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LeadCommando65

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Everything posted by LeadCommando65

  1. LeadCommando65

    Group "position" & Talking

    I've searched the form up and down for the AI talking stuff and found very little. It doesn't seem possible to disable AI speech while they are giving orders. :( The only thing I've found is how to disable the standard conversation (action "Greeting") applied on every unit in the game when a missions starts: { _x setVariable ["BIS_noCoreConversations", true]; } forEach allUnits; Anyone has a suggestion on the other problem? The point is, that the joinAs command seems to be rendered useless if there isn't any command or workaround to find out what the actual group position/number of a unit is. :confused:
  2. LeadCommando65

    ArmA 2 Buglist - Content related bugs only

    Iron sights of the M16 WITH M203 still doesn't match the actual point where the shot does impact. It's above the targeted point (with iron sights). This a bug since Arma2 1.0 ..... how sad :mad:
  3. LeadCommando65

    ARMA 2 OA 1.52 :Bugs

    I had a weird bug: I placed a simple soldier on the "desert" map and wanted to throw a grenade. But the animation of throwing the grenade is played twice. This is not dependant on the type of grenade used. Anyone has this problem, too?
  4. Someone should identify the exact model name for those trees/bushes/etc. which are causing the performance drop (would have done this already, but I don't know how). Only with this information the developers will be able to do a proper overlook on those issues. This way the chance would be much higher to see it fixed.
  5. LeadCommando65

    Trees killing performance

    Decreasing resolution makes the game looking far worse than just decreasing the tree quality. If you lower the resolution you will get a less quality on each entity in the game. But many people get only a performance loss caused by certain trees. The problem is that the current trees aren't well optimized. There so many areas on the trees where you could easily decrease the polygon count, nobody would ever notice. It just hurts everytime if I see how the framerate goes down when I look from a scenery with beautiful trees (confiers, etc.) to a scenery with other beautiful trees (broadleafs, especially the red ones, ...). I'm sure there is a way to get the red ones better optimized without making them look awful.
  6. LeadCommando65

    Single Player Rearming Help

    I'm not sure about it, but you can try this: I think I remember that some ammo boxes are placed right behind the place where Shaftoe was briefing you at the beginning of the mission. The entry should be on the other side where the UAV console is located.
  7. LeadCommando65

    mikebarts Soft Shaded Trees

    Stunning work :eek: Hope to see a proper addon by the time. It should alter every tree in the game. This would make the game even better :)
  8. LeadCommando65

    Foodsteps

    I don't know exactly, but I had the feeling your suggestion is already implemented :confused:. With standard config you can hold shift to walk slowly. Since patch 1.03 it also allows you to sneak up to an AI soldier.
  9. Two points about the new beta: > AI driving is still not really satisfying, although there have been a lot of improvements. As I was testing the new beta (61974), the AI was still driving through the landscape in some cases instead of using the road. Especially tanks leave the road for no reason and prefer to drive aside the road. Even some objects near roads still make the AI to leave the road and drive around them. Here's a little repro, if you want to try: http://uploaded.to/file/bp756p The predefined convoy takes very long until it's on the road, but then it's ok. Change the vehicles into tanks (M1A1, ...) to see them leaving the road near the 2nd village. You'll see that driving is still a mess. But driving around corners seems to be very, very good now :). > Please make the AI to make more use of the crouch/kneeling stance. I like to use it cause it hides you better than standing and is faster than proned position. But my AI fellows seem to think different. Even if I set them to "danger" some of them are still standing around in the open (wtf?) as if they are immune to bullets.
  10. LeadCommando65

    AI vision ignoring grass in their LoS

    Not really. It could be done the same way the grass layer works in the distance, but it would be just a "viewGeometry" or something similar, that is raised to the height of the grass. The calculating would be the same as if you were haveing only the terrain on -> no difference in perfomance.
  11. LeadCommando65

    Shadow Inconsistency [Build 59928]

