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Posts posted by Variable
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Welcome back W0lle, you have been missed! CWR3 will certainly extend Arma 3's life.
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Is this mod fully supports dedicated server environment? I realize this is a clientside mod, I'm just wondering if it might cause issues on multiplayer.
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Thank you @Reyhard!
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AI Guros,
Could you help us understand the direction of each of the AI pref skills, meaning, a higher value means better, or otherwise? Of course, an answer for each specific value will be appreciated.
0.1, // aiming speed 0.1, //0.03, // aiming accuracy 0.03, // aiming shake 0.05, // spotting time 0.05, // spotting distance 0.6, // commanding ability 0.6, // general AI skill 0 // allow fleeing. 0 means they won't flee
Thank you!
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This sounds like a different mod. What other mods are involved?
LJ
This is our mod list:
http://ciahome.net/needed-addons/ -
Since several versions ago, we keep getting the following errors (the type you need to click ok on to make it go) - Sound HIT_DUNDEE_4 not found.
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Sorry, perhaps I wasn’t clear. The difference is that in the Arma 3 version you have to initialize the mod from within the mission using a game logic. However, in the Arma 2 version, the mod worked even with missions that were made even before the mod existed, and did not require any modification on the mission side.
Also, the mod seems to distinguish between sides only, if you have e.g. AAF and PMC they would all speak greek or whatever independent would speak, if I’m not mistaken the Arma 2 version worked by faction, not side.
In any case, great job reviving this mod, thanks for your efforts!
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I loved this mod in Arma 2. [mention=771130]Titi[/mention] any chance for a PBO version like the one from Arma 2? We play on a dedicated server with so many missions so we don’t have the ability to modify all of them.
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I stay still.
I lase a moving target.
Right after, the target stops.
We both are still.
If I don't refresh the FCS, even with the visor right in the middle of the target, the shot will miss because the FCS will still consider the target as moving - and overshoot.
That’s how it suppose to work, same as in a real life FCS. How else did you expect it to work?- 2
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On 12/04/2018 at 7:48 PM, Tokkok said:Can anyone confirm that this mod & bhc_map_contour mod doesnt work anymore after latest Tanks DLC game update?
Confirmed, bhc_map_contour doesn't work since Tanks DLC. I was so used to it the map looks completely broken without it.
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I remember OTK campaigns from Arma 1 days, I loved them. They made a rather crappy Arma game awesome. I'm going to check this out. Thank you.
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We never properly tried episodes 8-10 in Vol.2. We are going to give this another go. We'll let you know how it goes :)
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Ok, having been plagued with grenade spam (under barrel and hand thrown) we ran a test with our modset without ASR AI. If we load all our addons except ASR AI, and place a grenadier and rifleman 200 meters away from a player, they engage with their rifles. They don't even use grenades. If we load ASR AI as well, they ONLY use grenades until they are depleted, and only then switch to rifles.
Also we noticed that ASR AI does make 40mm cheaper, and makes them more probable to use, and at higher ranges.
I hope this could be helpful although we didn't run a controlled test with only ASR AI loaded to rule out any contribution of other mods. However, our modset is not exotic, and if we have this problem, I suppose other groups might have it, too.
Here's our mod list (except for MRT Accessory Functions):
http://ciahome.net/needed-addons/ -
Storming the Beach
Viper Pilot
Extracting Spymaster
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14 hours ago, Robalo said:I suspect CBA bug because I haven't changed anything. Do you have another mod with CBA settings that you can test saving settings for ? I can't check this.
Just checked ACRE and ACE settings, both save the parameters I set.
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Robalo, we are running a dedicated server and it seems like it doesn't save our settings. I set radio range for 0 and when I revisit the dialog as the admin it still says 700 meters. Even if I click save and give the preset a name it still goes back to 700. Are you aware of this? Are we doing anything wrong?
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Thanks for the update Robalo!
Regarding the incognito feature, is it using the CamoCoefficient setting? If so, will it not interfere with missions that make use of this setting as well?
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I see thanks. What happens when you hold the "Zoom out" button (I think the default is the numpad minus key) when you are in boresight view? I will check it anyway myself but I'm not in front of my computer now so I hope it's not too much of a nitpicking, maybe others were wondering the same as I did.
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Thanks Gunter! This looks great. Can you zoom out while in boresight view? For example, if you want to clear a room and not be zoomed in?
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We recently got back to using JSRS since we heard it was adapted to MP and it's so much fun! Thanks.
@LordJarhead I believe that the Ghosthawk door guns produce a submachine gun sounds.- 1
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What's with Tapatalk? I can't seem to login.
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On 10/11/2017 at 10:58 AM, belbo said:I don't even know why it's in there. If I'm commanding a tank, I don't have direct control. If I want direct control, I change to the driver's seat - otherwise I give my commands to the AI driver and anticipate the delays and inaccuracy of the vehicle's movement.
Exactly. BIS please don't break a wonderful feature (simulated tank commanding) for the sake of Battlefield-esque direct control bullshit. This goes directly against the Arma spirit. If there are issues with commanding subordinate AI in a tank, please fix the issues instead of replacing the whole system with an unrealistic, gamy control scheme, that yells "you are playing a game". OFP did tank controls as commander wonderfully, I don't understand why would you want to change it. It feels yet another one of those moves that take away from Arma the aspects that make it what it is.
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We are playing missions from multiple authors, some of them from the Workshop. We can't edit every single mission we play so that's not a solution. The mod doesn't do anything with the grenades except for increasing the likelihood they'll be used, their range (for hand grenades) and their accuracy - all that with the existing grenades of the units. The combination of all making the experience against AI infantry a nightmare. If people like it this way, fine, but I would hope Robalo could explain how we can edit the mod for ourselves to reduce the AI effectiveness with grenades.
Or - maybe, make the changes to AI hand and rifle grenade usage configurable and allow communities to disable them?
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Getting frustrated again with the 40mm grenades... bam bam bam all the team is dead. For guys that play without respawn it gets frustrating. It seems like the accuracy is something we can leave with now (still too accurate to my taste, especially if you take into account that they need zero time to aim and correct between shots, but ok...), but you seemed to have increased the probability that they will use 40mm grenades. Robalo, will you consider reducing it? If not, can you let us know how can we reduce that ourselves?
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Arma 3 Apex: Old Man Feedback
in ARMA 3 - OFFICIAL MISSIONS
Posted
This bug is reported in three different places and now here comes the fourth (see below other reports). The diving mission ("recover intel") is bugged. When I get a rebreather (either by buying one or by stealing one from the suggested location) the associated task does not tick. In addition, grabbing the intel from the sunken plane does not complete the recover intel task. The player can use the "hold space key" to get the intel but can also "physically" take the files, which makes the hold key action disappear. Maybe that has something to do with it? In any case, @zozo can we please receive a fix to it? it's the second time I restart the whole campaign and it's still bugged.
Edit: This issue was also reported on the official Arma 3 discord in the Old Man Feedback thread. BIS please advise.
https://steamcommunity.com/app/107410/discussions/5/4086396624009415812/