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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
hm. i don't know what to say really. you know you can do it once and then copy pasta, right? the sides in arma are not very modular. putting the raptors on independent side is the most flexible thing we could do. we were dicsussing adding the rating automatically but that kind of doesn't allow all the stuff people might want to do. like having a tame pet raptor that is also liked by your AI friends ;) guys please read the readme. it's all there in a few paragraphs. the vanilla HUD on the top right is pretty obsolete. might try to remove it in the future. fantastic post! great to hear that it all works as expected. that is not a bug. this addon was designed to work with the base game since that is what the contest judges will use...obviously :rolleyes:. it's called incompatibility of stuff that isn't supposed to work together. you didn't expect us to make it work with each mod available did you? that being said. this is the very first release with focus on stability and main features. in the future we might look into working better with other mods to some extend. i realise that. MP is not fully supported yet simply due to time pressure of the contest deadline. i got my custom MP functions ready though. they will probably already be in the next update. thx for the report though. if you can, maybe give some detailed feedback how the sounds behave too. thx for all the kind words everyone. we worked our asses off to crush all the remaining major bugs the last few days. after a short rest i will start full MP support. and who knows what the further future will bring ;) -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just a little heads up on the AI. i now added reaction to gunshots and hearing in general. it's basically doing it exactly like vanilla AI using "knowsabout" (silly me forgot to add taht to the detection conditions :o). this will also improve overall detection of the raptor and function as kind of a fail safe. the AI has now also an overall increased radius it functions in (400 m). outside of that radius detection is not working. this will save performacne and should be enough. the player raptors now function like nromal AI again while the AI raptors (under "AI only" in the editor) still only use my custom FSM. this should cover all needs now for any third party AI adventures :) -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you can also use "addrating". well yea lol. the setup is a little weird. needs some clean up. i will make the AI routine cancel, if the raptor is player controlled in the next update. i see now how the setup is confusing. that way it would be like vanilla units. >>> AI - HOT FIX <<<< this should make the raptors react much faster/instantly when they spot you. this version will soon be on steam too as soon as i reach Ruppert... DOWNLOAD-->> https://www.sendspace.com/file/tl7ofa -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
well agents don't respond to doMove in general afaik. they only respond to moveTo. that's how it was in arma always. nothing specific of this addon. spawn just a non AI raptor as a unit. that will respond to doMove. after all taht is what my custom AI routine is doing. about the slow or non reaction fo AI raptors. i think i just fixed that. sadly i can't reach Ruppert atm so he can update...would be good for the contest too :/. for details on the AI read the readme. basically they use 180° FOV. so you can sneak very close behind them which can be quite tense ;) -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
group them to an opfor unit with 0% probability of presents. just use a non AI raptor. the vanilla FSMs are deactivated on these atm. tell me if you need those for your script. we can reactivate default AI on the non AI raptors. _dino playactionNow "RaptorBiteGesture1"; -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you meant dinosauce? :D time to get busy making gamemodes with this guys!! next focus is going to be MP compatibility (for me anyways) so we can get some nice dinos vs humans PvP action going. it should work in MP already but it was not the focus so far. -
exactly my thoughts. 100% couldn't care less if stuff is futuristic. what bothers me more is that everything feels clean and staged. almost like a american military B or C movie that was shot in nevada and supposed to take place in afghanistan :D. a desperate semi apocalyptic future setting would've been great. dark and gritty. a feeling of war. instead super clean empty houses and a tourist location. looks like an architectural presentation most of the time and if you place the "population" by hand in the editor (since it's nowhere to be found in the campaign) you get only dudes with a questionable sense of fashion. the future setting is the least of arma 3's problems immersion wise. if at all. also this: everything feels almost low tech eventhough visually it's all super clean and new.
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good points and basically exactly what my point was. hence "it's better to have shooting into, doors and ramps and shooting from them but not being able to throw nades inside than having none of latter at all." if i could decide, there would be all the mentioned features in there since as i said before the performance benchmark of 10 choppers is totally unrealistic for normal arma play. BUT. if the reasoning behind not having doors open at all is that you could on the one hand shoot through them but not throw nades through them then i would gladly take "no nades" over "no animated doors AT ALL".
