old_painless
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Posts posted by old_painless
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1 hour ago, Grumpy Old Man said:Not a bug, if you read a few lines above what you quoted this is only the case when aimingAccuracy on the AI is set to 1, as you can see it alters the skillFinal value but to a small amount.
Both sliders to 1, aimingAccuracy to 1, results in skillFinal 1.
Both sliders to 0.5, aimingAccuracy to 1, results in skillFinal 1.
Both sliders to 0.05, aimingAccuracy to 1, results in skillFinal 0.81.
Maybe the influence isn't as big as it's supposed to be, but after all a good thing for mission makers, since you still can place those overpowered AI units on a map by using the setSkill command, so players across all difficulty settings will have a similar experience. The slider has the biggest influence on editor placed units that are not manipulated using the setskill command.
Only downside is that these sliders only work upon mission start. Moving them during mission runtime doesn't change AI skillFinal values, only on new spawned units.
That kinda defeats the purpose of being able to adjust difficulty on the fly.
You are right, I did not see the finer details in your findings. Cudos for your work in mapping out the intricate dependencies among the various subskills.
There was a mod for A2 which would allow you to adjust skills on the fly mid-mission (Drongo something ?). That was brilliant, but unfortunately has not been ported to A3
-OP
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8 hours ago, Grumpy Old Man said:....which shows that the AI sliders in the difficulty menu have no effect on AI aiming precision.
Clearly a bug, this should be fixed.
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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
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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
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They should definitely hire you, duda123 and Bad Benson - would be crazy what the three of you could accomplish with source code access
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LOL, that is one disturbing video!
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3 hours ago, HeroesandvillainsOS said:But AI precision not having any impact when adjusted in the difficulty menu, if true, is a HUGE deal and needs to be fixed ASAP if so. That's like on a whole other plain of bugginess and makes any difficulty testing comepletely moot.
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?
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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!
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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
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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 ?
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6 hours ago, Grumpy Old Man said:From my view they're trying to bring the AI to a state where they can say it's well enough to leave the AI in an "as is" state before sending Arma 3 into retirement and to focus on a possible successor.
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 :-) )
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Hi, is this the full Eagle Wing campaign - AFAIR it was originally one very long mission ?
Cheers,
OP
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This sets a whole new standard for northern scandinavian terrains, just wow
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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.
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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
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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
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Awesome Nordic look, great details!
"Jag kan se hela vägen till Mariannelund"
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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!
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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.
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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
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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
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Oh, this is great, thanks for the pointer.
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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 ?
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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
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Is BIS going to still developing Arma 3 after Tanks DLC?
in ARMA 3 - QUESTIONS & ANSWERS
Posted
Yeah only makes sense to channel resources to Arma 4. But A4 is dependent on the Enfusion engine which is developed for/by DayZ. By following dev-blogs for DayZ (will they ever finish?) we can basically also extrapolate the fourth coming of Arma
https://dayz.com/dev-hub