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victim913

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Everything posted by victim913

  1. The last update changed loadouts to match blufor. Why is bi making this game exactly the same for every army. Everyone has a sub, everyone has the same weaponry on vehicles, everything matches almost perfectly. Is there any army in the world that does that? It's like in the future, there is only one military manufacturer and everyone buys from them. The recon needed to be armed differently from what they had but stop matching everything. Everyone can have a sub but don't make them all identical. Well that's my opinion
  2. I tried making a mission where a Madrid starts off in the water, drives to shore then unload and move on. With 5 tries, the Madrid (AI driver) stoped at the point the wheels make contact with ground. I switched to driver and I couldn't get it to move at all. When I pilot it at full speed I can make it out of water, but.. if I stop for any reason near the beach, I get stuck. It's not due to rocks. It's as if I touch land and the propellers stop but wheels not on ground enough to move. Maybe someone can test it. It was the beach at Agios Marina or something like that. I don't want to create a ticket if it's not a problems
  3. victim913

    Madrid won't get out of water

    Thanks b101 that's why I post here first
  4. I know you have a lot on your plate but I was hoping that with the new textures you create, if you could make one the same color you first used when you released it in OA. The texture you used before you changed it to match the little birds. I liked using it more than bi's for regular infantry, but bi's color fit better for them. Anyway, whatever you decide is cool, this is a great addon
  5. I saw someone post this on the last page but I don't think it was paid attention to. The Recon Marksman no longer has any rifle. Maybe someone can confirm this. I did. I only had cba on, so it's not caused by addon.
  6. No. No thank you button. Typing a thank you means you meant it from the bottom of your heart :inlove:
  7. The error I got was some kind of addon I think. It worked when I stripped everything down.
  8. Set the helicopters init: this flyinheight x; Where x is the height you want. The AI heli will start at normal height then go to the elevtion you request. You can also start off with the helicopter at any height you want. Put this in the init too: this setposASL [getposASL this select 0, getposASL this select 1, x]; where x is the height you want it to start at. One problem will probably present itself. Helis can't go that high. Using the camo ghosthawk I got up to about 300 then it got harder to go up. But if you start it at that height it might be ok, or lose altitude. One other thing. Don't use "in cargo" if you plan on team switching. You can't switch when that is set. But you can use the moveincargo in the init of unit you wish to switch to.
  9. victim913

    Purple Famas pack

    I just downloaded your new version and it stripped the sights of blue,green,red snipers. My sights were gone after I added this mod, then removed it and sights came back.
  10. victim913

    ArmA3 Classnames - no discussions

    Fieldy mentioned that his scopes were gone since update. Mine did too. but I found that it's an addon, not arma 3. Does anyone know what addon is causing this? I think I found cause: Anyone with that problem of the sights disappearing, I've narrowed it down to the famas pack.
  11. First, I must admit, I hate when people give the "start with them in your vehicle". That completely disregards the point of your mission. What's the point of scripting a mission. No offense to you Johnson. You only have one group of vehicles. Only one squad will board only one vehicle. Also those vehicles only load 8. Also, you didn't mention which groups you gave load options to. Load is for the same group. Meaning an apc and soldiers need to be in same group for them to load, same with unload. unless special circumstances. I won't get into details in this response, but if you need more details let me know. There are 2 ways I would use: First give the vehicles first waypoint as a "move" Give each squad a "move" for the first waypoint - the second waypoint directly on top of the vehicle you want them to get in. Exactly on top of "Madrid". That waypoint will be a "get in". The vehicles will have moved to their fist waypoint and that is where they will board. Set a trigger as a "opfor - "not present" - "switch". then sync it to the vehicles "move" waypoint. Put the trigger are to cover all 3 squads but not the vehicles. So the vehicles will move to first waypoint and will stop, the squads get in the vehicles at that point. Once the squads are out of the trigger area it will give the vehicles the go to move on. There may still be infantry getting in after the trigger , but at that point the vehicles will wait until the squads get in. You would probably use a "transport unload" for this method Here is a rough picture of what I just said: http://i1340.photobucket.com/albums/o726/Victim913/arma32013-06-2617-35-14-14_zps10cd1ab3.png (127 kB) The second way is easier: name your madrid1, Madrid2, Madrid3. Put this in squad members init "this assignascargo Madrid#; #will be whichever squad. Using assignascargo is like telling them that that Madrid belongs to them exactly as if they were both in same group. Now all you need to do is give squad "getin" waypoint. Once they move to that waypoint they will find wherever their vehicles is and get in. But you might get vehicle moving to them too. So think before you put it. the "get in" doesn't go ontop of vehicle. It goes anywhere. I recommend (for your mission), using the trigger in order to keep madrids at their "move" and trigger the same way. The only difference is that you can get in from anywhere. I would put it close to vehicles. For this method you may have to use a "unload" instead of transport unload.
  12. I'm wondering if this feature will come back in Arma 3. The way the wound system works now pretty much makes the medic useless. It's good to have that treat self function and having the medic works for me but that's all. AI won't heal unless told to and if wounded again they just bleed out. I miss having wounded soldiers on the battlefield that you can drag away and pick up and carry out and have the medic heal. That was a real fun part of the game. Being a medic trying to drag and heal people and throw smoke made it fun. Not that it's not fun now, but it's more "arcade" fun now in that department. Maybe we can get other types of injuries where treating yourself only buys you another minute or 2 so that the medic can fix you. It would be cool if there was a good system for moving badly wounded off the battlefield. Also "hide body". A lot of missions are designed for stealth missions. I have one now that I am making but dead enemy laying on the tarmac just might tip off the enemy that I am around somewhere. Since I can't drag the body I would at least like to hide it.
  13. victim913

