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Saphirefenix

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Everything posted by Saphirefenix

  1. Saphirefenix

    Singleplayer save?

    Well I will keep hoping that they make Warfare like it is in ArmA and include a save feature. It's not that hard... well scratch that, it is hard, but its POSSIBLE.
  2. Saphirefenix

    a little change in warfare?

    Crate idea would be awesome, same with the death penalty. As stated you don't want warfare to be a taxi challange. But then again you don't want to have NO money. I'm not sure if warfare charges you for new weapons upon respawn, but if that's the case, every time you die you could raise the price for everything but the standard m16 and 30rnd Stanags. That way you can still play, but you cant buy anything high tech if you don't play it safe and try to stay alive. But seriously, crate drops ARE PERFECT for Warfare.
  3. Saphirefenix

    ah6

    Well until tonight I have never played MP, as I was only borrowing a friends.. but I bought my own copy yesterday.. and I LOVE ArmA multiplayer. Shot with the AH-6 miniguns in a blackhawk.... awesome lol. While playing warfare MP for the first time, I actually got shot down in a city in an AH-6... wasn't too good, took out my engine as I was trying to blast some UAZ's and I had to emergency land on top of the depot... which turned out fine because I captured it lol. But I learned a lesson today... NEVER fly over a building in a city, even if you cant reach your target by road... don't fly over the buildings, go around lol.
  4. I noticed in the request summary there was the inclusion of a jump option for obstacles, but not to use it to dodge fire. If there is any jump feature it is bound to be used to dodge fire. Instead maybe have an Assassins creed style climb ability for obstacles... not the whole crazy setup, but just that when you walk up to something and keep walking into it you will climb up it if its climbable, ie. has something to grab onto or you can jump and reach the top. If its too high to jump and its a smooth wall for example, then you have to go around. Although there are the occasional low ... stubs for lack of a better word. and sidewalks that for some reason you have to run at full tilt to get over in ArmA. And this way when you eject from a helicopter and land on a building you dont have to break your legs jumping off, you can hang off the edge and drop. And obviously if its too high you will still break your legs and die. For some reason I felt compelled to share that even though I probably shouldn't be creating a new thread and its already to late to put it in if they wanted too lol. and AI of course, better AI.... as someone stated before, with personalities, emotional AI, so when you create units in the editor (or selected randomly if they still include warfare in ArmA 2) you can select a behavior type, agressive tend to shoot more and do not react so harshly to incoming fire, UNLESS WOUNDED. Cautious try to stay in cover and shoot, when they are being supressed they tend to panic more when the bullets are coming at them and they are more likely to run, go prone, move to a safer location, than another AI. Then balanced which balances the two. Some AI behavior type that fits a marksman (give the AI an SPR and they go ape **** shooting everything in sight, 2 kills later they have no ammo left lol) so they only shoot when they have a clear target that they can hit with a.. 75% chance instead of shooting at anything as long as it has a 0.000001% chance, which wastes ammo, snipers should not be suppressing the enemy unless told too, and even then, only direct shots designed to keep the enemies heads down (such as shooting a shot down the street at the corner where the enemy wants to move around, so they cant pop around the corner, and if TOLD to the sniper will stay where he is and watch, firing at targets even if he has barely any chance of hitting them, such as a foot sticking around the corner. But only when set too, other than that they aim. AI medics who's priority is to drag people to safety (which adds the need for an AI danger assessment ability, if any known targets can hit XXX location, dont move there; if the enemy has been aware of your team for a while, they would have a chance to flank, so the AI medics search for an area covered by the direction of the enemy and both sides, but not the back as that is practically immposible. Sides can be considered covered by Friendly players on either side, so dragging a wounded member smack center of the team would be a high saftey area, unless of course they are getting shot at, which the AI would detect.. And of course seeing that, ArmA2 should use the medic abilities that were modded into ArmA, bandaging to stop bleeding, first aid if they are severely wounded or immobilized, dragging them, if they cant move or can only move prone, to a safe area for first aid treatment. And of course, AI that will know when a member is wounded and adjust tactics accordingly, so if your Automatic rifleman just went down and the medic needs to drag him and heal, your team wont go run off randomly and leave the medic to fend for himself out in the open. And an AI script that detects the medic, so if two members are down and the medic is currently moving to, dragging, healing etc of one member the next available member will go and drag the person off, try and heal, and if they need a medic, they will call one.. and the medic will actually come over immediately after healing the one they are on. Instead of 10 minutes later - never like the ArmA mod lol. And back onto squad mates supporting each other, when they are being suppressed any member not pined down or getting shot at if it isn't suppressive fire, will try to break the contact, either by shooting the person, or by returning suppressive fire long enough for the other member to move into better cover. And back to behavior/emotions... it should change with the situation. If your team just lost 6 men the team members will be more careful and wont go running out into the open. And death as well, there should also be an AI setting that determines their stomach. So AI 1 has a rating of (scale 0.1-1.0) 0.4 and he sees 13 enemies just get mowed down he will lose morale and lose focus, he will move a little less carefully. But IF ENGAGED, adrenaline kicks in of course, basic survival instincts, he will function as normal for the