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old_painless

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Everything posted by old_painless

  1. old_painless

    Orientation Callouts Completely Broken

    Hm, I have always wanted a bearings callout system, to remove all the confusion. Like all human players use in online games. Perhaps the skeleton crew that is in place now (which will listen to requests but only for very small tasks) could look into this. Actually, since you like "Front" as indicating West - i suppose that is because you know that your general direction is towards West? Then an attack from behind would be "Back/Behind Us" meaning East. In the Front=North scheme we were a bit closer to actual bearings. And I just think that if in general you get spun around and/or take cover and shortly lose sense of where the general direction is, a callout with bearings would be unambiguous. Something immediately useful with no need for compass math. It is of course all up to personal preference, would be fantastic if some talented coder could mod the callout system and make it possible to choose between a bearings system, a waypoint-relative system and perhaps even a third variant.
  2. old_painless

    Orientation Callouts Completely Broken

    Can't remember and too lazy to check right now - what is the compass direction for the Infantry Showcase where you move through the valley ? If North, then callout of "Front" really means "North", is that the correct interpretation of this finding ?
  3. old_painless

    AI can see through tree tops?

    That definitely looks off. In the first half the turret is not pointing towards you at all AND he is mostly behind the shed. So unless the APC moves away from the shed for a good LOS there is no way he locates you at that timespan, let alone takes a good shot. Can the spectator camera show the APC while you take the shot, that could be an interesting perspective? For the 2nd half where the APC starts out with a LOS: although there is clutter thru the LOS he could see you if using thermal vision. Does the APC you chose have that - when gunner just press the N key to toggle from VIS (natural image) to various other modes. If so, could be interesting to see the test with an APC with no thermal vision. I am definitely concerned about the first detection in your video, because even with thermal vision he should not be able to look thru the shed.
  4. old_painless

    Tactical Combat Link - TypeX

    Haha, they really unload on you. Nice stuff!
  5. old_painless

    Kujari

    Nice, bet there are crocs in those wetlands 🙂
  6. old_painless

    [Terrain]: Archipelago

    Wow looks really great, congratulations on the release 🙂
  7. old_painless

    Summa

    Damn I can almost feel the mosquitos. Looks amazing
  8. This sounds really awesome and well thought through. Is your increased spotting distance configurable ?
  9. old_painless

    Tactical Combat Link - TypeX

    Yeah, thats true. After you get them to run or move even under fire, you need to remember to reset their brain back to being soldiers. This has to be done, what I did was AFAIR to run the same sequence of commands, but enabling instead of disabling. This is my script for restoring their brain after disableAI steps: private ["_selectedUnits"]; _selectedUnits = _this select 0; private _numberOfUnits=0; { _x enableAI "AUTOTARGET"; _x enableAI "TARGET"; _x enableAI "SUPPRESSION"; _x enableAI "AUTOCOMBAT"; _numberOfUnits=_numberOfUnits+1; } forEach _selectedUnits; hint format ["%1 unit(s) had their brain restored",_numberOfUnits];
  10. old_painless

    Tactical Combat Link - TypeX

    hey snkman, Back when they introduced the disableAI routines, I did some tests that I posted about on the development branch. Maybe my findings from back then could be useful. See this video (script in video description) and let me know if you want me to locate my old posts that are now buried somewhere on dev branch forum: here is the post from dev branch, some good debate above it:
  11. old_painless

    Mod Launcher/Manager?

    There is this one that I have used previously:
  12. old_painless

    Tactical Combat Link - TypeX

    Will TCL work in any mission as long as TCL is loaded as a mod? So if I play some SP mission where my squad encounters AI opposition, will that opposition be influenced by TCL? Thx, OP
  13. old_painless

    Tactical Combat Link - TypeX

    Thankyou so much, that is an impressive list of AI behaviour, will definitely try this out. Was a big fan of your old GL packages. As for the CBA warning, most other mods require CBA so I really hope that TCL eventually will do so as well, or at least play nice with it. Thanks again! -OP
  14. old_painless

    Project injury reaction

    Holy sh*t, that is awesome. Definitely following this 😎
  15. old_painless

    Group Link 5 Core (AI Enhancement)

    Uh GL6 confirmed!
  16. Hi bludski, out of curiosity, was Port Yaadi meant to become the Caribbean slum (trenchtown) one? I would love a trenchtown terrain, could be great with close quarters combat in a sprawling trenchtown, covering behind garbage cans and tinplated housing. I got to think Fallujah, just more narrow and higher density
  17. old_painless

    ANZINS Terrain

    Wow! Seems like you have fixed the bland midrange texture problem
  18. old_painless

    Warlords Game Mode: First Impressions

    Thanks for the story, been waiting to try out Warlords myself. I was under the impression that Warlords is a multiplayer mode, but did you manage to play in Single Player ?
  19. old_painless

    [SP/MP] Dynamic ISIS War System 1.80

    Looks like a very interesting mission - is there any chance of making some of the mods optional (it is quite a list) or would that break the mission ?
  20. old_painless

    Ragdoll Physics Plus+ v1.0

    Hm, he did say he adjusted the weights of certain body parts - maybe a unit is insanely heavy now, such that it exceeds the energy of impact from the car
  21. old_painless

    [WIP] Great White Shark

    That is one beautiful shark!
  22. old_painless

    How do i stop the AI running over friendly units?

    If it happens when you disembark as squad leader , tell the driver to Stop. They will try to maintain formation with you (you on foot, they in vehicle) which rarely goes well
  23. Yeah only makes sense to channel resources to Arma 4. But A4 is dependent on the Enfusion engine which is developed for/by DayZ. By following dev-blogs for DayZ (will they ever finish?) we can basically also extrapolate the fourth coming of Arma https://dayz.com/dev-hub
  24. old_painless

    AI Discussion (dev branch)

    You are right, I did not see the finer details in your findings. Cudos for your work in mapping out the intricate dependencies among the various subskills. There was a mod for A2 which would allow you to adjust skills on the fly mid-mission (Drongo something ?). That was brilliant, but unfortunately has not been ported to A3 -OP
  25. old_painless

    AI Discussion (dev branch)

    Clearly a bug, this should be fixed.
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