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Everything posted by Variable
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Back into the video making business with a great video of a mission made by Imperator. Special forces raid a mansion to take out an high ranking bad guy, search for intel and take out a truck-bomb.
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[SP/CO-10] PMC Versus mission pack #4 (addons)
Variable replied to fuiba's topic in ARMA 3 - USER MISSIONS
Damn we are not keeping up! :) Last couple coop nights we were too many during the first two missions to play Versus and when the first two were over we became too few... I'll update once in back home. Thank you so much Fuiba. -
I think that any player should override any AI in any condition, whether that AI is commanded by another player or not. Having this any other way would lead to players not being able to quickly take over a critical position such as driver or gunner when the AI is fucking up.
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Sounds good, thanks Monsoon! Will be hosted on the CiA coop server.
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[SP/MP COOP 8] Operation Blow Your Load
Variable replied to mons00n's topic in ARMA 3 - USER MISSIONS
Sounds good, will be hosted on the CiA coop server. Have you tested it on a dedicated environment? -
Back on track on Day 7! At the first attempt we reached the RV. We saw that there are no vehicles there and since we were armed to the teeth decided to skip going to the town to rearm. Restarted the mission and used the boats to go straight to the objective. Landed on the shore south of it while fighting Ifrits, infantry and sped boats suffering only slight losses. We stormed the compound from two directions and secured Nikkos. I lead the command element north of the compund to see if we can use one of the choppers and found one of them unlocked. Bravo, which had the precious cargo boarded the chopper, took off and BOOM, was taken out by the AA Tigris that we failed to detect just west of us. That turret was just too well camouflaged :) Good mission, thanks whiztler! Were you intending the players to use the boats on this one or walk the 3 km. to the objective?
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http://forums.bistudio.com/showthread.php?173515-Asr-ai-3
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Jgaz this is the Arma 2 thread.
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SINGLE PLAYER - Brief Lives - A guerilla war in 10 parts
Variable replied to sekara74's topic in ARMA 3 - USER MISSIONS
One of the best user made campaigns out there. Every mission practically feels like a campaign of its own! I recommend to save the mission's pbo's in your missions folder. Playing from the steam subscription my ruin your saved games. -
Comrades in Arms Online Hardcore Coop Mission List
Variable replied to Variable's topic in ARMA 3 - MULTIPLAYER
Hi dernt, all the missions on the list are gathered from public releases, so you can get them directly from Armaholic, the BI forums or Steam. We don't have a pack that combines them all. However, feel free to connect to the server which is online 24/7 and select the missions you want, they will be downloaded to your computer. For details and joining check my signature or the OP. -
Thanks Massi for providing the optional config to remove vehicles from the pack! :)
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TPWCAS - TPWC AI Suppression System
Variable replied to ollem's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think it does but only if the guy playing Zeus is running TPWCAS. Can someone confirm that? -
I didn't play Bingo fuel lately, but playing some custom made missions using vanilla AI I didn't observe any of these issues. The AI was accurate and aggressive. Skill 0.7, Accuracy 0.3
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Yes, exactly. I guess so. I can only confirm that the method I described is working for (at least) the following islands on the CiA coop server: F.A.T.A. – Federally Administred Tribal Areas, Pakistán + no-ponds patch Hazar-Kot Valley Aliabad Region Podagorsk PR Afghan Village Thirsk
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ASR AI does that very well, you can configure the range in which squads will react to enemies spotted by other AI and move to reinforce. I don't think this will be a good idea as a vanilla feature though for the reasons 2nd Ranger illustrated.
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Seconded! You totally deserve it man, awesome job on this campaign.
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I got it from armaholic, same download as that of Arma 2. See that you have the pbo's in an addons folder which is inside a @Thirsk (or whatever) folder, and that you activate correctly. If you have have AiA TP running you should see two islands, Thirsk and Thirsk winter.
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No problem here. Works great with AiA TP.
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True, and with just a few tweaks to the UI it shouldn't be such a hassle.
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Weapon Inertia & Sway Feedback (dev branch)
Variable replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Don't put words into my mouth. I don't expect it to be SUPER REALISTIC. I just don't want it to be SUPER UNREALISTIC as it is now. -
Weapon Inertia & Sway Feedback (dev branch)
Variable replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
"shooting mechanic". They just made it harder, in a lot of cases harder than it is in real life. That jumping up and down after you are out of breath? What is that? That's like a caricature of weapon handling. It's ridiculous and needs to change. It's only a matter of tweaking to avoid this unnecessary and exaggerated sway that occur in some cases. -
Weapon Inertia & Sway Feedback (dev branch)
Variable replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Regarding the bold part. You shouldn't have to "do things" in order to aim more than you need to run. It's like arguing that running should have us repeatedly press two buttons, one for each leg, to move our character. I'm not against putting some effort into aiming, but I think that the current implementation is exaggerated and is a false representation of RL weapon handling. As such, it makes aiming harder, but not necessary better. -
In addition to the obvious prioritization that needs to be done in the AI action menu, the following three features would be a blessed addition (ordered by priority) 1. Add range to all the "Take" items (in the same manner that there's a bearing indication to the AI's "Target" menu), and sort the take command from the closest item to the farthest. 2. Range limitation - Include only items that are closer than, say, 300 meters. That will keep the list reasonably long and will be more realistic. 3. Add to the "Rearm" command the location of the rearming point and its range. For example, "Rearm at ammo crate (70m)".
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Oh damn that's real bad... Is this on the stable branch? Also, BIS, please move all the "take XXX" commands to the END of the AI action list.
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FHQ Arma 3 COOP missoin pack #2 (Addons Required)
Variable replied to Alwarren's topic in ARMA 3 - USER MISSIONS
Thanks FHQ! This is one of the top three most refined and professional coop packs for Arma 3. If you are a coop player, don't miss any of them!