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Variable

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Everything posted by Variable

  1. Variable

    AI Discussion (dev branch)

    This is great! Stealth missions just got a huge boost. Thanks BIS, and keep up the good work!
  2. Variable

    JSRS: DragonFyre -- WIP Thread

    Good job LJ! I agree, the movement sounds have a cloth friction sound that is extremely loud. It's been this way since JSRS 1.5...
  3. Variable

    [MP] Operation Sandstorm

    I prefer no tents :) GROUP respawn is great.
  4. The first post needs updating with the latest version of the campaign.
  5. Variable

    CCIP script for aircrafts

    Are there still intensions to release is as an addon?
  6. Variable

    [MP] Operation Sandstorm

    Installed on the CiA server :) We will let you know how it went once we play it. So there's no respawn if the leader does not deploy the tent?
  7. Variable

    [MP] Operation Sandstorm

    That would be most appreciated as we don't play respawn missions.
  8. Variable

    [MP] Operation Sandstorm

    Thanks Luki, installing in the CiA coop server. Have you tested it on a dedicated server? I hope there's no respawn? I suggest to add psycho's AIS.
  9. Variable

    [MP CO15 Campaign] Wolfpack Vol. 1

    True, but it doesn't say that the RV is the suggested insertion point. We guessed that this was your intention, but it was a bit vague. I suggest adding a hyperlink to the RV on the briefing text. This will clear up any confusion.
  10. Variable

    AI Discussion (dev branch)

    Although I'd love see such system I suppose the effort to achieve this would be huge. I think we need to concentrate our demands on allowing to bypass AI behavior in danger. Unfortunately, anything else is daydreaming in practical terms... Once that is achieved, we can help BIS design a future system. Right now, it's dreaming of a palace when you are homeless.
  11. Variable

    AI Discussion (dev branch)

    And that was a campaign that was clearly designed with a lot of effort to wrork-around the AI inability to move fast. Without that problem, I bet BIS mission designers could have created a much more immersive and interesting campaign. So if the official campaign suffered from that, at least fix the problem now, for the sake of future community (and BIS?) missions.
  12. Variable

    AI Discussion (dev branch)

    Exactly. My heart breaks with each mission maker that have to scrap his awesome (and yet not so complicated) ideas just because the AI is unable to respond to the players orders. There's so much potential laying there, just need to allow the player bypass the AI automatic "danger behavior", and the mission makers will bring the game to a whole new level.
  13. Variable

    AI Discussion (dev branch)

    Yeah, but before venturing into the realms of the highly complex "auto AI rearming" this can be easily improved by re-ordering of the options in the AI action menu and adding a range indication next to each ammo/rearming option. The most pressing issue remains the AI unresponsiveness.
  14. Variable

    AI Discussion (dev branch)

    Thanks for responding Oukej, it is encouraging! I am disappointed to see that the discussion has yet again derailed for additional functionality (AI auto rearm) instead of concentrating on existing AI behavior that is destroying the game. I think most of us will agree (and correct me if I'm wrong guys) that the most pressing issue with the AI is it's unresponsiveness and slowness, especially under fire. You have quoted yourself there but this message of yours is 6 months old. How hard it is to fix that? Without getting into detailed design I suppose it's not that hard to add an option/player order to bypass that horrible AI ritual of slowly bounding and covering when it automatically goes into this horrendous state. It's just needs to be finally prioritized! Changing this alone will improve the SP experience significantly, so let me ask this one more time, do you guys have any plans to fix that? Or is it something that you have no plans in changing in the near future?
  15. Variable

    [MP CO15 Campaign] Wolfpack Vol. 1

    Choppers can detect submerged divers (and subs) on the bug tracker. Please vote up to fix this issue: http://feedback.arma3.com/view.php?id=18986
  16. Variable

    [MP CO15 Campaign] Wolfpack Vol. 1

    Tried Ep.5 again. Chopper detected us again from the beginning but we kept deep. He somehow managed to kill us when we reached the RV although we didn't surface. Maybe it's ASR AI that makes the chopper detect us, I don't know. Moreover - the distance to the RV is so long and (apart from the chopper which as I understand is not by designe and which we can do nothing against anyway) uneventful. I don't see the value of just pressing the w key for 20 minutes or so just to get to an RV. Don't get me wrong, submerged insertions are cool, but they don't have to be frustrating long...
  17. Variable

    Arma 2 VS Arma 3! You chose!

    This, in addition to CUP, because the biggest lack of Arma 3 is content, and with CUP we will have all Arma 2's content in Arma 3.
  18. Variable

    AI Discussion (dev branch)

    Can we please get an official response indicating BIS plans regarding the AI?
  19. Wrong. It does. Each weapon has a constant defining the visibility... muzzle attachments actually modify this. Hence us telling the player he wasn't even using a suppressed weapon, what certainly helped the AI to detect his shots.
  20. Bouben, you are barging into an open door. Don't lecture me about the state of the AI, I'm one of those who scream about it constantly. Just check the latest debate on the AI discussion thread. However, that doesn't mean that the video above illustrate any of those problems, does it? And regarding to the video in subject I completely disagree with your interpretation. The player is NOT in full cover, the player FIRES SLOWLY towards the AI (which we don't even see where is he so don't say he is behind leaf. And even if he was, flash can be seen through leafs enough for anyone, human or AI to return fire). The AI is in horrible state in a lot of fields, but none of those are shown in the above mentioned video. All you are doing is protecting someone who is diverting the discussion from real problems. ---------- Post added at 15:56 ---------- Previous post was at 15:55 ---------- Flash obscured by daylight? You are joking, right? The flash is indeed excessive in the game but as long as it's there and visible to humans, there's no reason AI shouldn't see it as well.
  21. Will you stop this already? How about you you take a look at your own video? Let me spell it out for you: You are under cover, peaking out, and then fire three shots (with significant gap between each shot). At this point we don't see where the AI is. After a pause, some bullets land closeby to you. Your weapon is not suppressed so there was a visible flash (there goes your "audio stimuli only" argument). I'd say your video is a good example of desired AI behavior.
  22. I opened a ticket: http://feedback.arma3.com/view.php?id=21000
  23. NO! My first comment was referring to the first engagement as I clearly wrote. You opened fire on the AI first, and that has lead to your detection and the AI to return fire, and that is the expected behavior. And no, going prone and engaging an already known target (you) at the speed and accuracy of the AI in the second engagement in your video is more than reasonable, on normal difficulty. Seriously, there are enough problems with the AI without people diverting BIS to non-issues. ---------- Post added at 13:38 ---------- Previous post was at 13:36 ---------- Worth reiterating that the settings in Arma 3 are different. See here: http://forums.bistudio.com/showthread.php?169122-AI-Configuration-feedback&p=2639166&viewfull=1#post2639166
  24. By the way, in practical terms, this makes a silenced weapon significantly lethal in the game when compared to the same weapon without a silencer. Therefore, this could be treated as a bug.
  25. Thanks for realesing! Have you tested it on a dedicated server?
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