duration of the firefight. Morale would then be run by team mates deaths, you wont care about the enemy anymore when they are shooting at you, but when you see 10 of your own members (not just YOUR team, but allies as well) getting killed the AI will lose morale again, and lose combat effectiveness (as a 0.4 rating he is just below average) might panic and run away depending on numbers, if you started with 40 and only lost 20 (if he saw the 20 die) he would be really disturbed and probably lose some effectiveness. But this should also depend on the type of personality, some people would lay down and die if they saw 20 of their friends just get mowed down, but some would take it well, and try to avenge their deaths tactically and doing the right thing by not breaking down, while others would go into a frenzy and try and kill ever last enemy in the area (disobeying orders POSSIBLY if they have an extremely aggressive personality) Now if you only had 25, and you lost 20... your pretty much on your own right now and the enemy obviously has a better chance of winning. If the AI saw all 20 die within a short period of time (5 minutes lets say) then mr 0.4 would run away. But if it took a while, lets say warfare style while capturing 2 towns you lose 3 on the way in, 4 inside, then 8 on the way in to the next town and 5 inside, now your down to 5, your AI would have a way higher chance of retreating if things went south now that you lost 20. but not all at once. Now 0.1 rating... can kill while under fire, but when team mates are injured and killed he will panic and might retreat if .. 2 die.. If he SEES dying enemies, or sees his own kills (ex. Walks past them on the street) he may break down and start disobeying orders (not running away, but if you tell him to move to the south wall, he may not move away from it when you first order him too) *NOW.. none of that is expected what so ever. Except for behaviour settings. I would be 150% satisfied with better path finding, my favorite example being the church hill in Pariaso, its a cobblestone style floor built on a hill with the church and etc on it.. but the AI cant walk on the cobblestone, its no higher than the sidewalks in the city streets, but the AI cannot get ontop of it, and if you place them ON it.. they cant get off. AI cant go down alley ways either, they always refuse to walk with you through the archway into the garden and walk all the way around (into enemy fire because of course your trying to sneak up on them THROUGH the garden) and into the main opening in the wall for example. and in cities with those raised platforms with stairs leading up and buildings on top etc. AI cant go up the stairs and RARELY can actually go on the platform itself. They seem to only walk on terrain and not objects. Including buildings, I MH-6 dropped my team off on a small building with stair access... and they just refused to walk down the stairs with me. And if ArmA2 uses at LEAST the combat upgrades the AI already have. Its quite a formidable fight out in the open as long as there aren't any trees to get stuck in or buildings etc. And reaction time needs to be simulated along with that behavior settings, so when you ambush someone or get ambushed it surprises them. When your squad blasts a BMP with an m136 the AI shouldn't just pop out and start shooting RIGHT AT YOU. There needs to be some form of surprise and panic, as there is with human players. If I'm walking down a street and all the sudden blam, someone opens up on us with LMG's and rifles, and grenades, I dont immediately point and shoot them. I panic, I have no idea where they are, I seek cover or if I see fire coming from the direction where the cover is (they are using it themselves for the ambush) I will go prone and hide behind whatever I can, THEN assess where they are and open up on them. If I see a tank around the corner I will pop back around the corner, and if its JUST a tank or only supported by 1 or 2 infantry, I will grab my rocket and pop around and blast it then hide, reload do it again if it wasnt already destroyed, then pull out my rifle and take the infantry out if the explosion didn't kill them. If its 2 tanks, 2 tanks supported by 10 or so infantry (as in a squad of infantry following the tanks) or even 1 tank supported by a squad of infantry, 4 and up, usually around 10 infantry, I will flank around the side and not engage the armor directly, if I have another AT with me I will split the squad in half and IF they can reach the other side send them there, if not then just flank from different angles and try to fire both AT's really close together so they tank doesnt have time to respond, reload, reposition, as the AI know where you just popped out of (unless you surprised them of course) Then fire again at the next tank, this time with infantry support as well, then carry the infantry battle from there. Another thing would be follow distances, so you can set formation distances, long, medium, close. Where long they spread out, medium sticks around normal formation, and close, where they stick tight to the leader (used for moving around tight spaces such as forests and towns without losing your AI, or AI half in the trees and half out. **And of course AI cover system... so when moving through a town they stick to the sides of buildings, and wont run around a corner (having everyone standing behind the corner, but because ArmA default pathfinding and formation spacing sucks, that one guy decides to stand out in the middle of the intersection and get mowed down signaling where your team is) And if there are any obstacles at all that can be used as cover from incoming enemy fire (friendly vehicles, barrels, rocks, trees, sand bags etc.) they will move to those positions. and depending on what AI behavior setting they have will determine how often, and when to move into the cover. A cautious AI will move into cover immediately, but an aggressive AI will just go prone and return fire, unless they start getting shot at themselves and the enemy is getting close, then they will either crawl back until they cant be hit, THEN move for cover, or just crawl/crouch walk (or run depending on the situation) over to the cover. And this is probably so long its unreadable.. but I just HAD to get it out. I REALLY hope to god that the AI on ArmA2 is good.. I don't want it to turn into a bunny hopping multiplayer ONLY experience like Battlefield games, CoD4, Battlefront, etc.
  5. Saphirefenix

