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Everything posted by bad benson
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this is an addon for arma 3 and not AGM or Xmed. and you are not even providing valuable info to fix this. do you really think i'm going to go and unpack AGM now and search for possible causes? here's a little tip. this raptor uses a new skeleton while he also is based on the human base class. that's the reason why you can't access the raptor's inventory or pick stuff up with him. because for exampel a vest or even helmet will ask for the default human bones while we have totally different ones for the raptor. my guess is that AGM does some stuff to units by default that brings that problem to light. maybe it adds items or whatever. -
very good point. and to me it also seems a little like: you can't sell separate objects but you can sell the whole thing. so while you can't sell ingame perks or objects you can sell all ingame perks or objects as a package. it's almost like this is intended to avoid pay2win instead of making sure servers don't become a weird grey area business model :D i'm wondering if you could pay once, then once you have all the addons, host them for free. should be fine since you're not charging, right? is that your twisted way of preventing paywalls afterall?! :devil:
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may i ask why this rule is needed? why do paywalls suddenly have to be allowed? i think it's still shit even if people use their "own" addons which in many cases are straight ports from other games like forza.
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ai command dlc C2 -Command And Control
bad benson replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
:o: lol can't wait to try this. looks really good. -
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can this please added as an extra rule to make it clear from the start and not put modders at the mercy of slow moderation by BI? i mean if this is a clear rule derived from that magic bullet rule, why not separate it so everyone in doubt has it there where it belongs instead of having to look for your post in here or ask someone?
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Fatigue Feedback (dev branch)
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
so you shot at a stationary target that didn't shoot back like all the other VR "proof" videos? :p i'm also sure that most people who complain about the sway are also able to adapt and cope with it, if they want to. the ability to counter it to a degree says nothing about how well/badly done the system is. even if you like every single aspect of it you'll have to admit that te sway "animation" is ridiculous at times, no? about fatigue. i really wished BI would've done it like in other games, mainly RPGs, where you just get slower the more stuff you load up. this tight link between fatigue and sway is flawed. you get exactly the same effects from a sprint to the limit like from 100% fatigue over longer time/distance not sprinting. that's just not logical.- 1935 replies
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hm. wouldn't it make more sense to send the unit there first and then issue the command to perform the action once he is actually near it?
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i'd actually like it, if you would just stop by pressing the movement keys. if there's anything arma doesn't need more of, it's scroll menu options. the less action menu the better. i think they probably removed the scroll action due to some problems with it. i also liek the idea of wasting your FAK when interrupting. a less extreme alternative could be dropping it on the ground. that way you couldn't just instantly start healing again.
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you can escape them. you will just have to try harder ;) te system is actually pretty dynamic. to avoid them looking stupid or being outrun by a car i made the tolerance pretty low though. this means in an open field you have no chance obviously. but in urban areas or areas with rocks trees and bushes you can get away if you do it right. it's based on the engine's own combination of line of sight, sound etc. i have an idea though how one could do doors. not sure yet if i wanna do it though. we'll see -
that doesn't make any sense whatsoever. you are stuck inside the anim either way. how is turning towards the guy that will eventually shoot you compensation? you want him to be forced to look in your eyes before he shoots your helpless ass? and reloading while healing should never be desired behaviour in any case. no matter what personal pseudo logic you are trying to apply here.
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ah ok. sounded pretty identical to me. nevermind then.
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Request for new scripting command: ClearNearTargetsArray
bad benson replied to a topic in ARMA 3 - GENERAL
i just recently "repaired" my feedback account so i could finally make some tickets that i was collecting over some time. if you still have problems feel free to send me all the info via PM and i'll make that ticket for you. -
How Long And How Much Work To Build Future New Engine?
