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Variable

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Everything posted by Variable

  1. Yeah, it's the outro cutscene with the new Blastcore Phoenix :D
  2. Wonderful campaign Undeceived. Thank you very much! http://steamcommunity.com/sharedfiles/filedetails/?id=363663976&tscn=1419726858
  3. Guys, this has found its way into the stable branch, please vote as it really disturbing multiplayer Can't take weapons/ammo out of other player's backpack in MP http://feedback.arma3.com/view.php?id=22118
  4. Variable

    [Showcase] Night Shift - FIA Bunkers

    Looks fantastic, thanks Kydoimos!
  5. Variable

    Blastcore: Phoenix 2

    That would be great. If you are looking into bug fixing, I'd propose also to take a look at the smoke grenades, sometimes they look all wrong, like bubbles of smoke instead of one form (sorry, that's the best I can describe it). In addition, there's a noticeable performance drop with the big vehicle explosions. No biggy if that can't be fixed, though, it's worth it :)
  6. Variable

    AI Discussion (dev branch)

    We played last night with precisionAI on 1.0 for 6 hours (with ASR AI), in many missions from different authors and it didn't feel much different than when we had it on 3.0. Thanks Bumgie. I suggest adding all those essential resources in the OP.
  7. Variable

    Blastcore: Phoenix 2

    I can confirm this, playing Blastcore Phoenix.
  8. Variable

    AI Discussion (dev branch)

    Where do you set all these? Can you set it server side somehow?
  9. Variable

    Wiki's creations [ArmA 3]

    Great! Looking forward to it, of course :) I'll be back to complete Aegean Spear soon.
  10. Thanks serjames, apparently, the web access we have to our RPT has cut the report in the middle, that's why I couldn't saw it... :) When I downloaded the RPT manually from the server, it was there. Sorry 'bout that.
  11. Variable

    ASR AI 3

    hehe :) ok so if you decide to change your default arma3profile settings please let us know.
  12. Variable

    ASR AI 3

    Sure, it's working without it as you can see in Robalo's post. The aiLevelPreset=3 is used when you want to use custom settings and not BIS low/medium/high presets. See here for more details: http://forums.bistudio.com/showthread.php?169122-AI-Configuration-feedback&p=2639166&viewfull=1#post2639166 Thanks Robalo! I guess you are using that for a while, but the last two BIS updates really increased the AI precision (and maybe even skill). Don't you feel they became more lethal under these settings?
  13. I don't get this... The addon is indeed loaded because it's there on the loaded addons list: 12:14:28 ==== Loaded addons ==== 12:14:28 D:\CiA\A3\A3ServerNo1\@tpwcas_a3\addons\tpwcas.pbo - unknown But I don't get the initialization message you are getting. I checked and everything setup wise seems to be in order, the command line, the folder names and structures and the userconfig... I'm really confused.
  14. I remember that the RPT used to include some data on TPWCAS loading properly. I don't see it now. Was that removed?
  15. Variable

    ASR AI 3

    Thanks Papanowel! So how does that correspond to the general skillAI and precisionAI settings in your arma3profile file? Where do you set these, on ASR AI config?
  16. Variable

    ASR AI 3

    Robalo, what's your current recommendation for the server skillAI and precisionAI settings? The AI precision seems to have increased with each official update over the past months. We are currently using 0.7 for skillAI and 0.3 for precisionAI, but I'm not sure this is ideal for ASR AI. I would also be interested to hear recommendations from other server admins.
  17. Variable

    AI Discussion (dev branch)

    DNK, so what is the AI precision setting that you use? Are you using any AI mods?
  18. Thanks Massi, but is there a possibility to have only the units and not the vehicles? We are using vehicles from other mods and we don't want to add any other. I suppose we are not the only community that would like to have this dependency removed. I'm afraid we are not going to update your great units if we are forced to use the vehicles as well...
  19. Variable

    AI Discussion (dev branch)

    The AI difficulty was indeed increased gradually with each official update of the game. We used to run much higher settings than the 0.6 skill and 0.3 precision we use now. Being a pure coop server admin myself, I can only agree with the above. BI patches gradually break AI and introduce coop scenarios game-breaking bugs that it got too frustrating to find a workable scenario when trying to run a coop night. Not being able to run a simple ambush mission or illogically being detected by AI for no apparent reason, or not being able to approach the beach while diving without getting detected and a whole other range of AI problems, and having to constantly struggle with the AI settings with each and every game patch have turned many peoples main hobby into a continuous frustration. I don't know what BIS is planning (or not planning) for the coop future, but it is looking rather grim now.
  20. Wit, why are the vehicles are a requirement???
  21. Variable

    [CO 10] PMC Versus mission pack #3

    That's good practice,because TFAR will add a long range radio automatically. Regarding Massi's weapons, they have just been updated.
  22. Variable

    GigaS's Coop Missions

    Oh! It's you? hehe...
  23. Variable

    GigaS's Coop Missions

    Thanks a lot! Hosted on the CiA coop server. We will make sure to provide feedback once we played it. Might take a while, though.
  24. Variable

    GigaS's Coop Missions

    Thanks, we'd appreciate a no-respawn version. I suggest using Psycho AIS for first aiding and FHQ task tracker because BIS task module isn't working on a dedicated server.
  25. Variable

    GigaS's Coop Missions

    Thanks Jcae, have you tested these on a dedicated server? Are you using respawn (I hope not)?
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