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Varanon

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Everything posted by Varanon

  1. Varanon

    AI Driving - Feedback topic

    The latest patch brought it's own share of problems with driving AI. There is a T-Junction at GPS 110 224 on Altis. It used to work, but now, a Marshal APC will not be able to even make that junction, it will approach it and then go into an endless forward-reverse loop. Ticket is here: https://feedback.bistudio.com/T128476 Tested with current stable and dev branch. Screenshot of "AIDriving" enable_diag true; included
  2. Please note: We are aware of problems with CUP and the latest Tank DLC. We are currently working on a hotfix for the most pressing issues. If you find problems with CUP that might be related to the latest Arma patch, please report them on the bug tracker (https://dev.cup-arma3.org/) and make us aware of the ticket in our discord (tag with @member). Please restrict this to only critical bugs that need to go into the hotfix. We will not yet update features, like tank armor, top/direct attack etc. This will come in a separate update down the line. Thank you.
  3. Varanon

    Re-uploading mods on the workshop

    Speaking for CUP only here, you are allowed to reupload CUP to a private server, like, for example, an Arma3Sync repository. You are not allowed to reupload to the workshop. If you want to make your server's modset available on the workshop, make it a collection, not a mod, and link the required mods into that collection. Problem solved, no re-upload necessary. If something is no longer supported, or the author isn't available, tough luck. If you are lucky, if an author decides to go away, they will say something about the legal state of their mod.
  4. Varanon

    AI Discussion (dev branch)

    Uhm, you are missing the point. We're not talking about making the AI more sophisticated, just more life-like by adding a random delay to their actions. Like, you remember some time ago, when AI was shooting, they go like "bang bang bang", like a clock. BI added a bit of a random delay before each shot, resulting in a more human sounding. You can apply the same principles to other areas of AI reaction. That's all we're talking about here. So, I don't get why you are talking about performance (this has NO impact on performance whatsoever... well, yeah, in the nanosecond area). Also, even though beside the point, a mechanized group will behave the same, whether they are spawned with a disembark waypoint, or "managed" via the editor. So, I get the impression you don't really get what people were aiming at and just had to write something in defense of Arma just for the sake of it.
  5. Alternatively, adding to what was already said, you can donate your skins to CUP and we'll add them to the mod ;) Or you join and become our local retexture specialist
  6. That's the frigate ? (There's also a MEKO 20 milk cooler, but I guess you don't mean that one :D ) If we get one from somewhere, yes. If someone gets the urge and creates one, yes. Otherwise, sorry, no
  7. Yes. We're still working on it. Personally, I have decided to do something else than always working on existing stuff and do something original which will be included in CUP. Here's a teaser
  8. With Arma 3 1.56 came the possibility to prevent AI from automatically entering combat mode. This is useful for instances where you, for example, want to quickly move through terrain, but the AI is doing their "Bounding Overwatch Dance". This addon allows you to create a set of hotkeys that allow, disallow, or toggle the possibility of AI in your group to enter combat mode automatically. You can still manually command them to enter combat mode, but they will not do so automatically, and even when engaged, ordering them to "Aware" will cancel combat mode. This addon requires the Community Base Addon. Workshop Link Armaholic Link
  9. Varanon

    FHQ CombatMode

    groupSelectedUnits returns an array of all currently selected units.
  10. Varanon

    FHQ CombatMode

    New version on the workshop, now with a new functionality to quickly have selected AI units rearm at an ammo box or body of your choice instead of scrolling through pages upon pages of command menu
  11. Varanon

    Global Mobilization

    Awesome, great idea! Love the scenario idea.
  12. Please create a ticket on the bug tracker. Thanks. Sent from my SM-T580 using Tapatalk
  13. Varanon

    Asking money for pbo's

    Greed knows no boundaries
  14. Some work on this has already been carried out. As usual, no timeframe beyond "When it's done"
  15. I tried, and I can confirm, it crashes, but it'll be hard to find out why, really... One of the few things I saw Arma crash with was using something with a non-existing model, like, you place something on the map and if it doesn't have a model, it would crash. I'll take a look, but chances are that this will be pretty hard to find.
  16. Varanon

    Floating Vehicle

    In your PhysX configuration, make sure that sprungMass and values derived from this actually reflect the real weight of your vehicle geo lod. If those are wrongm the wheels might actually float Sent from my SM-T580 using Tapatalk
  17. As said by others, please use the bugtracker. I for one refuse to invest time into fixing things when people aren't even willing to spent considerably less time (than it takes to fix this) in reporting them.
  18. The campaign turned out surprisingly good. Good voice acting and a "good" oppressive atmosphere. Emotionally engaging. I liked it a lot. From a storytelling standpoint it's easily the best that Bohemia did for Arma 3 (Overall, Resistance still holds that spot). Good job, everyone involved.
  19. Varanon

    Laws of War DLC Feedback

    Meaning ?
  20. Varanon

    Laws of War DLC Feedback

    I know. The medical trucks are basically transport with a few wooden beds, no real medevac. Look at what was in Arma 2, dedicated APCs, dedicated trucks, dedicated cars, etc. Something that actually looks like a flying/driving/tracked ambulance
  21. Varanon

    Laws of War DLC Feedback

    I guess I would like to say something about that DLC as well... I haven't tested the campaign yet, but a few things that I observed. Some people already mentioned some of the points, but I would like to state my opinions in full. The showcase, as many people already said, is confusing. Half of the time you spent running around in VR rooms without any idea what to do. For example, what about the minefiled ? Are we supposed to clear it ? What about things like the enemy area (second area), where you shoot all the bad guys, and it still does not proceed ? A bit more information what to do would go a long way. The DLC adds some medical equipment, but there is still no advance in the medical system. You still can't drag or carry wounded, there's still no dedicated medevac vehicles except the pod for the Taru. You concentrate on mine removal, but you don't even include an EOD suit. Most of the assets (not all, but a very large part) is again just retextures of existing content. The result is that in this civilian-biased DLC, we still only get to interact with men in shorts. Still no females. I know, a lot of people will now again say "We don't need females", but this is just simply wrong. It's IMHO totally immersion breaking if the only civilian population you can see is men in shorts. It's just totally unrealistic. My biggest gripe, though, is that there is still no way except extensive scripting to populate towns. There used to be ALICE and SILVIE in Arma 2, the modules that create civilian cars and populace, and while they had their problems, they added LIFE to the towns. Right now, you have such great towns as Kavala and Gerogetown, but they are just lifeless, dead husks of towns without any sign of a living being. Of course, you can spawn cars and civilians by script, but the amount of AI computations simple civilians need will make the already heavily loaded multiplayer mode still more loaded to a point where it becomes unplayable. A good implementation for civilain AI in towns would have to come from within the engine, similar maybe to the way animals work (although I know they are not shared over network). In any case, here you have a civilian DLC that strongly neglects the civilian side of things. At the very least, why not bring back the civilian site module back that we had in Alpha ? I realize resources for you are limited, and the Amsterdam team probably did what they could. I just don't understand the focus that you put in your work. What cracked me up was the fact that dropping leaflets from the sky was honestly heralded as a new feature. Overall, I am disappointed with the DLC. Don't get me wrong, I still like it to some extend, but like with APEX, I think that there could have been more, or rather, other things, and I sometimes just don't understand why you do some things and totally ignore others. The lack of civilian interaction (which was a great and much praised feature of Arma 2) is a good example.
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