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Variable

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Everything posted by Variable

  1. Awesome job! I'm looking forward to it... I suppose that at some point or the other Arma 2 units will be ported as well. Will the Russian faction units will have Russian voices?
  2. Variable

    AI Discussion (dev branch)

    No, it doesn't make sense. Because the fact BIS is a commercial company, doesn't mean that it can neglect it's responsibility to make every effort to support it's released games, even if it means diverting resources from more successful titles. DayZ cannot serve as an excuse for having such a core feature broken if its existence prevents BIS from living up to its obligations. Really guys, enough of the apologetic approach of "we accept every BIS failure because we love BIS and BIS have DayZ, fixing broken AI behavior is hard and there are other bugs". I love BIS, but this approach doesn't help BIS nor the community.
  3. Variable

    VanhA's A3 thread

    Thanks Vanha! Installing! Will let you know how it went.
  4. Variable

    [SP] Morning Entry

    I loved your work in Arma 2 and I'm glad to see you in Arma 3! Will give this one a try.
  5. Variable

    Zee Identity Pack

    Just found this wonderful mod. zeealex, you are my heroine!
  6. Variable

    Audio Tweaking (dev branch)

    Added sound for movement of fixed MG/GMG. Are there reload sounds for them? 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 it! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) Ammunition Sound for falling bombs and artillery shells Armour 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 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
  7. Variable

    AI Discussion (dev branch)

    How do you know? Maybe there are voices in BIS that call for fixing the AI and all they need is a little bit of push from the community? How about you start helping instead of giving up in the name of BIS? You are just proving my point. I call for re-prioritizing BIS focus. Because I'm an Arma 3 user, not DayZ. Each to his own. Instead of sitting at the fence and providing cheap commentary help us or at least don't try to tackle the effort to make BIS listen. Just have suppression induced by player command and have MG gunners shoot long bursts by default. Perfect? No. A hundred times better than what we have for years now? Yes. Problem solved. Calling such a major broken aspect of the game "pet issue" just destroyed any argument you might have had there.
  8. Thanks! Download link says:
  9. Variable

    Blastcore: Phoenix 2

    I second that. Better split those to different mods.
  10. Variable

    AI Discussion (dev branch)

    I don't think this sort of problems fall into the definition of impossible. It's only a question of resources and time and demand by the community. What certainly doesn't help is a community that have grown accustomed to the horrible state of the AI to a point that any objectivity has been lost towards it.
  11. I think the more simple solution will check if the mission is played in MP and if it is then enable Psycho's AIS. If not - activate the auto medic (which is not needed in MP anyway, the medic slot is one of the first slots human players take in coop). Sounds good?
  12. Thajnks SHJStudio! I've stopped playing and I'm waiting for you to issue an updated version. Will continue playing once you have it ready! Thanks :)
  13. Variable

    Community interest in User Made Missions?

    Yeah, you are right. We started the mission list as an internal tool to keep track of the missions we have on our server. Which ones were tested, which ones are broken, which ones are good, which ones were completed, that kind of stuff. And since we are Coop only group (and with no respawn), the list contains only that kind of missions. At some point we figured the community can benefit from it as well, so we published it.
  14. Variable

    Community interest in User Made Missions?

    We have been doing exactly that for coop missions since OFP. See here the Comrades in Arms Online Coop Mission List. Link to BIS thread can be found here.I think it's safe to say that any coop mission that its page look reasonable and above can be found there.
  15. Variable

    Fatigue Feedback (dev branch)

    True. As an example one can view the results of cutting out BIS First Aid module from the game. Multiple revive scripts emerged, each one with different behavior, making a mess for people who play coop and confusing them.
  16. Variable

    Wiggum's Coop missions (no respawn)

    Sounds great! I love real world background and the Falkland idea gets me expecting. Please remember to post your missions also here and on Armaholic in addition to the Steam Workshop.
  17. Variable

    AI Discussion (dev branch)

    Think bigger and don't over complicate what I'm saying. (a portion of) the money and time that was put into whatever BIS released since, say, 2008 could have been resourced differently. Sure, that might mean recruiting algorithm developers instead of artists. If you look closely into Arma 3 threads you can see even BIS personnel complaining silently about the lack of programing personnel to address issues that are very bothering them. The AI is so fundamental for so big portions of the community activities that even this cool feature (which I'm excited about) pales when compared to. Give me a break, they made a ton of money from Arma 2 sales peak due to DayZ and Arma 3 sales weren't bad. All the options in the world in terms of finance and time to fix such a core issue. A scripted mod (and a very successful one) has proven this claim to be false. If you want to speculate then it's more reasonable to assume that a core engine implementation would be even less complicated and less resource demanding. -------- You are a customer. Don't try to speculate excuses for your vendor. Nothing that has been suggested here is out of any reasonable scope. It's only a matter of management decision.
  18. Variable

    Mini Coop/AAS missionpacks

    I can only recommend anything that Persian MO releases! Having played his coop missions I can say they are all well made, bug free, entertaining and very fun.
  19. Variable