bad benson replied to infiltrator_2k's topic in ARMA 3 - GENERAL
i wish there was an inbuilt caching system that one could activate and manipulate on the fly. like a slider on each unit for "simulationDistance" or something much like the skill slider for which you then could change the value dynamically via script functions. maybe something that puts the AI in a simplified hold loop where it maybe does some dice roll stuff based on loadouts and stuff, similar to ALiVE. it's a real shame the engine doesn't do such things by default. it's one thing to say that arma allows 100s of AI but making i work dynamically and scale intelligently is another thing. i don't even see the point in having stuff actually happen when no players are around in most cases. at least not as complex as when they are actually around. without stuff like that arma is sadly just a shooter that is too big for its own good. i get that there has to be a limit where one can't expect it to run well anymore since you can place way too much stuff with the editor (which is great) but the limit is currently way too low especially compared to arma 2. -
ok guys. just a little heads up. started working on this full time again. fixed most bugs already and polished the new action menu i added. to those who reported the increasing FPS drop after loading. i found the issue. strangely enough my method to keep my features after loading isn't needed anymore. i'm still not sure, if something changed in the game recently or if i missed something but what basically happened was the system being initialised too many times ontop of itself which caused all code running twice, thrice and so on. the swimming damage was also related to the scripted fall damage and will be gone since the whole system is obsolete now. so the upcoming small features in this follwoing patch will be: - vehicle action menu - object interaction - being able to climbing higher (but you will automatically put your weapon away after a certain height) after this patch i will start working on a bigger update that will bring more new climbing related features and even some more non related features. so stay tuned. there's probably gonna be one or more preview videos shortly before each patch/update. @CastledCard: check this out http://forums.bistudio.com/showthread.php?177500-Animation-explanation-of-the-magic-behind
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are the get in sounds for vehicles (tried the hummingbird) louder now or have they been added in this patch? or have they been added in a recent other patch? either way. i love them! some of them are very crisp. keep adding those little details. they make the game better even, if it's minor stuff. excuse me if they have been always there. i guess i haven't played in a while :D also. there's still some old bugs/exploits with the first aid animations. first of all. you can reload while healing yourself. not a big deal but that surely can't be intended in a game focused a lot on realistic restrictions and penalties ;) and another thing is that you can turn your whole body while healing which will also make the rifle you have put next to you on the ground follow you. even less of a big deal but kinda ugly. afaik all it needs is a forceaim = 1 inside the anim class. should be an easy fix unless i'm missing something. freelook should stay intact i think i should probably fix my feedback tracker account and make a proper ticket though. still borked from when all the accounts broke. but maybe the right people will notice it in here too.
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very cool! and nice presentation too.
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[WIP] Gorgona (terrain)
bad benson replied to major_desync's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
i like your style. you managed to create some interesting looks just by how you place and combine objects. even with all these vanilal objects it has its very own character already. keep it up! only thing i seee that could use some work is the sat map colours. just needs some slight tone corrections in my humble opinion. that's totally subjective though. -
it's a nice varied pack now and i like the sound. i just have a few minor suggestions/problems. 1. add an alternative sound (just slightly edit the one you have) so it isn't always the exact same shot sound. i think vanilla weapons already do that. 2. the iron sights seem a bit far from the camera. kinda like you are purposefully holding the rifle further from your face than in hip fire mode when pulling up the sights. which is a shame since the ironsights are so detailed. would be great if it would be atleast as close as when you zoom in by default. probably just needs moving of a mem point or what ever is used for the camera position. the distance for the holo back up sight is probably fine as is. not sure how they are used in real life. 3. the stock doesn't seem to be resting on the shoulder but hovering infront of it instead. aynways. great to see a single weapon have all the versions in one pack and all that. i wished all weapons addons would do it like that.
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that's a nice idea. will think about it. i actually have some plans with the idle mode to make it more interesting. will have to think about what i leave to mission makers and what i want to be in there always. i'm really glad btw that you are having fun with them. after months of non stop work on them i'm now really proud of them. the first AI was really messy and rushed due to the contest. but now it's very much how i wanted it to be. i finally had some time playing myself and had a lot of fun. i will be making some missions myself too so there is something in the package for people without editor knowledge. well. arma's general collision problems will be hard to fix and i will rather tend to not even try. the problem is mostly too high speed (compared to humans/vanilla units) or simply their head being too far from their center (causes looking through walls). but as you said, if the house allows it they work actually pretty good indoors for what they are and all things considered. the animal attacking is planned at least as an option. the AI has it's own priority system that i mentioned in the changelog. if it doesn't impact performance i might just add animals as low priority targets in there by default though. i really like the idea with the claw/tooth. i was actually thinking