

topeira
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Everything posted by topeira
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let not make this topic, which is very well put and well orgenized into a mouse lag discussion. Anyways, the AI in the game has the ability to use cover and even lean around corners but it seems that even though it CAN do a lot of cool things it does them rarely and in inappropriate times. about costum objects as cover - i took the "construction yard" object from warfare buildings and covered a field of many many many of these large containers and placed 2 dozens of AIs. 12 on each side and set them to attack eachother. i noticed AIs occasionally leaning around the edges of this custom object, which was cool, but they didnt seem to take cover often nor at appropriate times. also, occasioanlly, the start running the opposite way and, as all of you noticed, do some un-explained stuff. also , Mbot, u said the AI took cover behind the stone wall. do u think it was on purpose that it was behind the wall or did the AI just lie down instantly and the fact that the wall was in front of the AI is pure luck? cuz i think it's the latter. did u try and place the AI a few feet (may 30. maybe 60) away from the stone wall and see if it goes for it? i noticed the AI occasionally taking cover behind trees (maybe it's just luck too) but SO rarely. when it does im like :way to go, BIS" but it almost never happens. setting the AI to: init: this setunitpos "middle" forces them to crouch and move at shorter distances before crouching again. i prefer this mode of movement. i hate it when the AI runs like headless chickens or goes prone - up - prone - run 2 steps - prone - crouch - prone - headless chicken maneuver - prone - etc.... an AI mod is DEFINITELY needed. the AI has the basics for doing smart stuff but choosing the right decision is still rough. Mbot, what is the most offensive WP u found? u said GUARD is a pretty statics and defensive. what is the opposite of GUARD? what is the WP u found that makes the AI to attack the hardest?
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am i the only one who noticed that AI can notice the player even if he is behind them and behind cover if he is close enough without the need for him to even fire his weapon? http://forums.bistudio.com/showthread.php?p=1339246#post1339246 also, AIs generally need to look for cover more when in a firefight in a town. usually they run around aimlessly. when i set the AI to "stay crouched" or use the "this setunitpos "middle" in the editor than the crouching AIs seem more affective: http://forums.bistudio.com/showthread.php?p=1324377#post1324377
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Huge frame rate drops when looking THAT way
topeira replied to topeira's topic in ARMA 2 & OA - GENERAL
it's not that i see missing textures, seany. everything looks great but laggy as hell. also it's not an issue that disappears after a few seconds that the texture is loaded. it remains laggy untill i end the mission. p.s. - what is -maxmem? how do i edit it and to what values? remind u that my rig is 2gb ram and 512mb i the GPU -
first - yeah. everyone is right by saying that the zooming allows u to get the details u need to get cuz i'd see them IRL. second - zooming is almost like closing one eye. try that and u'd see that half of your field of vision disappears and your brain focuses on the remaining details. it's a lot like answer "1" by everyone else with conjunction of that fact.
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i would really like the dot in the middle of the crosshairs DISABLED. just give an option in the menu. we know that BIS loves to gives options, which is fabulous. also i kinda like using both 3rd person and 1st person but i almost never use crosshairs. not even in 3rd person. that's because they are too arrucate where i have no need for the iron sights, and i love using the iron sights. using the sights is making the use of the gun more realistic and more immersive.
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Huge frame rate drops when looking THAT way
topeira replied to topeira's topic in ARMA 2 & OA - GENERAL
well, i kept testing this but with no success in realizing what is it. i re-did the same mission i created in the editor and still had the slow down BUT it was in a different area towards a different object. it's hard to tell what is it that im looking at that causes this tremendous laggy gameplay but it's something that the game probably tries to draw since i have to face at a certain direction. it doesnt seem to happen in small skirmished of less than 40 men, but where it's about 40 vs 40 than this weirdness happens and it makes the game unplayable. it useless to send the mission and try to pin point the object at which i was looking cuz every time it's a different object. all i can say that, for example, it happens in VYBOR when i throw about 40vs40 men. i roam around the village and get this issue. i dont know if it's a LOD issue but when this thing happens all calculations come to a crawl and soldiers (and many times objects too) im looking at are rendered without textures for a while and low LOD. when i look elsewhere and get smooth framerate back than the loading times of the textures and models become normal again as well. my specs - HD4870 512mb (latest driver - 9.6 catalyst) 2gb ram Q6600 at 2.4ghz (not OCed) win XP sp3 -
Huge frame rate drops when looking THAT way
topeira replied to topeira's topic in ARMA 2 & OA - GENERAL
well , i see other with the same issue :( yet no solution. it's really weird. is that a known issue or am is it something very small that only know came up? -
How can i create troops inserted by helos?