    AI Discussion (dev branch)

    Oukej, I have the utmost respect to you guys and I am certain that you are at least frustrated from the state of AI as we are. My criticism is directed to the decision making echelon at bis that is in charge of allocating overwhelming and sufficient resources in order to fix the AI and lift them to reasonable standards. That's exactly my point, BIS is only treating the AI when it must - in order to support new DLC content. As a customer, I would expect treating the AI first and only then add more features and content that the AI needs to handle. That would be the fair thing to do. It might not be the most financially beneficial to BIS (I guess announcing an effort to fix a very significant part of the game doesn't bring new customers, although might return old ones) but sometimes a business need to acknowledge that its product is in severe state. I work as a software product manager, and my product is now releasing Service Pack number 2 for the latest version, because some things cannot pass. Arma 3 needs a service pack for the AI now. Not new DLC version with sling loading. that's all very promising and still I don't hear the AI revolution bells we should be hearing. We are not talking about too much really - Get the AI moving when ordered to, make them move straight, teach them to drive properly and suppress and be suppressed. And that is exactly why it's so distrusting. Weighing the effort that was put into so much stuff since Arma 2 (many DLCs, Arma 3, more DLCs) it is clear that even if some of that effort would have been put into the AI, we would have been in a completely different place now. Sorry, but given the current state of the AI, expecting them to shoot-out tires of vehicles when not equipped with AT is like expecting a 2 year old to build a spaceship. In the list of the Arma 3 to-do list, it should be somewhere deep down in task number 1643. Let's have them walk straight first...
  20. Variable

    AI Discussion (dev branch)

    Is this an architecture game or a damn combat simulator? For heavens sake, if the size of the island is indeed what prevents BIS to create meaningful AI behavior (and it doesn't) I would trade 2/3 of the glorious Altis just to see AI acting reasonably. Do you know what I just had in OFP: Dragon Rising? I had an AI manning a static heavy MG. That particular MG can be oriented in an arc of 90%. We got flanked and an enemy guy snuck up behind that fellow. Do you know what he did? He left the damn static gun, drew his rifle and shot that enemy. Right after that he got back to his position in the stationary MG. Now you want to tell me that that's not possible due to Altis size as well? And we are talking about a game that competed with Arma 2 for f*** sake! In 2009! This just makes me sad. Don't tell yourself stories, BIS simply don't allocate sufficient and adequate resources to open up the AI code and fix. The reasons are are just beyond me. I'm sure nobody is working on it. Maybe just some patching on the config level.
  21. Variable

    AI Discussion (dev branch)

    I'm replaying Operation Flashpoint: Dragon Rising again, and seeing how well the AI behaves there truly frustrates me in regards to the shameful state of Arma 3 AI. They take cover, the suppress, they are getting suppressed, they are responding to orders under fire, their accuracy is human like, they report when they find bodies, they breach and clear buildings(!!!), they move fast when ordered to. And the list goes on and on. I think it's about time BIS assign a programmer to open up the AI code and start treating issues that have been there since Arma 2 and before. Sorry for the harsh words, but issuing more DLCs with the current state of the AI feels like a spit in the face.
  22. If you are going to disable fatigue please don't use a mod because that will make your missions unusable for groups who don't have it in their mod packs (like us). And please just allow to disable it in the parameters...
  23. Yes please! I'd recommend on Psycho's AIS. It's the best out there. That seem to happen a lot to you, what's you skillAI and precisionAI settings? 100 meters before you get fatigued?! How much are you carrying? Are you making sure to lower your weapon and not run crouched for long distances?
  24. Variable

    Fatigue Feedback (dev branch)

    What people need to realise is that while it's true that soldiers sometimes carry heavy loads, they rarely fight while carrying them. Remember that scene in Saving Private Ryan when they drop some of their gear while setting up to attack the Nazi post? That's how it works. And if you are jumped by the enemy while moving the first thing you do is get rid of your weight. You can't fight effectively while carrying even more than, say, 25 kg. for that purpose there are quick release stripes that you just need to pull to drop your backpack. When we wrote the petition to BIS that included a request for a fatigue and encumbrance system, I consulted with an ex-IDF SOF soldier friend of mine, who served in a unit that is known to carry insane weights for long distances. He told me that the most they'll ever carry is 50 kg. with these limitations: It's only a small portion of the team who will carry such weights. This portion is combat ineffective and is considered as, quote, "mules". These guys can't even get up on their feet alone, they'll need help doing that. And they will move very slowly, and, of course, won't be able to run or shoot until getting rid of their backpacks.
  25. I disagree completely. They are not perfect but definitely better than nothing! Please keep them on bardosy. The Team leader voice is actually not that bad for a TTS! :) We played anti ambush again. It was very disappointing to suddenly get the message that the ambush team returned to the castle... I think it's better to keep them in the ambush point no matter what. I don't think they detected us at all, I have no idea why they left. We drove the convoy almost through all the blue dotted route but it wasn't attacked.
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