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andersson

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Everything posted by andersson

  1. The NV sight I had when I did my service had a cover with a small hole for use in daylight. It was still green. You can see the same type of cover on "Iceman's" scope in generation kill. During day he uses the cover with a small hole and during night it's off. So some NV sights can be used during day, but as far as I know none can turn of the NV function. Might be wrong.
  2. andersson

    AI too accurate

    Yep, wouldn't survive for long if one would just lay down on the ground in Finland during the colder period.
  3. "We pissed against the wind, and it worked" - Dan Vávra I really like this guy.
  4. andersson

    X-Cam prototype map

    You are excused.
  5. I like his honesty and how he is openly sharing the internal problems and challenges.
  6. andersson

    Firing from Vehicles feedback

    I guess the limitations are so the AI doesn't shoot other units or the vehicle? I agree though that a player should have no limitations except what's physically/ergonomically possible.
  7. andersson

    X-Cam prototype map

    Careful, Nordic humor doesn't do to well on a global forum ;) If it did I would chime in with a "meh" :D
  8. It's all about the hair, not the person. The staff can if they want.
  9. You never had to use @, it came to life in OFP just to keep the modfolders at the top of the installation.
  10. I'm not 100% sure about it either. Can break missions. People can be upset changing a well established map like that. But at the same time it kind of looks like it could be that way, I have always thought about it when walking past there. One RL reason could be for smaller boats so they don't have to go all the way around. For bigger ships it makes no sense. And as the border is very obvious there I wouldn't be surprised if east should have dug it out as defense. Anyways it's probably too deep to dig so it will end up strange looking..
  11. andersson

    AI too accurate

    And people in general say run about sprint. Run is default.
  12. Yep, have the AI avoid water should be the first step. Then they "only" have to focus on physX vehicles and player diving. Sadly I guess that is not too high up on their list as they do have many important things to fix.
  13. andersson

    AI too accurate

    I find most showcases and tutorials frustrating. It seems they are assuming you are playing on a lower difficulty level. I play with as little UI as possible and no wp-markers and so on. Sometimes I have no clue where I am supposed to go, even on a small simple mission/stage, as, I assume, there should be some UI element pointing it out for me. Yes I read the mission briefing and check my map. They should really have a good look at why OFP missions were so popular and why people talk about them still today. There you could read the briefing, look at the map and then you knew what to do, where and when. Regardless of difficulty and UI. Last thing I tried was that shooting exercise where you run around like CQB. Took some time to figure out where to go and then on the stage itself I had quite some runs before I knew how to navigate through it. I never found the end. Maybe I'm stupid but there were many options where to walk and at the end it was in a more open environment I think? Nothing showed or hinted me what to do there. I have also tried the showcase discussed here and I gave it up, as most showcases. It might be possible if you have UI help showing enemies, friendlies, waypoints and so on. But without it gets even harder. The missions should be made with the hardest difficulty in mind and then people can turn on help to make it easier. IMHO.
  14. Please don't do it until the AI can use the bridges. Well well well.... I thought I better check it to be sure and I just had an AI vehicle to drive over the bridges in Corazol :) Dig away!! I suggest to only change the eastern part where the ruins are. The bridge to the west looks much more like a rural decision and the street with all the houses is very nice. The bridge to the east is an obvious choke point into the eastern part. With water under it will be reinforced as the border. This is what I propose: http://i.imgur.com/sRVENhi.jpg (189 kB) Bridges working with AI: Corazol east - grid 133088 Corazol west - grid 130088 Pesadas - grid 117154 Isla de Victoria - grid 114166 Dolores south - grid 114059 Bridges NOT working with AI: Obregan - grid 142105 Corazol north west - grid 126089 Tiberia - grid 101052 Iguana - grid 107047 Dolores west - grid 113061 Dolores east - grid 116062
  15. BI say that the ponds were problematic already in A2 and got worse in A3 due to "AI, Dx11, physx, diving, animations, path finding". Dx11, physx, diving are added features, AI, animations and path finding are obviously changed. I also remember in A2 how I could find AI groups walking around without weapons as they had crossed a river and lost their weapons (Podagorsk, Panthera). That also happened now and then on Chernarus, some soldiers were without weapons as they had sometime somewhere ended up in a pond. http://forums.bistudio.com/showthread.php?183119-Bohemia-Interactive-please-comment-on-whats-hindering-you-to-introduce-Ponds-to-Arma3&p=2790634&viewfull=1#post2790634
  16. andersson

    Operation FrenchPoint

    Do you plan to have the units speak french? I remember you had it in OFP and I liked that.
  17. andersson

    Research project on ARMA 3, Informants needed!

    Just change it to "ARMA". That way you include all iterations of the same game and the same community. OFP - today known as ARMA: Cold war assault ARMA: Armed assault / combat operations ARMA2 + OA ARMA3
  18. That spectral camo, is that a completely different model or a hidden selection? If different models maybe you can use hidden selections to make the pack smaller in size and probably make your development process easier. If not, ignore me :) Or choose to ignore me regardless :D Just a thought that popped into my head.
  19. 3-4 FPS is a step in the right direction. I look at this way: the difference for me between AAx2 and AAx4 is about 3-4 FPS. So due to this increase I can have better AA with the same performance.
  20. Yes please. RHS is the standard in my game and I would love to play with your tanks against RHS tanks.
  21. And if, does the units, vehicles and AI interact with it correctly?
  22. andersson

    UIcorrections Suite

    Could you please have a look at disabling the togglable map textures? I would prefer to have only the white paper. Looking forward to your addon that disables "move to player position"!
  23. andersson

    Original OFP (ArmA CWA) DLC

    @OMAC: how much longer...?
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