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Everything posted by Muahaha
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Meaning the AI will be smart enough to avoid killzones? Yeah! that's great improvement , no more kamikaze AIs!
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[83077] Improved: AI considering threats uphill from it a bit more when planning a path. I think my english is bad, as I don't quite understand what this means. AI will try to avoid taking uphill path?
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seems a lot like AI getting stuck with secondary side arms to me. http://dev-heaven.net/issues/3168
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Playing the game differently: A2 Tabletop Edition
Muahaha replied to instagoat's topic in ARMA 2 & OA - GENERAL
I thought all the players need to put is "search and destroy" waypoints... Kill em all right? -
Community driven Bug&Issue Tracker (CIT) for ARMA 2: Operation Arrowhead and ARMA 2
Muahaha replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
+1 on this. To save BIS from extra work and have the community satisfied, why not allow the communities fixes those content issue that are none engine related be made official maybe via a BIS-Community released patch ? -
Community driven Bug&Issue Tracker (CIT) for ARMA 2: Operation Arrowhead and ARMA 2
Muahaha replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
great, now at least the cutscene will at least have some sort of expression instead of the "stoned" faces -
I've noticed if I stand too near a rock I'll bounce as well ,might be related.
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metalcraze, you are a mind reader! :eek:;)
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Question on dedi server license
Muahaha replied to Muahaha's topic in ARMA 2 & OA - Servers & Administration
Thanks for tips noBrainer. -
Newbie question actually. Can I use my cdkey/license for creating a dedi server and also joining and playing on the dedi server with the same key on my gaming PC or do I need to purchase a new key just for hosting a dedi server? I just don't want it to activate FADE etc. Tried reading around but don't seems to have such info. Thanks
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Suma, Any plans to add the vehicles/object slider for video options in OA or CO?
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great, now my team will grab ammo from their own backpack immediately instead of running around looking for dead bodies.
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Most importantly do they speak chinese or english or russian ? Sounds weird if they speak anything other than chinese though. Edit: And to register on the vme forum is too much hassle, they need a new qq email add to post. I hope Alex.XP will just avail it to the rest of the world in Armaholic, SiXUpdate or other sites instead of just the vme site.
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Hey guys, just wanted to ask whether the lost key function is enabled with ACE mod? If so how do I disable it? via config?
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Coffeecat's Single Player Missions
Muahaha replied to Coffeecat's topic in ARMA 2 & OA - USER MISSIONS
Well, I guess that will need to be the case then, yes I do have other AI compatriots near the ambush site, maybe they being there stop the patrol. -
Coffeecat's Single Player Missions
Muahaha replied to Coffeecat's topic in ARMA 2 & OA - USER MISSIONS
great mission Coffeecat, love the intro and the small attention to details like the radio chatters that you put into the mission. Almost finish the mountain warrior mission except when I am at the last task I noticed I dropped my bag for the AA weapon. When half way back then the game saved and the last patrol is on it's way. Any way to rectify this besides taking AT to blow the tank up? btw, the tank seems to purposely stop at the IED spot as well. -
agree with mrcash2009, I would rather have AI magically walk through wall than stuck at the wall waiting for me to babysit it out of a fence. But if pathfindings will not be an issue, then please implement the proper stance to get the AI under or over the wall/fence.
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great gonna try this out, having the american as antagonist for once.
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Arma 2 Gamepack for Advanced Tactical Centre
Muahaha replied to DZR_Mikhail's topic in ARMA 2 & OA - GENERAL
Hi zvukoper, I am confused about this, what does it do actually in plain words. What with the other game packs (mod?) you can import? -
Done.
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Been fooling around in the editor and discovered that AI with AT weaponry do not engage Vodniks (Russians or Takistani) with AT instead they shoot the APC with their rifles. While other armor vehicles such as T72/BMPs/Tunguska/Shilka do not seems to have such issue, the AT team will fire their AT weapons upon detecting the vehicles. Is this something intentional or am I looking possibly at a bug? Simple way to check is to put 1 vodnik and 1 AT fireteam and find out.
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My test with the fireteam has a machine gunner in it, it never open up till the AT guys shoots their rockets. Probably if there are no other AT guys around, this is a last desperate act of surviving maybe. Or just another AI having bad config.
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http://dev-heaven.net/issues/22461 Its up, hopefully it gets fixed.
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IceBreakr, for mp scenarios no doubt the players know where to fire their guns, but in the case of AIs they tends to fire at the body of the APC rather than the crucial spots like tyres or the gunners. It doesnt feels right to see a squad of fireteam with at least 2 armed with SMAW or AT4 got taken out without any survivor. Out of the 10 tests that I tested with the AIs, 10/10 is fireteam got wiped out. While 9/10 with at least 75% surviving rate for any other armor types. The tests I ran is of course 1 armor vs 1 AT fireteam at almost point blank range. No other supports presence.
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seriously, when the vodnik is on the move, it's not that ideal to offload your clip load of bullets at it as all it needs to do is 1 bullet to take you out, especially it's 200m or further away. Why not AT4 or SMAW to take it out?