    I have the same problems. :( The shadows disappear just like the videos here show. Especially if I'm running ingame the surrounding shadows sometimes come to point were they are flickering, cause the appearing and disappearing is very fast.
  12. Hi, I'm working on a mission where the player and his group need to be extracted by a helicopter. The helicopter needs to land, player group must get in and the helicopter should leave. But he does not. Here's what I've got so far: - helicopter route - helipad (invisible) for landing - player group - waypoint near the helipad with OnActivation line: heli land "GET IN" - trigger1 with condition: {alive _x} count units group player == (count crew heli)-4 - trigger1 with OnActivation line: heli domove getpos endmarker - endmarker is an invisible helipad My problem, as described above, is, that the helicopter is landing but not leaving after everyone got in. It stays on the ground with engines one, me and my squad are sitting in it, but the pilot doesn't take off. I've also tried to use "heli flyinheight 100" for the take-off-trigger, but it's not working. Any solution I could find for such helicopter issues gave me something with waypoints. I have a a little bit comlex mission with optional objectives, so I didn't use waypoints for team (and I think it would be quite confusing to have a "get in"-waypoint the whole mission until the objectives are completed). Does anybody know I could force my helicopter to take off? Thanks for your answers. LeadCommando65 //edit: trigger condition fixed, thanks to DTM2801, problem still existing
  13. I did not say anything other than that. (If you weren't replying to my post, just ignore this one ;) )
  14. I'm not sure if it works, but you could try this, if you haven't already: driver _mychopper disableAI "TARGET" You could enable the AI later by the enableAI command. See BI Wiki for proper usage.
  15. I agree with your point, but now it's not the right time to discuss such a detail. There are so many other problems, which should be fixed first. It's not THAT important to have correct vehicles in the game. They fly, they drive, they can shoot. I think it's not really bothering, if a UAZ has a rocket launcher on his top, facing the issue, that the AI is driving repeatedly against a tree or can't turn left or right properly at a road junction. I don't care about Cobras with AA weapons that fly themselves to death cause they are hitting the trees while flying too low.
  16. LeadCommando65

    Patch 1.04 Satisfaction Survey

    I've voted the second option, cause I couldn't see the critical problems, which were and are still frequently discussed here in the forums. There's really the need that BI fixes these problems (e. g. grass layer, vehicle AI, performance, ...). Moreover the beta patches weren't updated quite a while now. Would be nice to see some new in the next days (or a final patch?). The beta patches gave me the feeling that BI is really doing something cause I could actually "see" the outcome of their recent work. Now I can only hope that they work in the background or wait until someone of the team leaves a comment :(. PS: I noticed one bug, which is gone now, but I don't know which patch solved this issue finally: the repeating refreshing screen. I did not have this problem myself, but some of my friends.
  17. Hi, here's what I've got so far: - player group gets seated in a heli (moveincargo) - player group gets ejected at the insertion zone - extra parachutes are created - weapon crates are attached to the extra parachutes (attachto) - weapon crates have customized loadout (defined in their init line) Now I have one big problem: Once the player reaches ground, he can't pickup any of the weapons of the crate. What did I do wrong? :( Thanks in advance. LeadCommando65
  18. That's one of the points which should have very low priority at this time. There are other problems that must be necessarily fixed first!
  19. First of all, you have great ideas NkEnNy. Some aspects you provide should be really considered to be realized. Some of them were already requested in other threads by me and other users. It's the your first point, but sorry if I didn't get it, although I've read it multiple times :o . Doesn't the AI seek their targets by themselves already? I was never in the need to assign more than 1 target per teammember, if I even used it (unless for tanks, but that's another bug...err story :D ). And we already have one-click assignments (ok, it's one button and a click, but it's fast enough I think). I don't know when I could use such a target queue, unless there would be hordes of enemies, which is quite a very rare case. Please correct me if I misunderstood you. Good point. Could be useful, if time is a critic factor. Doesn't the command "Advance" already do this? AI advances towards the enemy, spreads out and starts attacking. Otherwise, if you want your squad run 'n' gun Arma2 is not the right game for that. Good point. But all of my keys are already bound to actions. Where is the place for such, you requested? Moreover, if you know the number code for the commands, it's nearly the same. I didn't get killed a single time because I was occupied by the current command system and I'm really not the fastest one. That's a very good idea. This button could activate every suggested action in the middle of the screen (get in, gear, talk, ...) plus activating step over if an obstacle is near. I tend more to the opinion, that it's better to have more grasp on the AI. Since OFP, they made the AI do very much things on their own. This makes them lesser controlable, which results in a worse squad command cause action of the player could conflict with AI's choices (yeah, the player one's should override, but they don't do everytime). Especially editing gets a pain, if you want an AI to do this and that (e. g. for a cutscene) and it simply doesn't, because it has it's own life. +1 +1 No, please don't copy it. Yeah, OFP: DR's radial interface is bad, but it's better than the interface of Battlefield2. It's more precise, because you are using keys for selecting the apropriate command. In Battlefield2 you are using the mouse, which is in a game like Arma2 a pain, if you don't have a smooth running game (perfomance). Besides that, a radial interface blocks more of the view than the current one. Pressing keays, is faster and doesn't block anyone's view ;) .
  20. LeadCommando65

