Tarisai
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10 GoodAbout Tarisai
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I didn't mean we don't need a way to issue these commands, I just mean it shouldn't be necessary to issue caveats to orders that would be instinctual to trained, professional soldiers. Right now the AI don't really act like soldiers who've had extensive training and possibly previous combat experience - though they do to some extent have a certain degree of self preservation, they pretty much need micro management to be effective; and that micro management demands a lot of command interface real estate. What I mean by drills (and you'll have to excuse me if I'm not using the right terminology as I've no military experience myself) is that AI should act according to their 'training'. For example, ordering a team to clear a single story building should not require you to place individuals at entry points - then order grenades - then order entry and engage at will. It should simply require 'Clear Building'. The soldiers would've run the exercise over and over before and know exactly what to do. Similarly, when on patrol and you want to check the map, you shouldn't have to order your men to take a knee and then get back up again. When you stop (as does your formation) they should automatically take a knee after a short period of being idle. Basically, what I'm trying to suggest (whether it can realistically be implemented or not, I wouldn't know) is that if the AI knows how best to execute a manoeuvre via 'training' and 'experience', then you don't need to run them through every step of said manoeuvre via the command interface as though it was the first time they'd ever done such a thing. Flank, Stay Back, Advance and board vehicle would all remain - but the commands currently needed to micromanage the stages of these orders wouldn't meaning it would be easier to design a lean and clean command interface. I'm just spit-balling :)
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I wrote a huge post that started to go into great depth with AI, so it sort of lost its relevance to the thread. Basically it boiled down to: If the AI have good drills; then the amount (or specificity) of commands we need to issue would be less; then the command interface would be drastically refined, which will better enable design of a quick, effective and intuitive command interface. I then said I personally like the radial style rather than number pecking but I guess that all comes down whatever floats your boat - if it works it works. Anyway, I think good drills will lead to a great interface - rather than the a great interface leading to good drills.
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Something I'd like to see would be a standard set of pre-defined objectives that can be placed on the map and sync'd to units/groups. The way I'd imagine this to be implemented in the editor, would be to select from an array of pre-set objectives such as: Assualt, Defend, Destroy, Recon etc. Place the objective on the map and set the dimensions of the area the objective relates to. You could then select from a list of optional parameters which dictate how the units (more for AI) should act to achieve that objective. Examples of Defensive Parameters Stand Ground - the unit/group will stay within the dimensions of the objective placement, and will not attempt to sally out or flank the assaulting force. Hold - the unit/group will attempt to hold ground 'til the assaulting force has the evident upper hand, either by weight of fire/casualties inflicted/proximity. Default - would be the default, where AI would dictate best course of action to kill/wound/route the assaulting force Retreat - the unit/group will retreat as soon as a threat is identified An example mission and how these objectives could be strung together in the editor, via some 'objective sync' like the current sync function: Defensive force (AI) has orders to stop an assault on a string of closely situated compounds, from a numerically superior force (Player). First compund has a Defend-Retreat objective. Defenders see enemy and retreat, trying draw them in to the next compound with favourable firing positions. Second compound has a Defend-Hold objective. Defenders open up on enemy to try press them back. If they take too many casualties or their morale is taking a hit, they retreat to the next compound. Third and last compound has a Defend-Stand Ground objective. No retreat - no surrender - defend at all costs! Right there is an entire, dynamic scenario which could take a good while to play through, and it would only required the placement of two opposing groups and three objectives sync'd together. Another great thing, is that this wouldn't require any waypoint plotting at all. Though obviously, waypoints could be brought into the mix for a little more certainty. Offensive Parameters could include things like harassing - hit and run engagements on targets at objective from max range; hold fire/return fire on approach etc. So place a Recon-Harass objective, sync to a group, click preview and away they go to recon the objective and engage at extreme range, targets of opportunity. I know it could be done in the current editor - but I think this could really open doors for the "Scripts Make My Eyes Bleed!" folk like myself.
