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Variable

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Everything posted by Variable

  1. Variable

    AI Discussion (dev branch)

    What keeps the AI from moving fast is not really them firing, it's their bounding over-watch routine and their stance repeated change when they are on their self-declared danger mode that can't be canceled by their player-leader.
  2. Variable

    Anyone managed to get snow working?

    Lightspeed, an Iron Duke's mission has working snow, see here (skip to 23:24): http://www.twitch.tv/arma3official/b/574422615 For the mission see here: http://steamcommunity.com/sharedfiles/filedetails/?id=289229793&searchtext=from+CSAT+with+love
  3. Nice! I'm glad to see the CWR2 banner is still up :)
  4. Variable

    AI Discussion (dev branch)

    That's great to hear, thanks for the update Oukej! Certainly. Three modes should be availble: 1. Fire at will (not to be confused with engage at will!!) 2. Return fire only 3. Hold fire no matter what
  5. Variable

    AI Discussion (dev branch)

    I don't disagree with you regarding what happened (i.e AI opened fire). I was only trying to explain WHY your AI opened fire. My disagreement is about what should be expected from the AI when it is detected. Because AI does not just arbitrary overrules the hold fire command, it does that only when it sees (or senses due to AI broken detection capabilities) an enemy that detected it. That's just a fact. Regarding the "Fire" command - This orders the AI to fire only at the unit it targets, and immediately assume hold fire right after.
  6. Variable

    AI Discussion (dev branch)

    Consider the following case - You move slowly in a forest and one of your AI is detected by an enemy. Your AI sees the enemy as he draws his weapon and take an aim. The AI holds fire, the AI gets killed. That's not desired nor realistic. AI detection in long ranges and through obstacles is the issue here, not the AI response to being detected.
  7. Variable

    AI Discussion (dev branch)

    The "self proclaimed danger mode" needs to go, that's for sure. It was discussed in this thread in details and it has been confirmed that the devs are concerned about it too. However, no confirmation has been given regarding any intentions or efforts made or plans to fix it. Regarding the quoted part I do not agree. If your AI's hold fire status was broken, it is because it noticed that it was detected. AI will break a "hold fire" status if it sees that it was detected by the enemy and that's good. It is true that in some cases AI detect (and that includes detection of counter detection) far and concealed targets but the problem here is not with the AI response - open fire when you are detected. I would not expect them to just hold their fire when they see that the enemy is about to shoot them. The problem in this case is the supernatural AI detection capabilities in some cases, and not the hold fire behavior.
  8. Damn, I never thought I'd miss the CDF man... Good job Legislator!
  9. Col. Stagler is working on missions for RHS?! Daium! Another reason to wait for RHS release then! :) And by the way, I think you missed a 'no' there on your reply Stagler.
  10. Guys is there any hope for a fix? Addons that rely on CBA stop working when a SP saved game is loaded. I think it has been this way since Arma 1.
  11. Variable

    Audio Tweaking (dev branch)

    Thanks Danczer, voted up and added to the list. List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has one! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) No sound for turning (volume should grow louder according to turn speed) Sound for closing and opening metal hatches on guard posts. Ammunition Sound for falling bombs and artillery shells Armour, Aircraft and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights No sound for entering and exiting tanks, vehicles and aircrafts Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Sound for movement of fixed MG/GMG No sound for turning in and out (hatch open/close) No voice notification of events during the flight. Like: Low fuel, Over G, Altitude, Pull up, low speed etc. Multiple missing sounds in the engine: http://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft
  12. Variable

    Conflict: Ukraine (MP Campaign)

    Yeah baby!!!! Your Arma 2 original campaign kicked ass! Please tell me there'll be a coop version... Oh, and take a look at this post, CAF aggressors have insanely low accuracy if they use their own stock AKs. I suggest you change them. I also recommend to wait for RHS release, it will be perfect for the Ukraine theme!
  13. I think I had that too so on the second attempt I took an AT4 from a crate at the starting point.
  14. HiJohnyBoy! I gave the mission a quick ramb-playthrough-test on the CiA server all by myself to test it. It looks very cool! I didn't complete it but I did get thechance to advance up the island to its middle before I decided to stop in order to wait until I play it in coop, it was too nice to waste on SP :) It shows that the mission was created with love, nice voice recordings and cool and exciting features you put there. Few observations (tested on a dedicated server): 1. It seems like the teams are reversed? I would expect Alpha to appear on top of Bravo on the slots screen. 2. When I approached the southern camp there were maybe just three enemy fighters there, I would expect to be some more. Also, there was only a fire (literally, just fire, no woods were visible, it looked like the fire was coming from nowhere). I would add some items to make it look like an actual camp, a tent, chairs, sleeping bags, etc. (maybe there was a camp there but I missed it??). I would also beef up a bit the defence there. They seemed very random and weak. 3. Some nice and suspenseful intro music would do wonders to the insertion phase. More feedback is due to once we play the mission in coop with a full team (might take a while since we are usually much more than 10 players).
  15. Variable

    Audio Tweaking (dev branch)

    Certainly! Would add a big chunk to the immersion bucket!
  16. Push doesn't work on the bi forums, they must have disabled it on the forums' setting. It seems like a reasonable decision give the huge size of this forum.
  17. Beazley please tell me this much required mod does not remove NATO sounds when you play as independent or OPFOR and that it does not remove the mission maker's custom voice recordings (if there are any). Edit: ninjad by doveman...
  18. Variable

    A-164 Wipeout HUD MOD

    Will you add the CCIP script? This will definitely make such mod perfect! :)
  19. I'm not sure if Stereo is reversed or just messed up in a non linear way...
  20. Proposing players "not to use the AI to anything critical" is not what I call a measure to adapt to overcome the problems.
  21. Variable

    AI Discussion (dev branch)

    Yeah... I thought as much. This looks like a tough nut to crack. So to workaround the problem, are there plans to fix the recorded path for dedicated server?
  22. I suggest to add a new parameter in the config: "Set all SR radios with an alternate channel with their side's LR frequency = 0" If the above is changed to "1" AND your new "all side radio same frequency" is also on 1, then all SR radios will spawn with an alternate channel with the frequency of their side's LR frequency.
  23. Congratulations on the release of 0.9.3! Supported on the MANW! Can I suggest yet another feature? A server config parameter (default off) to automatically set all short-range radio's alternate channel to the long-range frequency. This way everybody can hear when the leaders are talking, know when to shut up when their leader is listening to the LR frequency, and always up to date with the other teams status and the general plan. It will spare so much hassle for team leaders that use LR that I don't know where to start... What do you think?
  24. Variable

    JSRS: DragonFyre -- WIP Thread

    I agree but most of the hits in Arma are not fatal, and deserve a scream, even continuous moan or yelling afterwards. If someone gets a headshot, he shouldn't scream, I'd agree to that.
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