    Warfare_32_V1_CANS

    I will download and play it right now lol. No idea what you mean by support pack, but sure why not. I will of course be modding it to my own needs (maximum player group size= 999 lol) as I like to split into 4 squads of 12 (red, green, blue, and yellow team) and tell the rest of my 2 AI team mates to stay back and watch the master work lol (as AI PLAYERS, as in player slot AI are retards and their move orders encompass a 2km range, and if you tell them to move somewhere, you can be hella sure they will be at least 1km from where you told them to move to) Basically I eliminate the other players on my team except 1 or 2 for base and city defense, then enable the full 8 for east.. and have a blast... Without a save feature my game NEVER last long enough for me to even get close to engaging an enemy base or being engaged at my base, so far my longest game has been 16 hours long, 5 of which I just left running while I went out to my uncles lol. I never actually read this mod before, partly due to the very few replies, and partly because I skimmed over it and had no idea what anything in your list meant. But now that I have been playing ArmA for.. 1 week I understand what everything is lol. Sorry for the ultimately long reply.. And AWESOME mod. EDIT: and may I add, Fallout 2 Enclave power armor Mk2 is the s*** lol and before I download, I will have to figure out what addons I already have lol.. my folder is SOO full of them (and no I didn't use the mod folder method as it wasnt working because I forgot to add the = in "-mod=#######" lol
  6. Saphirefenix

    Personal wishlist.. to add to the other 4000

    well.. unfortunately I don't own queens gambit and actually only bought my own copy of ArmA from Direct2Drive yesterday... Let me tell you, I have never borrowed a better game from a friend EVER, most of the time I just play till I get bored and return them, but this time.. I HAD to have my own.
  7. Saphirefenix

    Personal wishlist.. to add to the other 4000

    Mmmmh, I have to agree, civilians and furnature would be an immensely positive addition... you walk into a house with NO COVER what so ever... its scary. And civilians would be awesome, doing a mission where ROE actually apply would be great. So far you just have to avoid shooting friendlies. But can you imagine the impact of a mission if you accidentally laser guided a bomb into an apartment complex full of civies..... would make a nice story for the guys in Leavenworth lol. 1 "So, why you in here?" 2 "I guided a bomb into an apartment complex and killed over 300 innocent men women and children" 1 *slides away* "uhh... thats... bad.." 2 "yeah, so why are you in here?" 1 "I shot my CO in the foot with a flare gun" (Ok, not sure if you would go to Leavenworth for that, but its funny... I think) lol
  8. Saphirefenix

    Personal wishlist.. to add to the other 4000

    I know.. I write too much. But to sum it up, a climbing system to get over obstacles similar to that in Assassins creed so you can jump and grab ledges to get up, or hang and drop etc without killing yourself. And better AI with behavior settings, IE. Agressive, passive, cautious, coward, precise, kamikaze etc. which affects their combat style. thats the rough of it lol.
  9. Saphirefenix

    MHQ destroyable by friendly/griefer fire.  Why?

