old_painless
-
Content Count
1204 -
Joined
-
Last visited
-
Medals
-
Medals
Posts posted by old_painless
-
-
Looking good, Ben, great variety of shrubbery and the forest seems more dense adding to a very realistic scene. Thanks for your work on this great map 😀
-
Hi, thanks for the work on improving one of the best maps that BI ever made. There are many great elements, love the more varied buildings which you can enter. Haven't been into a town yet but looking forward to seeing that also.
In my opinion, though, the shrubbery and forests are not yet up to the level of old Chernarus. There are ferns but they seem overused, like both within forests and outside. My memory of old Chernarus were that the forests had more variation in the undergrowth/shrubbery. The forests in the new version seem barren, like just a bunch of trunks. I think that is a shame as is takes away from the forest atmosphere. And like Muecke I could also drive an armoured vehicle through forests, so something has happened with the density. I have all settings almost at max, so should not be a setting issue.
So my feedback would be to please look into improving the forests. Dayz (with all its flaws) is a great reference for forest shrubbery and atmosphere.
Thx
OP
-
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.
-
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 ?
-
On 12/13/2019 at 4:37 AM, froggyluv said:So I thought I was hallucinating but after many tests -its true that a certain AI DOES see thru vegetation -Armored. Using Greenfists AI detection tool - finally narrowed it down and can show that AI has no direct line of sight to me -im too tired and old to make slick video production so its a little long but its all in there. You can see in the 2nd half the APC's POV and he has no clear sight of my unit whatsover -yet gets a deadly shot within 2 seconds of my firing (im nearly 500m out and his turret is faced the other way). Wondering if the fact i was firing Armor piercing Bullets has any effect - but anyways..
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.
-
Haha, they really unload on you. Nice stuff!
-
Nice, bet there are crocs in those wetlands 🙂
-
Wow looks really great, congratulations on the release 🙂
-
Damn I can almost feel the mosquitos. Looks amazing
-
This sounds really awesome and well thought through. Is your increased spotting distance configurable ?
-
33 minutes ago, snkman said:Hey thanks!
In the script of the video:
_x disableAI "AUTOTARGET";
is used which solved the A.I. stuck problem for me as well when i tested it couple months befor.
But at the same time this makes A.I. to not shoot at anyone or anything.
With this enemy A.I. walks right into you without shooting a single bullet...
So... Going from 1 problem to another...
Really i tryed everything possible... No luck!
Thank's for the link i will defenitly check it.
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];
-
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:
- 1
- 1
-
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
-
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
-
On 1/28/2019 at 9:16 PM, 0Y0 said:Grenade)
Holy sh*t, that is awesome. Definitely following this 😎
-
Uh GL6 confirmed!
- 2
- 1
-
On 12/21/2018 at 11:26 AM, bludski said:Xmas poll for my followers who don't have anything better to do during the xmas time except browse forums:
If you've followed my stuff the last few years you might have noticed xmas time is when I normally chuck out some experiments that may or may not turn into actual terrains...
Toying with some ideas you know.. What would be cooler?
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
- 1
-
Wow! Seems like you have fixed the bland midrange texture problem
- 1
-
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 ?
-
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 ?
-
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!
- 2
-
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
[IceBreakr/IBIS] Fapovo Island
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Just a heads up, there is now a Dynamic Recon Ops set up on Fapovo for some quick SP action. Have not tried it out yet, so cannot vouch for the quality and the AI's abilities given the terrain
https://steamcommunity.com/sharedfiles/filedetails/?id=2007613510