topeira posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hi guys. i've been fiddling with the editor to try and get friendly and enemy units move around in a helicopter but couldnt get it to work. im trying to get some soldiers appear on foot, get into a parking helicopter, make the helo drop them somewhere and fly away while the soldiers have more way points and they keep advancing and moving around according to more way points. all i got thus far is a few units and a helo on ground. the units have a "get in" WP on top of the helo, the helo starts flying before the units get to it but it hovers low so the soldiers can get it. then i tried placing "unload" WPs so my units will drop somewhere and nothing worked. the helo never landed. what should i do? is there a way to get this to work without scripting and typing? 10x -
How can i create troops inserted by helos?
topeira replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
actually all i wanted to know is how to get the helo to drop its passengers. nothing fancy in the meantime. im a real beginner. :p but after a few hours of trying i got it - if i set the helo with its passengers to have an "unload transport" and the the passengers to have a "unload" and sync these two WPs than it works. -
Mapfact.net releases ReducedVoices addon
topeira replied to BadAss -Mapfact.net-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
well, as far as i tested this, while it removes some of the messages that are not totally necessary (unknown man... at grid... 0...2...4...5...6..7...8. etc) it cuts full sentenses in half. sentenses that ARE important. instead of "attack that medic" i get "attack that". instead of, "oh no. 3 is down" i get "oh no. is down". etc. is it supposed to be like that or did i unzip it wrong? does this mod conflict with other mods? -
AI Real in-game Dialog System [DSAI]
topeira replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
what? no. no way. i think that what u heard was just some random shouts. if u were a CHDKz soldier and listened to the USMC than u'd hear only some generic shouts that are not nearly as complex and detailed as the chatter. -
i dont like this mod either. i love how the vegetation is dense. if there was just a mod to make grass shorter AND another mod to make the grass draw distance longer than it would be better for me and other who DO love how nicely the vegetation looks but want a better gameplay\visual experience.
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AI Real in-game Dialog System [DSAI]
topeira replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i have installed the mod but im not sure what it does. is it the extra chatter that u can hear OUTSIDE the comm? like men talking but not in the earpiece you wear? cuz i think that's new to me. Is it possible to make all the commands u hear and all the chatter u hear in the ear piece come out of soldier's mouths? so if u r not a part of a group u can still hear them talking but from afar, or even hear the enemy shouting stuff if u r close enough... -
i think the implementation of a "jump" function in arma2 is perfect. its useful but can't be abused. well done. only thing u can't do with it is clib over low obstacles but these kinda obstacles are so rare that i doesnt bother me that much.
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i know it's possible to change specific values for the AI but since im a real beginner in this and all i know is how to enter a vew lines in the INIT line in the editor i was wondering if there is a line i can edit in the INIT line that sets the specific unit im editing to have a different speed for aiming regardless of the difficulty level or the AI level i set. so i can have a really easy AI that can aim and shoot quickly but with bad accuracy (since it is innitially a low level [unskilled] AI). i read this: http://community.bistudio.com/wiki/setSkill_array but i couldnt get it to work. i tried putting this setskill ["aimingspeed", 1.0] in the init line of a soldier and got some error. can't remember what it was. something about the type of the unit... :\ see how noob i am? :P
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Hey. i was wondering a few things about the AI. the difficulty curves i can set in the "edit" button - what is the difference between a tough (1.0) AI and an easy (0.1) AI? is it their accuracy only or also how well the recognize threats, how fast they react and such? i know it's hard to tell but maybe someone knows... also, when i set a difficulty level i can edit the AI's skill. when i create a mission i can set the specific unit's skill as well. so what's what? if i set an enemy unit's skill in the editor to 1.0 but in the difficulty options i set the enemy AI to 0.5, what's the difficulty of the enemy unit i placed in the editor?
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another lil bump here.