    Would a TK sort of script work, as is in the default game but more severe. So if a friendly hits the MHQ and does more than XXX damage total (as sometimes people shoot the MHQ by an accidental discharge so you wouldnt want it an ANY damage at all) Just a suggestion, and probably should only be tried if you cant figure out a way to do a no friendly fire script.
  10. Saphirefenix

    Secondary weapons question

    EDIT: Nevermind, secondary weapons HAVE to be pistols, so the MP5 when switched to a pistol... is held like a pistol lol.
  11. Saphirefenix

    Singleplayer save?

    Well I shall keep searching as saving would be great.
  12. Saphirefenix

    Air raid WIP

    Well, I decided that with the addition of the Be 32k (which I got with victors Warfare mod) I should make an air raid mission. You can skip to the *important section, as the things stated below are simply story, and not needed to answer my question. I just thought having the player in the back, sitting around with the other 20 infantry (seperated into 2 squads or 4 fire teams, needs some play testing as most seem to die by crappy landings in the city, which is what I wanted but then if you don't have your 4 guys.... your doomed) So, as you get closer the thunder roaring, lightning flashing, distant firefights and explosions going off. The lights inside turn red, lighting up the cabin, the door in the back flys open the sound of the wind and rain whipping by, then... as the player eagerly awaits, or dreads, the fight... the lights turn green and 1-2 seconds later he is booted out of the plane. *Important: The plane comes with actions for "Jump Ready" red lights go on and door opens, then "Jump Go" lights turn green and also "eject Cargo", but eject cargo isnt needed at all. BUT, I cant get the AI to use the Jump Ready and Jump Go actions, I type them * AIR1 action ["Jump Ready",AIR1] * I tried without the space, and with an underscore _ but it seems the AI in the editor can only be scripted to use actions in the default game. Any ideas on how to get it to work? Thanks NOTE: I know this probably isn't the correct forum for scripting questions, but depending on the feedback, as in, if you guys like the mission... and if there isn't 50 of them out there already, I will be updating on my progress here.
  13. Saphirefenix

    PcGamers top 100 games

    Rofl, Fallout was amazing... and I admit, I tried and tried and tried... but not for a week lol. I'm glad ArmA beat all those other games though. Although I do not agree with Planescape torment one bit... after playing Baldurs gate I and II.... that game leaves something to be desired. I played for 15 seconds, and thought... OH GOD... then left and beat BG II for the 26th time (and counting) I REALLY hope ArmA2 beats the scores for ArmA when it comes out.
  14. Saphirefenix

    MHQ destroyable by friendly/griefer fire.  Why?

    I thought I saw it somewhere before... but I must be seeing things again lol.
  15. Saphirefenix

    ArmA-Mark

    wow.... I have Pentium 4 dual 2.8ghz 1024mb ram Geforce 6800 GT 256mb and I got OFPMark: 1400(ish) and on low everything 800x600 I got 1800(ish) It bugs me that someone with a notebook just the same as my desktop has twice as good results.
  16. Saphirefenix

