

old_painless
Member-
Content Count
1201 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by old_painless
-
Laws of War DLC Playable Content (Campaign / Showcases / Time Trials)
old_painless replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Somewhat offtopic, but the mini campaign Eagle Wings for Arma 2 was also very well done, in terms of story and emotions. Really too bad it has not been remade into an A3 version -
Some mod has a feature to move vehicle 5m away if stuck, to "un-stuck". Can't remember which one but a simple solution nevertheless
- 5153 replies
-
- 1
-
-
- branch
- development
-
(and 1 more)
Tagged with:
-
They should definitely hire you, duda123 and Bad Benson - would be crazy what the three of you could accomplish with source code access
-
LOL, that is one disturbing video!
-
Agree. However, perhaps the non-linearity of AI adjustments from sliders gives the impression that it does nothing. Inspection of skillFinal with various slider settings might help?
- 5153 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
ai command dlc C2 -Command And Control
old_painless replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow, Mad Cheese, your accomplishments in this area are unreal - and really like the modular approach you have to integrate with other mods like duda123's. So cool! -
In SP setting it is not at all redundant and not a complexity at all, unless you can't manage two sets of sliders. There were plenty of complaints when it was removed, last time they "fixed" the AI settings
- 5153 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
In the spirit of simplifying skill adjustment, could we at least get the feature back where you can change skills for OPFOR and BLUFOR separately in the UI ?
- 5153 replies
-
- 2
-
-
- branch
- development
-
(and 1 more)
Tagged with:
-
I am not reading anything about actually changing or improving AI behaviour. It seems this is just a fix that makes adjusting skills more easy/intuitive to work with. So when the dust settles, the AI will be no better or worse than what we have now. Taking cover, reacting to being under fire or driving will be just the same. At least, that is how I read this update (hope I'm wrong and there will also be improvements :-) )
- 5153 replies
-
- 3
-
-
- branch
- development
-
(and 1 more)
Tagged with:
-
Eagle Wing Full campaign release (Arma 2 remake)
old_painless replied to jstibbsy's topic in ARMA 3 - USER MISSIONS
Hi, is this the full Eagle Wing campaign - AFAIR it was originally one very long mission ? Cheers, OP -
terrain Krokom, Sweden
old_painless replied to Tjockejocke's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This sets a whole new standard for northern scandinavian terrains, just wow -
20 FPS and CPU/GPU (both) running on 30% ?
old_painless replied to Skinniest's topic in ARMA 3 - TROUBLESHOOTING
hm, you said that you host the mission and play it, right? Your friend who connects to you to join the game gets better frames? If that is the case, its probably because you are hosting AND playing at the same time. Your friend should get better frame rate since hosting is demanding. -
Laggy building destruction animations and PIP
old_painless replied to Leopard20's topic in ARMA 3 - DEVELOPMENT BRANCH
I have also noticed some stuttering when destroying larger buildings or a radio tower. So definitely some heavy processing going on while the destruction unfolds -
Laggy building destruction animations and PIP
old_painless replied to Leopard20's topic in ARMA 3 - DEVELOPMENT BRANCH
You don't mention how much RAM or VRAM you have, but that could be a factor. Also, on laptops if possible run Arma from an SSD if one is available. That will reduce perceived stutter due to better loading. Two options that eat frame rates are Visual distance and Object distance. If you are in Tanoan jungle, for instance, set VD to 1000 or maybe even less and object distance to half of that. Play with those two settings, they can make a difference -
terrain Krokom, Sweden
old_painless replied to Tjockejocke's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome Nordic look, great details! "Jag kan se hela vägen till Mariannelund" -
Not sure about groups or not, but one will definitely see better convoy driving if vehicles in a group are not in formation. Formation leads to them struggling to maintain some "shape" of formation which may work for infantry in open land, but does not make sense for vehicles. Think line formation through a narrow street!
-
Would be great to have not only LOS yes/no but also LOS "quality" which would be based on camouflage vs. terrain, fog, daylight etc.
-
I would speculate that BI uses visual and hearing as two senses combining into the knowsAbout. In your shoot-through-dense-fog scenario, hearing must be the dominating sense for the knowsAbout. Maybe it is possible to "dial down" the hearing ability in foggy conditions, rather than do fog math ? -OP
-
Difficulty-set AI skill vs mission/script-set AI skill
old_painless replied to target_practice's topic in ARMA 3 - GENERAL
There was a great addon for A2 which could set skills in-mission - you could even differentiate between opfor and blufor. I'll see if I can find it. Too bad that the addon was never upgraded to Arma 3, that would really help since BI has removed the possibility to set skills based on side -
TAC OPS (SP players, this is our time)
old_painless replied to VanZant's topic in ARMA 3 - DEVELOPMENT BRANCH
Oh, this is great, thanks for the pointer. -
TAC OPS (SP players, this is our time)
old_painless replied to VanZant's topic in ARMA 3 - DEVELOPMENT BRANCH
Hm, SP content would be absolutely great. But are they mentioning SP at any time: https://youtu.be/C9bCFJ5z1vk?t=365 There may be other sources of information, so please share if you heard any confirmation on SP content ? -
Disabling “AUTOCOMBAT” for AI-only groups (Issues & Solutions)
old_painless replied to madrussian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I haven't really experienced the 6 minute zombie state, thankfully - but so much more great if that has been fixed. Perhaps your investigation attracted some attention -
Disabling “AUTOCOMBAT” for AI-only groups (Issues & Solutions)
old_painless replied to madrussian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi madrussian, just wanted to add that you seem to work from what I found out back then: You first have to stop the commander of the team from (constantly) sending new targets to his subordinates then disable the individual units from acquiring targets on their own, including the commander Once these two things are covered, the units should be able to move freely. Which they would not otherwise do, since they would constantly get or acquire a target and thus enter combat mode. My sequence of commands was this: { _x commandWatch objNull; _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; _x disableAI "SUPPRESSION"; _x disableAI "AUTOCOMBAT"; } forEach units group wz_g1; It matters if the commands are in this exact sequence - for some reason eg. switching two of them may lead to poor results. As far as I can tell from your posts, you may not have this exact sequence running? Note that the commander is also part of the units set that get this command, so there should not be a reason to run separate commands for him. I remember trying separate commands for the commander, but AFAIR that was not important in my case. -OP -
Structures - Ambient Occlusion Improvements
old_painless replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
A DayZ teaser for what tech may come to Arma (4): Watch from 4:28 - dynamic shadows -
Just saw this: Fixed: AI infantry would flee when unable to engage This might explain why in some scenarios a few AI units just go AWOL, during the fighting. Simply leave the AO and takeoff on a hike. I once followed some dude for a kilometer or so. Great stuff if it's fixed
- 5153 replies
-
- branch
- development
-
(and 1 more)
Tagged with: