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Muahaha

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Everything posted by Muahaha

  1. Muahaha

    ARMA 2: OA beta build 83657

    I am no developer but I reckon something similar to AT targeting and use AT weapon on armor by setting the missiles cost higher than infantry i guess. Probably there are other better workaround.
  2. Muahaha

    ARMA 2: OA beta build 83657

    Need to be careful on the fix though as potentially fixing it allow chopper to target lock and shoot missiles on infantry.
  3. Muahaha

    Rejenorst's Missions [SP/MP/COOP]

    Take your time Rejenorst to polish the bug. No rush buddy.
  4. Muahaha

    Rejenorst's Missions [SP/MP/COOP]

    Nice! can't wait. Can I give a suggestion of having a hidden proned sniper for opfor that can potentially pin down the blufor squad? Saw a documentary where similar situation happens in RL fallujah that has a whole squad pinned down and require some drastic action taken (eg. air strike or a flanking maneuver) be great to see that translate in game.
  5. Confirming the above also. Takes a while before you regain control of your own avatar after applying first aid.
  6. @metalcraze Try to observe as 3rd party, maybe you can see the difference.
  7. Love the fact that now when an AI covers my flank I feels safe, but having a ACR spec-ops that like to draw out their handgun and starts firing at a target 100m away is a bit weird, on top of that they get stuck. @Suma, possible to have a look into these 2 bugs if you have the capacity? http://dev-heaven.net/issues/3168 http://dev-heaven.net/issues/12143
  8. I think Suma or the rest of the BIS devs will solve your CIT, but in the mean time get people to vote it up.
  9. Muahaha

    Arma 2: OA Beta build 83553

    Still missing the ability to use building as cover skill set. Other than that perfect.
  10. Muahaha

    [CAMP] SEAL Team 6 DEVGRU

    Hi sick1, your newly updated campaign does it reflect the skills changes done with the recent beta? Meaning the Seals are much better than the average enemy joe?
  11. Muahaha

    Arma 2: OA Beta build 83500

    Seems like the AIs now love to throw nades, got blown a few times by friendly nades.
  12. Muahaha

    Rejenorst's Missions [SP/MP/COOP]

    Managed to witness the harrier let go a massive payload, it was an nice sight to see. really adds in the overall mood. Does the suicide bomber shouts allahuakbar before denoting themselves? If yes I think I encountered 1 which didn't blow himself up but just ran pass by. 1 thing I agree with the rest, is medics are too scarce. Waited a while before actually got healed by them.
  13. Shouldn't this be moved to completed mods? @KommieKat, i bet if voice is added it should be in mandarin. Don't think PLA use cantonese to communicate officially. I might be wrong.
  14. Muahaha

    Arma 2: OA Beta build 83500

    @ Jedra, do you have any mods on that makes such behaviour? The only thing I noticed so far are the AI will burst with it's rifle then change to pistol then change back to rifle to reload and continue to shoot with rifle. Haven't tested the static gunner, will test it out later once I get back.
  15. Muahaha

    Arma 2: OA Beta build 83500

    I didn't encounter the said issue, seems like it's stuck on an object. Was it it's initial starting pos or it went up to the spot? Probably my ASR skill mod then. They tends to swap their rifle and pistols around often, but never got stuck.
  16. Muahaha

    Arma 2: OA Beta build 83500

    This is a WIN! would definitely test out the new AI reaction. Thanks BIS Edit: did a few rounds of tests in the editor, can say that the CQB for AI has really improved alot, they will continue shooting multiple targets rather than shoot and move ,and the reaction is way quicker. Also did a test with the skills set, placing a group of 4 ACR with full skill and a group of 10 Taki militia with low skill, having quite a big number of tries where the ACR elites win the battle with 1 or 2 survivor left. All I can say is great beta! noticing that AI with handgun don't get stuck anymore, and they switch back to rifle, don't know whether it's an accidental fix.
  17. Muahaha

    Adding Bots to a server

    I think the word bots are taboo in BIS forum... as BIS uses more intelligent AIs than pre-scripted bots to run and gun in the mp world. And the AIs are in the mp games depending of course on the type of mp missions you are playing. so it's easy to add depending on the mp mission you are playing. eg. pvpscene's A&S has great AIs to fill in while waiting for real players.
  18. Muahaha

    Rejenorst's Missions [SP/MP/COOP]

    I see.. think have a few instances where the squad leader was shouting that, now i know the reason behind it then. If you are planning to have another version, can I suggest a view distance option in the dialog box? I think you have limited the view distance not mistaken
  19. Muahaha

    Rejenorst's Missions [SP/MP/COOP]

    No need to have player call in airstrike, i was just wondering how as i have not encounter any instances where the airstrike was made and thought i might have not do something to make it happen. Or maybe can u tell me what sort of trigger will actually make the harrier bomb a site.
  20. Muahaha

    Rejenorst's Missions [SP/MP/COOP]

    i tried replaying the mission, how do I get the harrier to bomb the enemy?
  21. Muahaha

    ASR AI Skills

    not forgetting better aiming skill as well and lesser shake. Can't stand to see a sniper that misses it's target by 10 meter apart.
  22. mass vote it up is the only way.
  23. Muahaha

    Rejenorst's Missions [SP/MP/COOP]

    this is INTENSE! hiding behind the tank with enemy machine gun laying fire at my position and the behemoth infront of me fired it's cannon... instantly killing the machine gunner on the 1st floor building by blowing the whole damn floor up! INTENSE! really engaging mission you have there Rejenorst. Hope your Fallujah version comes soon...
  24. Try put 2 groups of civvies in editor 1 chernarussians while the other Takistanis, if you approach the takis, they tends to greets you and you reply while the Chernarussians are quiet. Also a question to anyone testing this, does AI that travels in trucks/cars disembark and engage the enemy if engaged upon while in transit? Or they just disembark and mount again w/o engaging the enemy? The current beta seems to be the latter. Need further testing...
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