    Hardware and settings for ArmA

    Your kidding.... Some people squeezing out 70 FPS (exageration...... I hope) on 7600's and you have 3.0ghz (I hope its dual core... for my own personal "I need a new computer, what should I look for" needs) and an 8600 and you ran it on low.... Seriously, funky, your post scared me... I am starting to think my new computer upgrade isn't worth it. But to be on topic current specs: Dell... yes.. a Dell, but not for long (I am building an entirely new computer inside of this baby's case) dimension 8300. In that regard, we got the best of the best when we got it, and really Dell only affects the OS and some programs anyway... and of course the mother board I have no idea about, no product name anywhere. Nvidia 6800 GT 350mhz clock 1000mhz memory 5 year old Dual core Pentium 4 2.8ghz processors (x86 based, and being built by a company, I can't find anything on what model they are exactly) 1024mb RAM Acer 1440x900 monitor (I do run it on 1440x900, which does reduce frame rate for me, I had to run crysis in 800x600 to get a playable frame rate) And I play everything low, although now after Funky, I think I may try playing with textures on high. I get a decent FPS (no idea what # exactly) but as ive noticed with other games (X3 reunion specifically) I need more RAM and CPU power. NOW, the new computer I am building. Evga Nforce 750I SLI FTW Mother board Evga E-geforce 9800 GTX 738mhz clock Intel dual core E8400 3.0ghz processors 4gbs Corsair Xms2 DDR2 RAM Silencer 750 watt power supply (as I'm running on 150watts right now... suprised me, I'm surprised my 6800 even runs right now) I'm keeping my sound card, as its not that big of a deal, it was top of the line 5 years ago, and is still average right now, and sound isn't that important for me. I'm thinking about changing my boot drive from the old 5 year old one to my brand new 500gb Maxtor as well, so the OS runs faster (I run all my games off the maxtor and just from the HD speed I noticed a 20% speed increase in loading times) So, anyone here think my new setup will be good enough to support some more AI and top - highish graphics?
  17. Saphirefenix

    Arma feedback thread - based on 1.14

    Only peve I have is the AI... they always leave something to be desired. Not combat wise though, with the mods (true range, supression etc.) they make for pretty realistic combat. But path finding sucks, they get stuck in streets, in open areas between two buildings, or inside walled sections if they only have a single door opening (like houses, small "gardens") sometimes they just stop following the leader and stand around useless. They cant take cover in a city at all... although they do crouch and go prone appropriately especially out in the open, but when your in a city, watch out, its better to just leave AI out of it entirely... and I'm talking warfare here, as its the only part of the game that relies HEAVILY on AI, and by that I mean 400 AI running around all at once. Missions work great AI wise, of course they still have path finding problems. And as usual it lacks the realism I crave team wise. As most multi player games (Every game ever created, minus of course a few select servers with clans etc.) people are a bunch of rambos. I have never seen a good game where players use actual squad formations, and flanking tactics. Huck a grenade and have your Auto rifleman crouch lean around a wall, corner etc., and a rifleman standing up behind the AR lean around the wall or whatever and lay suppressive fire while the rest of the squad moves to the other side of the street or to the destination point... then covering the other 2 as they come over. I know somewhere there are people who are looking for a sim like that... but getting together and having a game of 12 vs 12 all with team speak (or another team chat client, ArmA would use the built in VOP) communicating and working towards an OBJECTIVE, NOT just eliminating more enemy players (EXACTLY what Americas Army boils down to) AI could not get that realistic, while watching possible directions for threats so they don't get flanked as well... andddd *continues list* ... If AI would at least support each other that would be good, so if one is being supressed or is getting shot really close to one AI, not ALL, would go and either shoot the enemy if they see them, or at least keep their head down so the other AI can get back into cover. threat identifiers would be great, so when a sniper is shooting they actually pick the more important target, the squad leader for example, or the medic. Or (this is really close to human and will never be expected) if there is armor around and the AI "thinks" the players might be there to take out the armor (they have 3 squad mates with AT rockets) they will aim for the rocket soldiers. And around the other side, if a sniper starts shooting and they know the direction they will take cover for that direction, no more lying prone against a wall AWAY from the sniper, so he gets an even better angle on you. Instead they go towards cover facing the snipers position so they cant shoot over it. Flanking support would be nice too.. Or I could try finding a good server and some clans dedicated to REALLY TACTICAL play.... And of course my PC sucks. Nvidia 6800 GT 350mhz clock 1000mhz memory 1024mb ram 5 year old dual core pentium 4 2.8ghz processors I can play good on low everything, and with... 4 vs 4 SP warfare without any lag (except at some points, such as flying over a city, loading that will cause about 5 minute lag) But thats my side of the problem partly because of mods, I could run a default 16 vs 16 game with the same results before... but the AI were stupid as... *insert any cuss word you can think of here*... and there wasn't enough vehicle variety. Overall, I love the game... it is single best idea for a game EVER. But the AI (and my computer lol) need some SERIOUS work.... And by that I mean, this game has pushed, and set new limits for ever aspect except the AI. It's about the same as any other AI ever created. They are nice in warfare to back you up, as its a small army you can use and abuse and they don't go off and do their own thing like players, but... in the end, they end up getting lost in the open, and wandering off doing there own thing. Ex. I once had an AI randomly, while we were walking to the next town through the open desert yell where are you and start sprinting off back to the HQ... I shook my head told him to move to where I was, when he got back I told him to fall back into formation, and he just ran off again. But warfare, is THE BEST THING ANYONE HAS EVER CREATED. and ArmA itself is the best innovation in .. any game, ever (except graphics, but I'm a game play focused guy anyway, so what if it looks good, I want it to WORK and be FUN) Sorry for the uber long post.
  18. Saphirefenix

