old_painless
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Everything posted by old_painless
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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
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Structures - Ambient Occlusion Improvements
old_painless replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Indeed, they have dynamic shadows coming up too. But it requires an engine change for Arma, so most likely Arma 4. In the meantime these look good from the screenshots, but have to see them in-game to really form an opinion. -
Unnamed Vietnam War Map (cambodia/laos)
old_painless replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Beautiful map, thanks so much for adding proper waterways to a jungle scenario -
Where would BIS have to go next, to top the Tanoa map?
old_painless replied to aussieterry84's topic in ARMA 3 - GENERAL
Bornholm at your service -
You are not by any chance on of these presets, where the normal press of the space bar has been changed? I came across this with AIC and thought that something was wrong, but it turns out that the new Apex preset (IIRC) changes what key to press when selecting from menus. Had to remap "Selected Action" key.
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A bit harsh, but true. They are channelling resources away from the core game to moneymaking DLCs. Yes, I know they will say "but we fix stuff that the DLC needs" but that means - at best - a non-committing approach to fixing core game problems. Such as pathfinding, such as building awareness, such as cover finding, such as mid-range graphics, such as <insert ignored tickets here> ....
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WW AIMenu (complimentary commands)
old_painless replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah I was also wondering if C2 in combination with AIC would cover most of these Windwalking features. At least MC has done a lot of work on building clearing -
Paul “Bushlurker” Pelosi (1960-2017) Rest in Peace
old_painless replied to jakerod's topic in OFFTOPIC
RIP Bushlurker, I have enjoyed quite some time on your terrains especially Carraighdub (sp?) in Arma2. With a Bushlurker terrain you always knew that you would see some bar having been raised and some high quality stuff. -OP -
Wow, that is one beautiful ship. Being walked out the plank and seeing the Great White (from another Arma 3 mod) in the waters below would be so awesome. Or scary
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[WIP] Terrain "Benzopila"
old_painless replied to 4Chains's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Gorgeous, lush terrain ! Keep it up -
64-bit Executables Feedback
old_painless replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
If there are minimum requirements as for the Windows pagefile, BI should state that - along with how to check and possibly change it. I am not on Dev branch, so I don't know if there is a readme included with the 64 bit exe? -
ai command dlc C2 -Command And Control
old_painless replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow, Mad_Cheese, that is some changelog, you are almost putting VBS out of business -
[WIP] Map Tarin Kowt [UPDATE PICTURE 19/12/16]
old_painless replied to XxClon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This looks great! I like how you made the urban areas look lived-in with actual objects like the powerlines, fruit stands and so on. Also nice mix of lush and desert areas -
I dont like the new control changes, cant use my prim mouse button to select and shoot?
old_painless replied to masterdebator's topic in ARMA 3 - TROUBLESHOOTING
Hm, my keys and mouse seem unchanged since switching to 1.66? I am on the "Arma 3 Apex" preset. I do have to press 1,2,3 to switch between weapons, no scroll wheel for that anymore. But that was changed before 1.66 -
Can't resume mission from saves after 1.66
old_painless replied to old_painless's topic in ARMA 3 - TROUBLESHOOTING
Right, I should add that the problem was AFTER the update to 1.66: The situation is that I play the mission, save, leave A3 and reenter a couple of hours later. And then I can't resume, even though I did not change modset. I run a few mods, could that be the problem (Bloodlust, CBA) ? -OP Edit: I now tried again, no mods at all. Still does not work between sessions. Within same session, the saves are available. Launches through Arma3sync. This can't be right? -
I played an SP workshop mission (Once bitten, twice shy) and saved while playing. When i reenter Arma 3, I do not get the option to resume that same mission from one of the saves. Is that a general problem for others after 1.66 or am I missing something obvious? I checked that there are saves stored in the folder timestamped from the last play: C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa. This is the file list in the folder: "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\weapons.cfg" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\autosave.Arma3Save" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\autosaveold.Arma3Save" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\Once%20bitten,%20twice%20shy.Tanoa.pbo" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\save.Arma3Save" "C:\Users\<user>\Documents\Arma 3\Saved\steam\Once%20bitten,%20twice%20shy.Tanoa\save2.Arma3Save" Thanks, OP
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From the pictures on Ivan's blog entry, Malden looks great !
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That's right - made any kind of ambush with explosive charges impossible. Hope that has been fixed, haven't tried for a long time -OP
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ai command dlc C2 -Command And Control
old_painless replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My 2 cents: I really like the way duda123 did his Advanced Commanding interface, by using the map as interface through some simple menus and mouse actions. So simple, intuitive, lightweight and unobtrusive. He is a true master. Unless it can not be done on the map window, I would vote for moving C2 onto the map. -OP -
There'll probably be a lengthy development phase with early adopting, like a 2 year beta programme. Plenty of time to adapt to the new scripting language. Btw, that video was really informative, nice to hear about the new engine under construction
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@mad_cheese: You may have tested this already, but a theory could be that find cover actually does work, but the autocombat is preventing them from executing. How about disabling autocombat (you recently put that in C2, thankyou!) and then see if find cover is still broken/erratic? -OP
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Yeah, I don't think that the option/command should be removed either. But the AI should be able to invoke self-healing when they felt it necessary, like if they can "sense" that their aim is off or that their damage have moved their skill level sufficiently low. You know, you start out with skill at .98, get shot, now you're at .56. Heal or no heal? As a team leader we should be able to force self-healing, through that command. Because maybe we know that we are in for a long trek and we need everyone fit, even though the damage levels are not severe enough to trigger automatic self-healing by the AI.
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They could release a "waterway edition" of Tanoa. Like Chernarus+ would never replace the old Chernarus but be another island.