Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by old_painless

  1. old_painless

    Development Blog & Reveals

    If they went with improved naval aspect, they *could* carve some rivers or smaller waterways into Tanoa. Really a crying shame that the island only has open water, river insertion with jungle missions would be so cool
  2. old_painless

    Nord, Arctic circle map II

    Looks like perfect terrain for some highspeed jet flying weawing in and out between those gorgeous mountains :)
  3. old_painless

    [WIP] Great White Shark

    As for shark AI, I have marvelled at some of Bad Bensons videos for the raptors and they look awesome. From the videos their reaction is to hunt and kill with 100% certainty. At least that was the videos. I think to create even more scary situations when encountering the sharks, that they should have a probability of going after you. Like you are in the water, you see a shark and you don't know if you should get back in the boat or keep swimming towards shore. That probability should of course be configurable for the mission Just some thoughts; this mod is truly scary not the least because it is so high fidelity in its graphics and animations. Fantastic!
  4. old_painless

    Development Blog & Reveals

    Very curious to hear more about this TacOps - has a Ghost Reconesque ring to it. So could be special forces with better AI team management, or cool stuff like that And thumbs up for Apex SP, Tanoa interiors. A bit on the fence about Jets (islands too small) and tanks are not my thing. Sounds like the new Enfusion engine is not until Arma 4, although 64 bit could bridge the gap in the meantime. But all this will create/need a cascade of engine improvements which is really awesome, especially as it sounds as if SP and thereby AI will get attention Good stuff altogether, BI ! -OP
  5. old_painless

    Simple Single Player Cheat Menu

    For using SSPCM, you enter the map. In the list in the top left corner (Tasks, Team and so on) there is a Cheats item. Select that and it should work
  6. old_painless

    Mogadishu Map v2

    Looks really great already - hope that the downtown areas can be made as sprawling as in the movie :)
  7. old_painless

    Potential fix for players sinking at distance "feature"

    I think it should be an option to fully render grass and all ground detail far out, at least what you view through scopes or binoculars. That way people with ~GTX980 and above would have an option to try out if it is playable.
  8. old_painless

    Co-op Campaign: APEX PROTOCOL

    Hm, I actually had a Save option in the pause/Esc menu. But even when using it, there was subsequently no option to resume or revert to that save. If anyone could share a magic trick for enabling Saves that actually works, I would be thankful
  9. old_painless

    Co-op Campaign: APEX PROTOCOL

    Yes, us SPers still need a Save option - missions are clearly calibrated to be played with teammates. Please ? -OP
  10. old_painless

    Need a Suggestion for Good Sandbox Co-Op Scenario

    Here is a collection of standalone coop missions with certified quality. Not exactly what you are asking for, but good for some hours of fun https://steamcommunity.com/sharedfiles/filedetails/?id=375157494
  11. old_painless

    [WIP] Los Santos map

    Looks incredible, well done! Remember to put in the gunshops, entry could trigger Virtual Arsenals :) -OP
  12. Basilhare, Your issue 1) I have never come across. Perhaps some mod you are using? As for 3), once your intel gets above some level it will flesh out into side missions. Eg. with "enough" intel you are told that there is a weapons cache somewhere which you then can go for (it shows on the map and in the task list). -OP
  13. 2nd ranger, I couldn't tell from the video if you were hit? At least the first shot, you were much too obscured for the AI to spot you, unless you had moved before the video started. Without scope a human player would not have been able to make you (unless you moved around). I think that is the standard BI should measure AI detection by
  14. Yes, I took a short helicopter flight over Tanoa last night, and my Q key was normally raise collective (like a throttle up). That had been replaced by LeftShift and Q was left rudder, so I spun round like a drunk LOL. Then I saw the presets that I was on Apex preset, but if I went back to the Arma3 preset, my Q was still removed. So they definitely did not retain key bindings
  15. old_painless


    About the message, I figured it was some of the hostages, so nice touch. Excellent news regarding the AI teammates :) Will definitely try it out again
  16. old_painless


    Good fun, tried the APEX version in SP. The other units performed well and seemed to be following a plan. One small quirk - I got a whispered message played on an endless loop from the moment I came close to a building. "Noone here", or "over here". Enjoyed it, thanks!
  17. old_painless


    Is there any launch "event" of some kind, like a stream on twitch or something? The festivities seem rather low key :)
  18. old_painless

    Tanoa discussion (Dev-Branch)

    I wonder which part is bugged - is it the hitpoint value of the shed, or the damage property of the tanks shells ? Or is the shed simply non-destructible regardless of ordnance - just a visual prop ? I'll try and put a CSAT unit in one and blow it up and see what happens ..... (to be continued)
  19. old_painless

    Tanoa discussion (Dev-Branch)

    Right, but it was a tin shack, not a proper building. And true with the people within a collapsed building - I have seen how someone on the first floor in a collapsed building just floats (still prone!) after the building he was in is turned into rubbles from demolition. A lot of physics errors in the engine currently in these situations
  20. old_painless

    Tanoa discussion (Dev-Branch)

    This is not only Tanoa, although of course it should be fixed for those objects. I remember firing the main gun from a battle tank at a Stratis tin shack and it never got a scratch. When I placed down an explosive charge it went down. So it may be that the Tanoa shack is not indestructible, but the damage values need fixing.
  21. old_painless

    Rappelling from Structures WIP

    duda123, you are working some serious rope magic right now!
  22. old_painless

    AI Driving - Feedback topic

    Before these attempts at fixing the AI driving, convoys were doomed if they were asked to drive in formation. So the vehicles should always have Formation=None to have any chance of succeeding. It would seem that formations for vehicles are currently a copy of the infantry formation behaviour which will never work as there is rarely room for an infantry-style formation on forest roads, through towns etc. A new formation type is required or some rethink of what formation for a vehicle among other vehicles means.
  23. Now I had them at Aware, Normal speed, Open Fire, Fire at Will (previous test was with Combat instead of Aware). As for 1 and 2, from 10m out they do not know that I am there. If I move just a little bit closer, even slowly, they eventually hear me and start shooting at the sound. They are not super accurate (shooting at me directly) which indicates that they spray towards the sound rather than my character. You are not able to walk all the way up to them within arms length as your noises will give you away. So I'd say a pretty legit behaviour.
  24. old_painless

    General Discussion (dev branch)

    Hm, preparing for something is usually what priming means. Could it be something with distant clutter !?
  25. 1) I'll check a little later 2) I haven't tried that, will test 3) This I did try, obviously :) They immediately fire back, I am only 10 meters from them and they must be reacting to my muzzle flash and sound from the shots. I do have them on Combat mode and Open Fire, Fire at Will (from the waypoint) so they are at high alert before the action.