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AI performs better when set to "always crouch"?
topeira replied to topeira's topic in ARMA 2 & OA - GENERAL
a lil bump here as a reminder... i could really use the answers if there are any... -
AI performs better when set to "always crouch"?
topeira replied to topeira's topic in ARMA 2 & OA - GENERAL
thanks everyone who gave tips. typing: this setunitpos "middle" did get them to be crouched all the time and it yield better results in combat. 3 more Qs: 1) is there a way to make the AI be in crouched position only if he engages the enemy but keep standing position if is not in combat? if he's just patroling or walking around he should stand... 2) when standing up there are 2 ways to move - jog (running with the gun lowers) or walk (walking slowly with gun raised). is there a way to enable to the AI to walk instead of jog?! 3) is there a way to make the crouching AI also flip through prone position as well? not just crouch? usually AI will flip through these actions - jog, walk, stand, sprint, crouch, prone. i want them to only be able to perform - walk, crouch, prone. the other stances make them react really slow. if a combination of these 3 Qs is possible than the AI can be a lot more lethal than it is right now. i've been doing some skirmishes with AIs that only crouch and they have been a lot harder and better. if i could get them to walk and prone as well... yuummmmmm. -
Guard way points. what's it good for?
topeira replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i wonder if i set the trigger to be bigger if the guarding squad will try to spread more into that area or if it's smaller than the quarding squad will be tighter cuz the area is tighter... or maybe the size of the trigger is what defines if an enemy is attaching the trigger or not, like if the enemy is within the trigger THEN the guarding squads will engage it and reinforce it... it can be many different things and testing them and getting to conclusions myself might lead to inconclusive results. i wonder if someone knows this for sure. still gonna test this though :P -
Guard way points. what's it good for?
topeira replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
buddabim buddabump.... :P -
one of the best games i have. it has so much content to keep me busy for a long time. its easy to feel the soul of BIS guys in it as it really feels like they truely wanted to put every cool feature they could think of. yes, it coas them with a lot of bugs but these will be sorted out with time. time that i will pass with pleasure with the editor. and the support after release is great as well. as said - not a lot of devs are in contact with the community and it's superb that they take time once in a while to report and post here. thanks!
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Guard way points. what's it good for?
topeira replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok, first - thanks a lot for replaying. second - i read the wikis. i dont need quotes from there calGustafa, but thanks for posting, just in a case i HAVENT read. but i did :) also, i know how to use the triggers and guard positions. and now i also read that guard squads are in touch with other units and they hunt the enemy down if their teammates out of the specific guarding squad are seeing enemies. what i dont understand yet is this - u say that if i set a "guarded-by trigger" and make squads that have a guard WP than that squad will go to the "guarded-by trigger" if it isnt satisfied (guarded). this i know already. what i dont know is: 1) will the squad that is guarding the "guarded-by trigger" (its located on the trigger or close by) leave that trigger to engage and hunt down enemies or will they stay near the "guarded-by trigger"? 2) if a squad is on it's way to guard a trigger that need guarding and the trigger is not being guarded ATM (not satisfied) than will that squad engage enemies on the way to the trigger and only afterwards go to the trigger OR will the priority be to first go to the "guarded-by trigger" and only then engage enemies? 3) if a "guarded-by trigger" is being guarded by another squad, but there is a squad with a guard WP far away, will that squad attack enemies everywhere on the map or remain inactive until the "guarded-by trigger" is not guarded anymore and require reinforcement? 4) does the size of the "guarded-by trigger" matters? if i set it to be 400X400 or 20X20, is there a difference to how the AI behaves? -
i just realised my bullets dont drop at all. bullets hit the same spot im aiming at at 300 meters. am i blind? have i disabled something?!
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Guard way points. what's it good for?
topeira replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@ charlie - he he. when i posted this thread i always had that song ringing in my mind. it was the reason for the name :) @monty67t - thanks for the last line. i have read wiki. i know what it says there but wasnt sure i understood. so what is the difference between unit's behavior if the reach a MOVE, GUARD or SENTRY WPs? is GUARD different because it is the only WP that make the unit get "info" on enemies from other groups? please dont refer me to wiki again :) i read that. still dont understand the DIFFERENCES between the way points. if a unit is meant to move to a MOVE WP or a SENTRY WP, than what is the difference between the two in how the AI engages or percieves the battlefield?