protected SCUD convoy, black jeeps convoy, protected supply convoy, infantry convoy, bus convoy, whatever... Features: -control the structure of the convoy (number limit is the number of group arma can handle, hypotetically, suggested is 6/9/12) -creation of vehicle divided by subsides, also giving them some randomness -creation of vehicle divided by subtype category (transport full/empty/random, supply repair/refuel/reammo/random, ecc...) -creation of special vehicles by special names (zsu, scud, black jeeps, ecc...) -creation of custom vehicles by class (tanks or apc, ecc..) -creation of covering attack heli (or filled transport=paradrops) (on/off) with his own reaction under fire (search and destroy) -set multiple road/path, in sequence or random or both, by easy to configure by copy/paste markers -set convoy cycle waypoint -convoy stay strongly together thanks to forcespeed (couln't be called convoy if not) -convoy react to fire (dead/canmove/knowsabout) -different infantry reactions underfire hardcoded (smoke, disembark then task defense/attack) -random fleeing reaction of the convoy underfire -fleeing convoy under given death ratio -convoy overall skill -convoy creation direction by first marker -convoy tracking (on/off) (do not support multiple convoy, working on this) -convoy infantry cover color smoke -vehicle are automatically filled with soldiers -deletedead bodies Installation: Editing MPmissions Folder Included files: Mission test on zargabad for MPeditor Mission example for MPeditor Usage: Do not edit without contacting the owners Change log: 1.0 Public Release Version Notes: Easy need to work: Configure your convoy structure editing scr_convoy_cfg.sqf Functions Module in editor Initalization of script ([] execVM "scr_convoy_cfg.sqf") by trigger, by init or wantelse Pathway markers Params locations for description.ext and others for editing if necessary: DeleteDead is in scr_cnv/scr_deletedead.sqf line 6 Cycle Waypoint is in scr_cnv/scr_convoy_init.sqf line 47 others are in main scr_convoy_cfg.sqf Special Names for Special Class are in scr_cnv/scr_convoy.sqf line 89 Credits & Thanks: -[TdC]-Socrate.it (Scripter) -[TdC]-SoLo.it (Manager) -[TdC]- Clan (beta testing) Contacts: admin@tdcclan.it www.tdcclan.it File: http://www.armaholic.com/page.php?id=14429
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Raunhofer's - Island Project 3
comarsky replied to Raunhofer's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Impressive!!! -
ai compilation AI Compilation List of Addons/Mods/Scripts & Misc
comarsky replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you! -
ai compilation AI Compilation List of Addons/Mods/Scripts & Misc
comarsky replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would appreciate if you add this to the OA scripts: http://forums.bistudio.com/showthread.php?t=120389 Thx -
Thx Sam! If you understand what is wrote here and know what to do well, otherwise this isn't the right place to discuss this. Anyway you found a script that gives default params value to the params of the mission at start, so that is perfect to make it work on SP. The better way is to edit the various sqf, removing the params line and setting your value, but you need to know basic editing knowledge, otherwise you risk to break the code. You found the easiest way to solve the problem without editing knowledge. Params1 and Params2 are parametric values (set in description.ext and script) that admins can change at mission start on MP missions, but doesn't work in SP. In the next release I will set a SP version and provide it in the package, so people will not need to edit anything.
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If we haven't done an awfull work, it should work in SP too... You just need to "remove" and change the ParamsArray linked to the description, then the script should work in SP aswell. In the details I wrote where are located the ParamsArray so you can easly find them and change. You just need to choose YOUR value. The possible value are wrote in description if you are lost. Example: deletedead body will be fixed at 600 seconds.
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There should not be conflict with ACE... What's your problem?
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Thx Fox!
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Latest "ARMA 3" Community Coverage | NO discussion here!
comarsky replied to Dwarden's topic in ARMA 3 - GENERAL
Italian community: www.Arma2.it -
I didn't know about the invisible doors...that will push away the deadline of this feature in the release...I was hoping it was only a matter of some config... I will see want i can do.. By the way, thanks again for the kind words!
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Great news!
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At least some representation of it, surely.
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Performances are our concern. About VBS, totally right. ;) Good point! Another point! And we still plan to add more "featured" area, embassy, mil base, mosquee, ecc...planned ;) Will do! Thanks!
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Dear Sankeman, 1) I really don't think there is a bad design in our work, if that is your opinion i'm sorry for you. We are doing our best to keep the high standards BIS and the community has provided and taught us. Elsewhere we received a lot of compliments, even if it is a the beta... 2) As we already said this is a beta structure of the island and you are hardly judging an unfinished work. Does somebody hasn't understood this is still a beta? You can just take a look at Fallujah project on Dev-heaven to figure how much work we still have to do. 3) OPX is a high standard, but we really don't feel so attached to it that much we couldn't do without. 4) I am amused about how much it has never be more true that it's so easier to judge other people work than your own. I could write tons of page talking about a leak of design in PMC Desert Island, that even is more "finished" than our island, but this isn't the right topic. Are you maybe talking that you done exactly the same thing we done? And that is repacking some of the istan houses from A1 for our needs, as you done, even here we just have some BIS houses in common, but where is the problem? You shouldn't have it, in the internet era, what are some 50mb of extra stuff in all the cases of the world... Are you proposing to create a standard addon of A1 House? Let me undestrand where is the constructive part of your talkings... For the moment we wanted to have a "no addon" dependancy project, and we've done that, it's a choice, a design line project, call it whatever you want to call it. PS: my Arma dir is already a terabyte or so... I could realize it, but i can't see where...Was that the OPX talking? if it is, my answer is: the choice to use OPX is and remain our choice, and we are working on that...About the "feelings" that the city gives, we are working on that too..simple no? no barrier... Greetings ---------- Post added at 11:53 ---------- Previous post was at 11:49 ---------- LOD BIS problem of the bridge We will work on that this afternoon. We are aware of those problems. It will be fixed for next release. Or at least I hope ;) Same of above, but don't except to use much civilians, I've already make some tries to use some civilan population in my missions, with poor result. Even if we manage to maintain good city performance, the module is really heavy, on CPU and FPS. obviously i will try to tweak the module in the better way, but i'm not excepting great results. It will always be better to put some population the old fashioned way, manually! Thanks to you, will do!
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You got the point Bushlurker...Anyway we got some plan B to come out from the "impasse"... We still have a lot of ongoing work on the island so we will probably focus on that first, then we will think of mosquee "problem"...
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Due to performance and the amount of houses this will be difficult, but maybe some in the outer area around th city maybe...
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There should be some ruins on all of them, it doens't work :confused: I tested those...
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The airport location is fake, the real one is far at the west, but for playing needs we put it anyway, and still in WIP. A lot is still in WIP. We could say this is the initial structure shez wanted to share with you. About the critics, you got it all right and be sure we will take in consideration all of them. The avgani is a little jewell, but here we are talking of a Sakakah if you really want to compare at something. Here we are making an urban environment to get loose in (you can't loose yourself inside avgani, you can't even fly with an heli), no matter if you have a house "nicer" or not. Sure thing is that we would like the atmosphere recreated, we are aware of that and we will work on the "space caracter" later... here we needed to place three thousands of buildings, can you imagine how does that takes, how much patience? i say it to you 2-3 weeks of work, and you don't play during those. Sincerly, for the moment just say him: GOOD JOB!!! THANKS SHEZ!!! IT'S HUGE
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World tools 1.0 released
comarsky replied to shezan74's topic in ARMA 2 & OA : Community Made Utilities
It's awesome how far you arrived!!! -
Excellent work!!!