old_painless
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Everything posted by old_painless
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Nice evolution for the AI :) The final test would be to see if they only perceive - ie. avoid (or take cover behind) - objects that are Arma 3 certified, or if they can handle legacy A2 objects that are placed in front of them as well. Gonna give it a try soon ....
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@Froggyluv: From your video, they do indeed drive round obstacles. Not too shabby! Wasn't that something VCOM was able to teach the AI - and now they just do it in vanilla ? Good times :)
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Hey Duda, the team management feature in 1.2 works perfectly, thanks so much for putting that in. I came across a small key conflict maybe? I had merged some units from another group into my group so they were under my command and left the map window. If I then just want to look at the map and go into the standard menu with Tasks, Briefing, Team (which is normally arrow keys up and down after having entered the map), I could not. I entered the map but could not use the arrow keys for that menu. I discovered that the control which had focus in the map screen were the marker fields in the top right corner. Pressing the arrow keys and Tab a few times gave focus to the usual map action menu in the top left corner with Tasks, Briefing, Team. No biggie, just wanted to put it out there in case others were seeing that too. Thanks again for the new group management feature :) -OP
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Interesting - I would not expect to see that happening. Not in vanilla, at least. The real test, I guess, is to see if they drive around it if you place it in the middle of a road. That has previously been an unsurmountable challenge for the AI :)
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BloodLust (Version 2022.04.13)
old_painless replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok I hadnt followed lately, sorry. I will give it a try. Thanks -
BloodLust (Version 2022.04.13)
old_painless replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was doing a simple scenario yesterday, which ended with me shooting an RPG at a CSAT Ifrit. I was not running BloodLust, I should note. I got a nice hit and the vehicle caught fire with I think two people on board. I walked round the burning vehicle, and I would guess that would be a rather grim scene in reality. But none of the crew were to be seen in any form or shape. Which brings me to this thread! Can you do something to better display the grim nature of that kind of incident, this might be the one place where charcoal characters such as the ones from SLX might be warranted? Cheers, OP -
Sometimes all mods not loading
old_painless replied to dmarkwick's topic in ARMA 3 - TROUBLESHOOTING
It might still do a "Steam check" for mods that you are not loading. I have experienced that if I open the launcher and press Play right away, that I get an error. The next press on Play always works. So there might be some connection/initialization that is not completed in the first "hasted" attempt -
SupportCall - "Cheat" module
old_painless replied to kronzky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The campaign missions can be very sensitive to the presence of mods. I remember not making it past a roadblock, where my driver was supposed to go talk to an officer, unless I had no mods loaded. I just tried "recruiting nearest" in a simple scenario and they are quite willing to engage after coming under my command -
Now that would be awesome, then you could custom make groups by assigning units to them :)
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Yeah, I see your point. I got a bit ahead of me in typing, I was just thrilled that with your mod I could finally get something done in a COOP mission :) But let me elaborate: In this scenario, the three AI units are three individual groups. I am the 4th group. Managing the three AI groups is a bit cumbersome, so it would be great to be able to pool the three AI groups into one. So I would end up with myself and one group to command with the Advanced AI mod. So if you can help out with that use case at some stage, that would open up a lot of coop scenarios to SP use Thx, OP
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high command HCC - High Command Converter 1.5.5
old_painless replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Igitur, that would be very useful. If it is not too much trouble, please do so when convenient for you. Cheers, OP- 164 replies
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- large scale operations
- zeus
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high command HCC - High Command Converter 1.5.5
old_painless replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Igitur, thanks for taking time to reply. So I guess what I wanted to do is not a feature. Makes sense that I could not get it to work then :) For me, I sometimes play missions created by others in SP and especially with some coop missions the team structure is not really set up for single player use. I end up next to three AI who are on my side but in another group and as such just stand there and I cannot command them or use them for anything. So I can't really modify the mission, but such missions could be playable in SP if it was possible to command another group. I tried the High Command mod by duda123 and there it works, you can simply command any group on your side. However, at the moment your mod is more feature-rich with respect to waypoints, setting up patrols, etc. I am really impressed with what you have managed to include. If you are taking requests, then please consider if you could add that in at some stage. Thanks a lot, OP- 164 replies
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high command HCC - High Command Converter 1.5.5
old_painless replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi I must be missing something obvious, but I simply can not succeed in leading both my squad and another. This is my setup: I have loaded the mod. Running mod only, version 1.4.2 In the editor, I put down my avatar as a single blufor unit and right next to me a group of Blufor. I would like to command that other group. Invoking HCC with LCtrl+Space, in the map I can click on my own single unit, but the other group has a red circle with a slash through it. The HCC menus are greyed out, so 1-8-1 is not helping I can simply not select the other group, I would be grateful for any hints as to what I am missing? Cheers, OP- 164 replies
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WIP - Esseker - post apocalyptic map
old_painless replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That video! Gorgeous + incredible attention to detail -OP -
Where did my Steam Workshop Mod folders go?
old_painless replied to autigergrad's topic in ARMA 3 - GENERAL
Edit: never mind, the high road and all that -
launcher doesnt store mods where i told it to
old_painless replied to Tankbuster's topic in ARMA 3 - TROUBLESHOOTING
That would do the trick - if the junctions were named as the mod, eg @CBA. Then Arma3Sync (and other 3rd party launchers) could use the junctions in the -mod command line parameter -
Where did my Steam Workshop Mod folders go?
old_painless replied to autigergrad's topic in ARMA 3 - GENERAL
I am speachless about this, too. My named folders in the Arma3 folders have been deleted ?!?!? I use the bloated Launcher because it seems to be the only way to update my Steam subscribed mods, but for the real Arma 3 launching I use a 3rd party launcher (Arma3Sync) which looks for @<name> folders in the Arma3 folder. That is now impossible, since I need to translate 2937239478 into CBA and so on. Did you just kill off 3rd party launchers ?! -
hey duda123 very nice mod with a simple interface. My case is I play a MP mission (Coop 4) as single player, so on LAN. That means that I end up next to 3 AI which I can not normally command. But your mod makes that possible! Then I thought, would your mod support grouping them to me, so that I get them as subordinates in my team? Currently my character and the 3 AI are 4 one-unit teams (each one is a group leader for himself). So I can give each of them waypoints and they move just fine. But actually grouping them to me - or group them into one single team - would be awesome. Thx, OP
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BloodLust (Version 2022.04.13)
old_painless replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I keep thinking Dexter ..... -
So no, this has not been fixed. The problem is not that they do not take damage as per A2 standards, body armour is meant to help with that. Problem is that there is no believable reaction from the AI to getting hit and no particular tactical advantage in shooting someone, since all that happens is that you reveal where you are.
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BloodLust (Version 2022.04.13)
old_painless replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Zooloo, what weapon did you use to create such carnage? Were there others in the room than the poor bloke in the corner :) -OP -
Head Gore Mod v1.1 (Updated 6-6-2016)
old_painless replied to MrSanchez's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very well done, cudos!- 73 replies
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- gore mod
- head popping
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New command createObject for decorative objects
old_painless replied to dr. hladik's topic in ARMA 3 - DEVELOPMENT BRANCH
Now that would be slick! Logical step after compositions, to choose whether physx apply to objects placed in Eden -
Visual Upgrade – Feedback
old_painless replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Those are some great comparison shots - and it seems that NVGs are useless currently. Really important to highlight this! -
Arma 3 #milsim Livestream - Submit your questions
old_painless replied to BIS_Adam's topic in ARMA 3 - GENERAL
Oh, it's up!