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hm. if this is mainly about the physX lod, why not exclude it? i mean is being able to throw grenades inside really that important? i think shooting (fire geo lod) is much more important and frequently happening. sure people will bitch about it but let's be honest. how many times do you really throw a grenade inside a chopper in arma? i think it's best to focus on the most likely scenarios. on cars it might be more needed maybe. though, imho it's just more of a "cool to have" and "would be bad ass to be able to" things that rarely ever happen in a game like arma. maybe i play the wrong gamemodes though :D i guess my main point is. rather exclude physX lod than not do the feature at all. it's better to have shooting inside, doors and ramps and shooting from them but not being able to throw nades inside than having none of latter at all. just my thoughts on it.
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what do you base that on? simple compared to what? does firing from vehicles look simple to you? bottom line you're talking out your ass not less than anyone else. the questions about why systems that are possible on VERY similar games, as in iterations of the same engine, is totally valid. if you can't take it being discussed you can always move along. exactly. the part above the unit does not even need to use physX. it can make things much less glitchy. physX does not make everything better. the physX part is mostly visual anyways. you can already make a physX rope dangle from your ass while descending (however you do that, anim, setpos loop + attachto) now. which is pretty much the reason why people are wondering why this is not there as native implementation. that is not entirely true i think. unless you define physX by having the fastroping unit dangle from the rope unconsciously using ragdoll. and why would you want that anyways? the base of the character reacts "physically". it just needs to be combined with a proper anim.
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i think it's more due to the fact that throwable physX objects like grenades get stopped by the physX lod and bullets by the fire geo lod. so tehy probably only customised one of the lods resulting in the grenade thing. i second that. before we get caught up in things that probably won't happen for whatever reason, there should also be a focus on the very basics that are not present yet either.
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http://helicopters.takeonthegame.com/full/wp-content/uploads/2011/09/TakeOn_Animations_Fast1.jpg http://i49.servimg.com/u/f49/11/59/24/28/squad_10.jpg hmmm. seems like someone did. kinda interesting when you consider that TOH runs on RV3, no? it would be really great, if non-devs could stop "explaining" to people how "hard" certain things are and what the logic behind those things not being in the game is.. BI's priorities are elsewhere (helo DLC..how ironic), yes. but what's with random people making apologies for commercial devs? i'd like to see that kind of enthusiasm for defending devs in some mod threads..
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it's not that simple. i made a proof of concept quite a while ago and i ended up hacking the main menu to run a mission that collects all the data from all the available vehicles. very ugly solution but best i could come up with. there's also a way to check lods for certain named selections using the "intersect" command afaik. that could work in realtime. not sure how fast/performance hungry it would be though. @DoctorSheep: this is very close to what my personal proof of concept looks like. i really love it. simple and clean. if the 3d icon stuff is causing performance problems (should all work well in crowded MP too) you should consider sacrificing the visual aspect over a more simple commo rose setup or something. you can always do the precise get in stuff using the 3d positions rather than using the icons (not sure how you did it exactly).
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i don't think that ten helos in the same place should be the benchmark. that does simply not happen in normal play at all. never. and if it happens (for example taht a2 shacktac littlebird deathmatch video) the helos are usually the only thing happening. and the game already runs poorly with many vehicles around (tested with one of each type in alpha on the airstrip). again. it's not a common situation. maybe the method you applied was too detailed. i really don't see how two additional cubes in the geo lod would be a problem though. does the phys lod need additions too? wouldn't it be possible to just extrude a hole into the hull and have the doors open at all times? or have them just closed visually when shut? not sure about reality here but small arms fire goes through the hull anyways, doesn't it? of course additional features/geometry bring more performance demand. but they also bring more functionality. duh :p anyways. thx for the rather detailed response.
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which should not be remotely close to impossible. i know priorities, money, time bla bla. makes only sense to cripple a new feature just because it requires additional model work...last time i checked you could animate geo lods (doors in houses).