    Surrender Glitch

    I don't think you can surrender without the surrender module can you ?
  14. victim913

    Where are the 6 saved Game slots?

    No you can't. If you read some of the stuff on armaholic, bi said about 2 weeks ago they were removing unlimited saves, with no work around, even on regular. Only one save. They wanted people to play with a little more caution like real life. Project Reality in BF2 did something for that same reason. You couldn't respawn for a few minutes. To me it makes it unplayable. Who are bi to tell us how carefully we want to play though? If I wanted to limit to one save I could have changed it myself. I think bi should have left this alone. Some people will give up the game because of it. If the campaign is too tough for someone they will give up and stop playing.If they had more saves they could get past that difficult spot and move on. We are all gonna be stuck playing on "Easy".
  15. victim913

    Rain

    I already started this exact topic about 2 months ago. Search please. Search rain and you will find "where did the rain go?". I wanted to make it rain without complete overcast.
  16. victim913

    A.I needs a lot of work

    The ai in this game is bad ass. This is the best I've seen. You need to play the game a while before you complain. Learn how it works. The AI here isn't like other games. There is a lot to get used to. There will always be some things AI do badly. They really can't drive ANYTHING well. They over compensate when they turn the wheel. They always start driving by making a right turn, making it a pain in the ass to make any mission that requires driving with more than one vehicle. But the AI infantry does way more than they ever did. They hunt you. They move more when they know where you are. Yes, sometimes they stand still. There can be a battle going on inside base perimeter, while a unit or 2 stand outside like nothing is going on. They don't see any enemies, so they stand. You expect them to join the battle since its just a few meters away, but god didn't make them with free will. Bi needs to continue to make the AI better. Those AI outside should join the battle, but the same programing that would make them join the battle will make them leave their post when they shouldn't. There is a sacrifice in the AI in arma, You have units that take orders. Find that in any other game. IF you find that, then find where you can set combat behavior, formations, how to engage, tell them to move somewhere and tell them what to do when you get there. It will get better. Also, the mission maker needs to keep these things in mind too. A lot of problems happen when AI squads get reduced to 1 or 2. Size makes them good. That guy standing out listening to fighting won't do anything by himself but if joined to another, the other might see someone, and that will make the guy stop standing around. The mission maker should make them join together when only few remain, cause that's when you get guys laying down for 30 minutes. They have no orders and don't see enemy so they stay there. One bad thing that I wish bi would fix is proximity to objects. This might be one of the problems in your mission. Huge rocks. There are 2 types I've noticed so far. The new flat ones that AI will walk on (well mostly walk through and get stuck inside) then there are the huge ones like in previous armas. AI will not go near them. There are a lot of places in Stratis where most of the rock is underground and only a small part is above land. AI will not walk above the underground rock. They avoid it. There is an area of road near Girna where this happens. Have a squad walk on the road in column formation or compact column to see it better. Set the waypoints to follow the sides of the road. There are a few occasions where the AI will cross to the other side of the road then cross back a few meters further. It's because of the underground rocks. I personally don't see why BI can't make every obstacle solid so AI can't walk through. And as long as nothing is on the ground they shouldn't stop until hitting an object not because the object is underneath the ground. Make sure you have super AI turned on. I personally don't understand why this option is there. It should always be on. Without super ai, you have no war. Ai won't even see you until 20 meters away They aren't interested in war. Super AI is not going to make their shots any better, it will only turn them into soldiers who want to fight. If you play a little longer youll see what I mean. The biggest problem is probably playing online. This seems like a SP only game. BF3 is good for MP. But this game requires everyone working with eachother to make it fun. At least, that's how I see it. LASTLY, this is beta. So don't get too upset yet. There is a lot bi needs to do to their AI, but don't complain that it's like previous armas. The new AI is really a whole lot better. And before complaining (anyone) make sure you set your AI to highest level. You can't complain when you have your AI set to novice or normal. crank it up and see how evil you can make them.
  17. victim913