about something similar (skulls). not sure the way we handle the inventory will allow it by default (we need to be restrictive to avoid crashes caused by mismatching skeletons). but i'm thinking about making a hunting game mode (loosely inspired by hunter primal) that will include something like it. but probably mission side. speaking of. you guys should really try to sneak around them and stuff. the way their detection work they should be very similar to vanilla units now. wich means they use all those nice new AI features like surface based stealth values and stuff. in my brief tests with a ghillie suit it seemed like it allowed me to get much closer than a normal unit, if i stayed prone and moved carefully. another thing i'm really proud of is the way escaping from them works. it can be pretty hard but in urban areas you can get away nicely if you do it right. watch out though. while they will go into idle mode once you escaped they will still go investigate your last known position ;) would love to hear some feedback on that. on the mission vars. i will give Ruppert some info so he can add it to the first post. better than leaving it on some random page i think. -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i use neartargets now since it gives me all i need with way less performance drop. a side effect might be that they don't consider certain things as targets if you do addrating stuff. but. we added raptors on all sides and we tested them against all sides. so i don't really see what you mean. why don't you just place opfor raptors against bluefor? or if you want a human battle too you place resistance raptors hostile to everyone? that should make your AI soldiers attack them accordingly. sure there is a way. but that's not what they are designed for obviously, they are wild animals with their own will ;). it's a feature i wanted to add for a while though. it just drowned in all the other things. so you can expect it soonish. for the time being you'll have to be a bit creative and either spawn them in when you need them or just use player raptors and then when you need it run the AI script on them (could be a bit buggy though) _dino execFSM 'Rup_Dinosaurs\Scripts\Raptor\AI.fsm'; i already added several global variables for mission makers in the current release which i will explain in a detailed post tonight. but i also plan on adding a setvar or similar to put the AI on a hold loop. i think that will be the best way to control them manually and should cover most needs. about the class names. it doesn't really matter how popular changing them is, if it's the better solution in the long run. the problem right now is that the CfgPatches change is pretty pointless (left over from starting the global change but deciding against it for now) since the most problematic class names are still badly named. that is due to using too generic names like "Raptor" or "RaptorSkeleton" not using a TAG. that is what caused total bug out when people used this addon with jurassic reign. so the actual unit class names will most definately change soon too. i know it's inconvinient (if you don't have a text editor like notepad that has a replace function :p) but it's just bad practice using those generic names. so better sooner than later. i know these things can be annoying but keep in mind that things like that can get lost easily in updates that add so many new features. this is just the beginning. it will get more stable and consistent as we go. -
hey guys. since BI came to their senses and fixed/tweaked falling damage there will be no more scripted falldamage in the next update. right now me and ruppert are preparing the raptor update release. after that i will finally have time to prepare an EM update too. i already did quite some work before so it's just a matter of looking through it. it will just be a hot fix for the falldamage with added interaction features for vehicles and objects (getin, carry stuff etc). basically my own action menu replacement. after that update i will. push more towards the other features i planned. i really hope the whole fall damage thing will stay as it is right now. i prefer to not hack stuff to prevent stupid stuff from happening resulting in more stupid stuff happening. ;) it should be all back to normal for now though. i will just prevent certain damage while climbing. the rest will be vanilla again (and hopefully stay). thx for your interest guys. i've been working my ass off to get the raptors perfect so i literally had no free minute to work on this. starting next week i'll be 100% on this one again for a bit to push it more towards where i want it to be eventually. so now is the time to repeat any urgent bugs so they can make it on my immediate to do list ;)
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How do i stop the AI running over friendly units?
bad benson replied to nicklomas's topic in ARMA 3 - GENERAL
i use headshots. works great for me. -
Why I will never buy any of your games ever again.
bad benson replied to bez's topic in ARMA 3 - GENERAL
you guys realise though that the dayZ team is a fork, right? it may be independent in terms of organisation but it's kind of naive to think that bohemia doesn't have a centered interest and resources aren't shifted according to that. it's the same stuff that always comes up for VBS (not quite but similar :p). sure it's different teams and in the last years no mention of Spanel is to find connected directly to VBS. but let's not forget that OFP is the mother of all. and the rights to that (not the name :D ) should be at just plain old bohemia (who-/whatever that is). because everything else would be insane. why would they just give away what generates their income. not saying that devs get directly "stolen" or crazy stuff like that. just using common sense here. this whole "but it's a different team" thing gets a bit old and is a bit overly defensive. let's be realistic please. i've accepted (kind of :D ) arma's state and i see slow progress. and i'm carefully optimistic for the future. i just hate these pseudo knock out arguments. -
it's not clear though, if it's a design/"morale" decision or just some random bug and lack of focus on a specific area of the game. i'm also pretty sure that the uniform stealing thing is just an excuse. the real problem was probably the task of making it work properly. let's not forget that it would require a whole new aspect to AI to deal properly with an enemy in a friendly uniform.