    FlexiAI (WIP) discussion

    The problem in earlier versions of Arma2 was, that the AI could locate the player by ear too precisely. They could determine the player / enemy position nearly in a 500m range just because of hearing the target.
  21. Didn't I say I can have a fps increase? But it's that little, that it's not worth the worse image quality. Unless I'm setting the game to all-low (where it looks like OFP...) the graphics options ingame are pretty much useless. 1) Changes in ViewDistance don't give me any single fps increase or decrease. It just creates greater lags, when I set it higher because it needs to load more objects. 2) If I set the resolution lower like my native flatscreen resolution, the game gets that much blurry, that I get a headache - it's unplayable. Changing the rendering resolution results in the same. This statement is that much arrogant, I can't believe this. You really don't want that other people, who don't have bought just a new pc for this game, can't experience a good visual quality? I'm not requesting BIS should lower the actual looking of the game (cause it's really great and I love it), but there's always the possibility to make improvements. And the best thing is: I already experienced a better playability due to the patches. So the game was already improved. Why is it forbidden to ask for further enahncement on that sector?
  22. Just some thoughts about your point, we would trade the actual gaming experience for further perfomance improvements: The game still has problems, if I can set it to whatever settings (resolution & quality) and don't get a fps increase or hardly 2-3 fps more. There must be something wrong. Moreover, many users are experiencing performance drops with red trees & bushes and in cities. This was a problem with Arma1 already (bushes & shadow rendering) and got fixed with a very late patch. A logical conclusion would be to say, that there's a problem with those models / rendering of those models again (probably this time related to post processing effects?). Everything described above would not decrease the actual gaming experience if it gets fixed properly.
  23. LeadCommando65

    ARMA 2 to ps3

    Hm, what does a PS3 cost? You could buy a pc for the same I think. You make a choice whenever you choose a platform, what games (or type of) will be available for you. That's why we can't play PS3 games on PC. And that's why PC games can't be played on PS3. Should I go to Sony forums and write there, that they should port MGS4 to PC just because I can't afford the money buying a PS3? They would not do that.
  24. Hm, I think a little bit of investigation by yourself should have solved this problem faster. Here are the first lines of the newest Arma2 patch changelog (1.04):
  25. Wow, great thanks for your efforts. Good to hear it's working like I thought. It's strange, why it's not working in my mission. Maybe there are some leftovers from my previous attempts to make it work in other ways. Before posting my whole mission, I'll create a blank map and try the extraction part separately. Hopefully, it will work this time. //edit: Got it to work now! But you won't think of THAT reason. The helipad "endmarker" was placed too far into the ocean, maybe even beyond map borders. The helicopter just refused to fly out of the map :D Anyway, thanks for your testing. I don't know how I should have solved this without it.
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