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Great mission. When you don't have much time it's good to open this guy in the editor, place some objectives, get your squad together and have some explosive and dynamic action. Had my Squad move south to take out an OPFOR officer - no purpose, go there kill that kind of mission - and when I get to the settlement, the ACM had the place crawling with OPFOR patrols. Camped up on a ridge to get eyes on when I received accurate fire from the rear. Called in heli support and moved in under the cover of lead. After all was done, called the transport for a quick ride home, watching the settlement get reduced to ruins after I called in an arty strike for the hell of it. This is an amazing mission to create your own little personal missions in. Great for someone who wanted all this and didn't have the time to learn how. Cheers
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A.C.E. Advanced Combat Environment - Public Beta *2*!
Tarisai replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posting to confirm I have just read 298 pages and 2 posts in one sitting. o_0 Sounds absolutely fantastic and I can't wait to get back home and give it a whirl over the weekend. Been waiting months for this! Great work ACE team. -
Just thought I'd drop a wee post in here as I was looking for a resolution fix. VGA does support 1920 x 1080 as that's what I had it on till my HDMI cable arrived yesterday. Sometimes when you are setting your desktop resolution you have to select a "find new resolution" option (or something along those lines) at the bottom of your display settings window. And yes, I think I found a solution to my problem. Never even looked at the aspect ratio...
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Like Bulldogs said, lower all your volume sliders to below 50% and then just turn your speakers up. I had the same problem and it was horrible to play but now everything is clear. Only takes two seconds to turn the dial...
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I'm running a dual core with 2gigs of RAM on an out-dated MOBO with Windows Vista. That's my problem right there. :P Got up to date replacements currently in the post to match my GTX 260 so I'll give it a go then. I think the scripting in this game is what kills my (and possibly other people's) performance. In simple scenarios, even if there are hundreds of units, I can crank the eye candy; however in the campaign or in script/trigger heavy user missions my FPS drops and get bugs like this one (invulnerablilty). Anyway, it looks intense. Can't wait to give it a proper go.
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Looks great from what I can tell - watching all those tracers fly over head and the deafening firefights are really quite immersive. I'm having a problem that I've never experienced before running this mission. Basically, I get my squad off the boat and we make for a nice firing position; I set up targets and give the order to fire and...everyone is shooting nerf pebbles... Everyone and everything is invulnerable. I can walk out into the open and i don't die. I can walk up to the enemy line and empty entire magazines into the their faces and nothing. Is this a problem anyone else has experienced? Would really like to play this mission as you designed it. As I said, it looks great!
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Boot camp bug: MOUNT course can't end (v1.03)
Tarisai replied to Zixinus's topic in ARMA 2 & OA - TROUBLESHOOTING
First you kill SABER team. Then you kill the Warlord (I think that's his title) Then you kill the sniper. Then the mission is over. Warlord can be found prone in the long grass just outside of the hamlet toward the light house. The sniper is prone on the side of a road, next to a red car. If you are facing the lighthouse it will be the forward right corner of the hamlet. I'm at work so I cant give you bearings etc but I'm pretty sure you'll get it. -
I had a great night. Pretty much the whole time I was lost (1st person was really screwing with my situational awareness), rushed and dodging bullets. Awesome. It was my second game online so I was struggling a bit with the pace and catching grid refs/bearings but felt part of the unit toward the end. When contacts started coming over the ridge after we fell back it was pretty intense! Add to this I disconnected and when I spawned back in I was in the open with fire coming from behind, running after the rest of FSG. All round great fun. Regret not coming back for the second mission but there's not much that'll pull me a way from freshly baked choc chip banana muffins and an already lit joint. Mad props to Andy for keeping a cool head when us pubs were touch and go at times - and yes; this game needs whistles and bayonets :D I'll keep an eye out for other VOLCBAT public nights. This is how the game should be played.
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Hi there, Would love to pop along for this. Had my first Arma 2 Co-op run last night on the TG server and it was a blast. I joined in mid-way through a hailstorm of lead, dust and smoke and it took me a while to get my bearings (read: 30 mins to work out how to type...RTFM I know, I know...) I can't imagine how anyone can play this game without the co-ordination and leadership that was displayed last night. It was excellent. I think over 3 hours I only fired my weapon a couple of times and it was still a blast. Very immersive. So if you could use an extra rifle from a somewhat inexperienced recruit, I'll be there. Although I'm a noob the whole point of this game to me is to be immersed, follow orders and contribute to the objectives as my "commanding officers" see fit. I can see no better way to experience the game than organised events like this. Cheers, Tarisai