    ah6

    Another thing to note... with ANY game what so ever, you lack the physical sense of flying/shooting.. ANYTHING. Track IR will really improve the vision factor... but FEELING what you are doing just isn't there. And I use the AH-6 all the time in warfare to clear out camps around the city before I send my infantry in. Just buzz in, fly up unload the 4000RPM chaingun, as ammo isn't really a problem on such a short attack, and then fire 4 missles, roll around so any survivors cant hit you (the pilot).... then your infantry can go in pretty easy. Although the AI path finding sucks and they usually take 3 days to take the camp as they get stuck in the open... if youve had that happen before. Off topic here, but to further enforce my point about the feel. I am a paintball ambush sniper for a CSPO team, the good gun, ghillie, the whole nine yards. And I sneak around a lot stalking people, setting ambushes. And I must say, that without the actual physical feeling, the exertion, having to time your breathing so you don't get caught in a hyper ventilating state after sprinting 200 metres through the bush etc. its boring... In a game, your just sitting there.. no feeling. Which is why I can only play a covert ops style in a game for so long before becoming impatient, as my mind isn't occupied with the physical stresses. This further applies to the AH-6, because you want to get there fast... you don't have the thrill, the feeling, of flying through the air... so you get impatient. Thats my main problem anyway, I want to get there fast, I go too fast, cant slow down in time, or miss an enemy and boom.. your toast.
  19. Saphirefenix

    MHQ destroyable by friendly/griefer fire.  Why?

    lol... true. I don't have a problem with the AI's combat abilities... with the SLX mod they are a good fight now... but their pathfinding SUCKS. You just cant go into cities on ArmA or your AI take days to move because they go off randomly and get lost lol. And then theres always the possibility of making your own server. Although client based servers do run slower, if any of you have a powerful PC just get a bunch of your friends here together.
  20. Saphirefenix

    MHQ destroyable by friendly/griefer fire.  Why?

    Wouldn't turning friendly fire off... or on, whichever one stops you from hurting your own team, work?
  21. Saphirefenix

    AI standing around

    Ive noticed that too, there are a certain amount of AI spawned at the base to man defenses... not sure but that might be what your talking about. Or like me, you zoom in on the map and you actually see their icon and player number at the base. I don't know why they do this though.
  22. Saphirefenix

    Singleplayer save?

    I JUST signed up to ask the same question. I've been trying to find the game code to actually initiate a save, I have a save and load button in the Support options" menu for ADV warfare (needed something to base it off) but I have no idea where to point the save and load too. Additionally, I found that you can "shift" + "-" SAVEGAME and it activates savegame in SP. But there is no such thing for loading... just a funny tidbit. Under XXXXX's documents/ArmA there IS a multiplayer save folder, just no way to use it. If I knew where the in game menu GUI and associated scripts were it would be a piece of cake, but I THINK the in game menu and save/load codes are built into the game engine, therefor un accessible. If you load warfare in single player, loading the game after a save gives a huge string of errors, but I kept playing for about an hour and it was still working fine. You just cant respawn in SP. So, to add to this question, does anyone here know of a way already, as ted asked, or do you have any ideas on where the save/load code is, and IN GAME menu. And I may need a bit of help, as I haven't "coded/modded" a game this much since C&C generals. Not much, but just be warned if you say something funky, I will most likely ask you what it is.
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