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Posts posted by menjoo
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Hello,
Is it no longer possible to use Armas standard methode of commanding your AI-buddies, i.E. not having to press ctrl, anymore?
I cant find a setting for this, nor any key bindings referencing to this. I'm sure this has been asked before but the search didn't come up with anything useful, sorry!
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I see. Guess I'll have to wait then.
Thanks for taking the time to answer!
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Hi, I get the mod to work fine for all units, except the Zombies. Their heads won't pop, no matter what I try. I tested i with only the head_gore mod and the Zombies loaded as well as with bloodlust, with and without cba. With and without placing the module with all possible caliber settings. All with the same result, no joy. All mods are loaded trough the Steam workshop. Anyone that could help me with this?
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Are there any plans for a Korean War mod? It is a period that has to my knowledge never been used in Arma games. I'd really like to see this.
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I really hope this gets fixed soon. It's just such an annoyance.
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Great mod! Can't wait for the Iron Front and Arma 2 Islands update!
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You wouldn't even need to sync the modules, they would just be used to activate the scripts and maybe choose some of the config options, i.e. radio for cars only etc. That would be perfect imo. Though I have absolutly no idea how hard that would be to implement. Anyway, I can't play without TPWmods anymore. They make the game so much more "alive" and immersive. Thanks, TPW!
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The best way would be modules. Just put down the modules you want, no hassle with config or removing of pbo's. I hope this will be integrated rather soon. Until then I keep different copies of the config file for different modsets/ missions. Makes it a little easier to switch between the wanted addons.
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New update and Video on 1st post of this thread.Just a heads up, you forgot to put the pbo in an addon folder inside your @AISS folder.
And for further convenience, could you put the hpp file folder (AISS) also already in an Userconfig folder?
Makes the unpacking so much easier. Anyway, thanks for your mod, it's great for sp players like me, that don't have so much scripting knowledge! Keep it up! ;)
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Will there be a Dedi MP version coming out ?Read the OP, that should answer your question.
tl,dr: No
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Thanks for this mod, it's great!
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Thanks for this great modpack, can't play without it anymore!
I think i found a bug. Destroyed civ cars are still honking!
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That's some great news, can't wait for an addon version! Thanks for making Arma so much better!
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Great ! And its another version of the dssignfile.exe. So After 3 different verison of dssignfile.exe it seem to work correctly now (I double checked it).I'have updated the version on the main with the new pbo signature (the server key hasn't changed), please let me know if it work ok and I'll do a release 03 with... I don't know , it doesn't feel right making new release just for signature update :(
Maybe lower the turning rate when prone?
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Ollem, thanks for the response.I didn't QUITE understand it, so tell me if I'm following what you said in that post:
Basically you're saying that the radius has to be 10m because otherwise the bullet may not be "caught" and "detected" by the script, so it could potentially take more rounds for the suppression to go into effect because some bullets will travel through a smaller zone before being detected?
That's correct.
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What an awesome idea! It's a pity i dont have an android phone.
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Maybe she is just pissed because everyone assumes she is a guy. She's not. :p
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I literally only want the islands. All the old content I could care less about. I like what the community is working on as it is and I will gladly wait for new content...but I must have the islands =PSame here. There are some awesome maps for Arma 2 that I really miss.
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I could implement a very 'realistic' hearing, but it would unnecessarily waste precious CPU power.Even BI did it that way, so that their eventhandlers only go to about 75meters (which is far too low, but what to do)
I could hang eventhandlers on every armed unit in the map that would then notify the undead module about who fired where, but that would
create an enormous overhead in intense fights for every single shot fired for a small feature that would be nice to have in a more realistic way.
CPU cycles are too precious for that.
Of course. Thanks for explaining it tough! :)
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The undead react to line of sight and gunfire. Smelling would be an abstraction, but it is implemented in a way that the migration patterns are leading the undead to locations that contain humans and make them stay in such locations and search for the humans. So you could say that they 'smell' the humans.The "Undead2-framework" seems to run pretty good under Arma3 so far in the first tests by the way.
I see. I was under the impression that they "magically" knew your position. How far can they hear gunfire/surpressed fire then?
I guess I have to do some testing tonight. :) Also, I found a script for Arma 3 that allows for silent take downs (stealth kills). Maybe you could incorporate something like that in to the mod too, i.e. tied to a weapon (hatchet, club etc) in your inventory. That would be really cool.
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0.9 was a dead-end and at that time i didn't find enough time to finish the implementation.I will release Undead2 for Arma2 before Arma3 comes out otherwise all those hundreds of hours of development time of Undead2 would
have been for nothing. I am always not 100% satisfied with the versions, but at the end of the day it's just minor details when compared
with the whole product.
Arma3 version is also in the works, but turns out to be more tedious than i thought due to the new characters skeleton and the resulting animation incompatibilities
as well as the config structure having changed. But so far it looks good.
Awesome! Cant wait for it.
One question: For the Arma 3 mod, would it be possible to have the zeds only hunt you if they hear/see/smell you? That would make for some great sneaking scenarios where you are unarmed at first and such. Anyway, keep up the good work!
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Missing info added, thanks.Great, thank you!
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Where can i get the asr_ai3_settings.hpp? It's not in the download. Can I just use the arma 2 file and rename it properly? Would that work? I use your latest Arma 3 version (asr_addons_21_03_2013).
edit: It tells me the .hpp file is outdated when I just rename it. So, where do I get the newest .hpp file?
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Sorry for necro'ing this thread, but is this still in development? Its just that this is the only mod with slow zombies (beside the "talking" zombies from the Namalsk mod) and I would just love to see the fixes and changes Charon talked about. So, should I get my hopes up?
ACE3 - A collaborative merger between AGM, CSE, and ACE
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Yeah, that's exactly what I had to do, a fresh install. It's a real pain to get all settings to what I had before :(