    Beta stuttering

    Same here. I keep watching my fps but it's not dipping. It's like one of those user made addons that have really bad textrures or configurations that make it slow down the game as it tries to keep up with the game settings.
  18. You need to tell the units to eject not get out. You set the flyinheight to what you want (test it too, because they don't always flyinheight you think they are). Set a trigger so that when you get there, the units eject. But the BAD thing is bi disabled ejecting from helicopters. But a trigger might override it. I've tried the flyinheight at 20 but when switching to pilot I see the altitude at 30. It might be fixed now but try it. You can select the height of the helipad. However, they shoot for the pad but if there is no ground below it, the heli will continue straight down until it touches ground. Also make the helicopter go to limited speed when it gets close or else they might overrun the area.
  19. victim913

    How to get the submarine to dive

    That did it thanks.
  20. So far I have only seen the sub stay on surface and periscope depth. How can I go deeper underwater?
  21. victim913

    How to get the submarine to dive

    z and q don't work for me. There are no game controls for boats, but I know the helicopter used the z q option, but I changed it for the helicopter to be w and s. so where are the keyboard control options for this?
  22. victim913

    APC team won't engage enemy

    Make sure you have "super AI" enabled. I have had situations where opfor was 50 meters away and they kept walking casually towards me. They got up to about 30 meters away before AI picked me up. And I had a whole squad standing out in the open. Second option; teamswitch to the gunner and or commander or driver and see if they have been given a target. Many, many, many times I've had vehicles Looking at opfor directly in front of them. Meters away. But the apc already had a target given to him. So he ignored everything except his given target. Half the time the target didn't exist. Also, it would help to make the waypoint a seek and destroy. Another problem could be that the enemy is too much to handle. An example would be: a T-90 parks in the middle of enemy and none will engage it because they know they can't destroy it. As humans we attack anyway. you might be in a light apc that doesn't have much fire power, it will not engage the tank. AI doesn't factor in the fact that your light weapon may kill the tank if they emptied all their ammo. They only engage if enemy can be destroyed in a couple shots. Anything more than that then they won't fire. One last thing you could try is, again, team switch and see if the gunner can even see the target. It might not be in gunners actual line of sight.
  23. I don't know about anyone else, but trying to pick stuff off of dead bodies can be frustrating. I can be on top of the body and the only option is to pick up the rifle. Sometimes the body is closer than where the rifle is. I get killed sometimes because I have to crawl around trying to find the sweet spot so that I can pick stuff off the dead guy. I mean I can be laying on top of the guy and only get rifle. When I do get the inventory for the whole body, it usually has the gun there too. So how about you make the inventory area a little bigger/less precise, and then make the "rifle only" area smaller. What do you guys think? Thanks
  24. It's not unlimited. go to modules, effects, then you will see smoke and chemlights. You get to chose what colors but not time. The light stays on permanently I believe, but smoke runs out
  25. It's usually because the drive up past the point of no return. They get stuck. Try making the waypoint a little further away from the shore. Also it could be because the waypoint might not have been triggered. If enemy is around, the infantry tend to get out asap. So they might get out slightly before unload is triggered. But most likely it's cause they are too close to shore. Basically the AI is like an 80 year old trying to leave a parking place. They back out turning slightly, then move forward, then backup, then forward and after 3 or 4 tries they finally get out of the spot, while it takes a young driver 1 try. Give the boat more room. let the infantry out while still in the water a ways out. However, the boats are a pain in the butt. They don't drive straight. I had 3 boats, each with straight waypoint paths. Yet everytime the move they cross each others paths for no reason. Also when they get to a waypoint their momentum carries them past it and they stop and back up a little then resume. I've had to make the "unload" waypoints with 20 area completion radius. They rarely land where they are supposed to. So they drive to shore and just park with everyone still inside just because they are 10 meters away from waypoint. I've tried everything from "safe" to "stealth". The only way I have gotten good results is when you set their speed to "limited". In case anyone wonders, most of these incidents happed at shore of Girna. Tell me how you set it up. Is the boat and infantry in same group or different group? If different, How did you get them in the boat. The reason I ask is because I also have a hard time trying to get infantry out of boats when they are in separate groups. I think I got it working but not sure how. I accidentally deleted mission when I tried modifying my user name. I think I only got it to work when everyone in the boat was on same team.
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