

old_painless
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Everything posted by old_painless
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Orientation Callouts Completely Broken
old_painless replied to froggyluv's topic in ARMA 3 - DEVELOPMENT BRANCH
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. -
Orientation Callouts Completely Broken
old_painless replied to froggyluv's topic in ARMA 3 - DEVELOPMENT BRANCH
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 ? -
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.
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a.i. Tactical Combat Link - TypeX
old_painless replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha, they really unload on you. Nice stuff! -
Nice, bet there are crocs in those wetlands 🙂
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wip [Terrain]: Archipelago
old_painless replied to -ben-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow looks really great, congratulations on the release 🙂 -
Damn I can almost feel the mosquitos. Looks amazing
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CF_BAI - Dynamic AI skill adjustment for better balancing
old_painless replied to brightcandle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This sounds really awesome and well thought through. Is your increased spotting distance configurable ? -
a.i. Tactical Combat Link - TypeX
old_painless replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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]; -
a.i. Tactical Combat Link - TypeX
old_painless replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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: -
There is this one that I have used previously:
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a.i. Tactical Combat Link - TypeX
old_painless replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
a.i. Tactical Combat Link - TypeX
old_painless replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
Holy sh*t, that is awesome. Definitely following this 😎
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Group Link 5 Core (AI Enhancement)
old_painless replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Uh GL6 confirmed! -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
old_painless replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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 -
Wow! Seems like you have fixed the bland midrange texture problem
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Warlords Game Mode: First Impressions
old_painless replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
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 ? -
[SP/MP] Dynamic ISIS War System 1.80
old_painless replied to Godis_1's topic in ARMA 3 - USER MISSIONS
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 ? -
Ragdoll Physics Plus+ v1.0
old_painless replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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 -
That is one beautiful shark!
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How do i stop the AI running over friendly units?
old_painless replied to nicklomas's topic in ARMA 3 - GENERAL
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 -
Is BIS going to still developing Arma 3 after Tanks DLC?
old_painless replied to esfumato's topic in ARMA 3 - QUESTIONS & ANSWERS
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 -
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
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Clearly a bug, this should be fixed.
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