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you do realise that you probably got the best deal with that in the end, right? at least that's how it seems to me. i got the alpha and the DLC bundle. i'm at about 50 euros now. i will probably get the expasnion too. so in total i will pay more than the supporter edition people i think (which is 60 euros?). had i known that this is how it works i would've bought the supporter edition too :D
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yea i agree on all of those. i really wish all the vehicles would be much more polished with doors and all that jazz, not only the helos but all of them. including different versions with kit on them and stuff like that. liek the offroad variations. same goes for versions liek you suggested. that kind of added detail and random variation would have more value to me than one more rushed chopper. oh and ofc the crash landing that has been suggested by many including Dyslexci (not even trying to spell right :D)
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https://dl.dropboxusercontent.com/u/63614702/reaction%20to%20dis.gif (267 kB) on a more productive note: what would people see as a reasonable price or what would you see as a reasonable amount of content for the current price. just curious.
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guys. any idea when the confirmed free van DLC will arrive? just wondering since i can hardly wait for it.
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So, AI can still see through completely obscuring grass and shoot at the player.
bad benson replied to pd3's topic in ARMA 3 - GENERAL
you can't just apply this to the whole of AI. i just gave you an example and i'm sure there are others. if it would be as simple as saying please make them exactly like we want them, we wouldn't talk about this here. my point is that it's important to try. many issues aren't fixed because they are at the core or otherwise technically difficult to fix. and many issues the devs are simply not aware of because they obviously work more on the game than they play it. this is why each AI feedback ticket is requested to have a repro mission and a comparison of current and desired behaviour. it's pointless to speculate about what makes them fix stuff and what doesn't. it's very simple. you want stuff to be fixed? bring it up. i don't see how that is an outlandish idea tbh. why do you think there is a feedback tracker? taking what you said it would sound like it's all a scam just because arma's AI is still flawed. i know it's frustrating to see these old ass issues persist, but i have to agree with Variable that just giving up and focusing on workarounds is not very smart. the whole CQB reflex thing was brought up over and over. and now we have AI that is actually dangerous in close quarters compared to arma 2's road proning retards. ofc this is a communication thing between devs and players. thinking otherwise is just a very pessimist/resignated point of view. think of it like this, since you are a modder too. as a creator you are often happy with a first result. but then when you expose your creation to the "customer" you will get all the little issues get pointed out. it's a totally normal process that helps make things better. -
So, AI can still see through completely obscuring grass and shoot at the player.
bad benson replied to pd3's topic in ARMA 3 - GENERAL
and the fact that being very vocal about certain issues can actually get them fixed. as has been shown with turret-like insta turning of AI towards you in alpha. it might be a bit much to say that offering solutions is bad but taking the AI not as an end product will certainly get you exactly that. not an end product. bugs need to be reported and poked at to get them fixed. common knowledge -
Rope Feature Discussion/Feedback (dev branch)
bad benson replied to deltagamer's topic in ARMA 3 - DEVELOPMENT BRANCH
yea you can attach it where ever you want. this is just a proof of concept. -
Rope Feature Discussion/Feedback (dev branch)
bad benson replied to deltagamer's topic in ARMA 3 - DEVELOPMENT BRANCH
the rope is created from many equal little segments. adding a harness to the actually model would cause that harness being on all the rope segments. you are better of using scripting and simply attaching the harness to the end of the rope. also just wanted to share my dirty little fast rope script. i hope someone will make something better. this still sometimes throws an error for some reason but it works just fine as long as the helo isn't moving too fast. just add this to the helo's init line to be able to fastrope out of it using a scroll action. i know it's shit and super hacky but it works. there is still an issue with the length being uniform at all times but i didn't have time to look into it. maybe someone can improve this or something. or maybe BI could just add native fast rope capability already (helo DLC? please?). because at this point the only remaining question is: why the fuck not?! :p -
are there really commands that only work inside FSMs? anyways. my experience is this. units can use doMove and moveTo. agents can only use moveTo. domove can be overwritten and moveTo is stacking up which means the agent will go to each position one by one instead of always going to the last one that was used. apart from that shitty restriction i can't remember at all that moveTo would not work outside an FSM. i also don't think killzonekid would've worded his post liek that, if he wouldn't have used the command successfully recently.
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nah. moveTo should work on agents.
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