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icehollowpoint

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Everything posted by icehollowpoint

  1. You could fix that yourself with some minor scripting I believe. Just some ad-hoc execution for within 1m of a structure setunitpos "UP" etc I dont think any modder could fix the inherent flaws in ArmA's AI however. Suffice to say I dont think there is ever going to be AI doing buttonhook and crossover entries lol
  2. I had an idea like this ages ago, but I lack the necessary skills. Nice to see CQB being expanded in ArmA 3 considering its the most obvious improvement over A2 so its a shame more attention isnt paid to it. Only problem I forsee is as someone else mentioned, the lack of true high fidelity CQB environments in the community at the moment is somewhat of a problem. Mission makers have to put together ad-hoc environments using copy-pasted walls etc. Even the impressive work of guys like MBG is still quite limited to small european houses. Theres no real multi-story, multi-room structures to speak of out there. Although as BI's ghost hotel clearly shows, its certainly possible.
  3. icehollowpoint

    [COOP] Digital Infantry Combat Environment

    It's criminal how little attention this mission/mod receives compared to some of the absolute garbage in the public mission scene looking forward to any updates Kush, this is hands down one of the best missions for ArmA period. I see the mod list has changed to include kunduz but the mission file is still on sangin ;)
  4. icehollowpoint

    Task Force Arrowhead Radio

    Ive tried both. The initial frustration occurred during MP games, because I would only be able to play most of one mission with acceptable frames, and as soon as my group moved onto the next it was unplayable for me. FWIW, I just launched with ONLY tfar enabled, and in SP its fine. Loaded over and over again in the editor, changed from stratis to altis, and no problems. So now I'm thinking its conflicting with another mod somehow, although I cannot imagine how :mad:
  5. icehollowpoint

    Task Force Arrowhead Radio

    Initially i thought it was a problem with the latest arma update, but then i launched without any mods and it was fine. So i thought id start painstakingly eliminating mods and running the game, in and out of different maps, editor so on and so forth. Eliminated the most obvious suspects (stuff like MCC, ai mods etc), but it wasn't until i eliminated TFAR that the problem stopped. I updated to the latest TS just to make sure, but that didnt fix it either. One thing I havent tried yet, is launching with only TFAR. Ill try that now.
  6. icehollowpoint

    Task Force Arrowhead Radio

    Hi since the 1.40 update I've been having a memory leak or something and I couldn't figure out what was causing it. The game would get progressively slower and slower, and if any loading was involved (new mission, different island etc) it would get DEAD slow. Through systematic elimination, i'm 90% sure its TFAR causing this for me. I tried reinstalling it, as well as deleting the plugins for a fresh reinstall, and nothing changed. Any ideas what could be the root cause here?
  7. icehollowpoint

    dafuq happened with 1.40??

    My problem seems to be since the update, I can play about one mission fine. Everytime a new mission is loaded, the game gets progressively and progressively worse until its literally unplayable. Same thing when I'm trying to make missions in the editor. Go to preview, first run fine, back to editing, preview.... and it begins. The degenerative decline. Its not a mod problem either, I checked that, as well as eliminating the usual suspects (MCC etc)
  8. icehollowpoint

    dafuq happened with 1.40??

    I get this too. Honestly if the performance is just going to get worse with every patch I'm going to uninstall it.
  9. icehollowpoint

    Do you use any AI mods?

    I have to use Bcombat, I cant play otherwise. AI in vanilla arma is either dumb as rocks moving targets, or they are ridiculous autoturret snipers depending on your settings. With bcombat they actually feel somewhat like live enemies. They are accurate, but not ridiculous. They are effected by suppressive fire. They chuck smoke, they attempt to flank and they put a lot of rounds down. They seem to move a lot better in urban areas too compared to vanillas "ill just go prone in the middle of a street" The D.I.C.E mission introduced me to ASR AI, which is also good, but we had to turn down the accuracy and speed settings because it got a bit ridiculous. It doesnt help that their accuracy doesnt seem to be affected by large volumes of fire coming their way, there might be a setting for that but I dont know.
  10. icehollowpoint

    The Unsung Vietnam Mod 3.0 WIP THREAD

    You could look into some of the lesser known but definitely interesting attachments used in the later stages of the war. Dont have references on hand, but vietnam wasn't all just ironsights and gumption. A lot of crafty innovation in that war. Colt also produced a number of medium range optics that started to get picked up and used in significant numbers around 69-71'. Otherwise another idea might be having "flavor" attachments, like camo wraps, tape, etc.
  11. icehollowpoint

    [WIP] Map Kidal - Mali

    Very nice, great idea too, africa doesn't get enough love in the ArmA scene. One criticism though, the default altis lighting and ground textures/clutter makes a horrible match for Mali. Need that red earth.
  12. icehollowpoint

    ARMA 3 Addon Request Thread

    Expanded animations mod Given much better animation system available in arma 3, I hope someone will tackle an improved animations mod, because while arma 3 is much better than arma 2 in that regard, there's still some annoying bits of the vanilla animation set for infantry. 1. walking with weapon UP - currently its just a little TOO slow, we should be able to modulate the speed at which we can walk without having to switch to a full combat jog which naturally makes the sights quite a bit less stable. Think about the speed with which an experienced team clears and downs the walls in room, its a fast step, not a jog or a stealthy walk. 2. weapon safe - enough has been said about the safe position already, the "relaxed" pose looks goofy, and the "combat safe" pose you still have to pause to re-raise the weapon. I would like to finally see a true low-ready position in the ArmA series, so that the gun is carried at the low ready (buttstock in shoulder) and players line of sight is unobstructed but they are still able to bring the sights up quickly when a threat is spotted. 3. "new" combat animations - some stuff for flavor would be cool. For example, firing from the hip and blind firing for when you want to get your poorly trained insurgent on. Or perhaps a "muzzle up" safe position ala navy SEALs. 4. edits to the "urban prone" positions that are currently in game. It would be nice to actually be able to use the sights from a prone left and prone right position. One of the positions in particular looks more like you've been knocked on your ass rather than a deliberate technique.
  13. icehollowpoint

    [MP CO15 Campaign] Wolfpack Vol. 2

    Whiztler these missions of yours are hands down the best I've played for A3. By far. We were getting bored of A3 because quite honestly the publicly released missions are garbage for the most part. Wolfpack 1 and 2, I'm pleased to say, broke that hex. With mods and bcombat, its a fantastic experience. I hope you have more missions in the works.
  14. icehollowpoint

    The Unsung Vietnam Mod 3.0 WIP THREAD

    eagerly looking forward to this unsung for arma 2 was of ridiculous quality. I'd go as far as saying it was the highest quality mod for arma 2
  15. icehollowpoint

    Multiplayer unplayable on a decent computer

    Its not your computer this last update has done something, last week I was playing around 40 fps on any given server (except on rpg servers which get extremely laggy towards needing a restart regardless) this week Im getting a max of 25fps no matter what.
  16. icehollowpoint

    [SP/CAMP/CO] Real-World Operations (RWO)

    Guys PLEASE PLEASE start making coop missions There is a depressing lack of realistic, well made cooperative missions for ArmA 2, and the worst part is that they do exist, its just for some really weird and utterly grating reason, none of it gets released to the public and all the good missions are kept private among their respective clans and its this silly "join our group if you want to play" mentality. As a result, you have to comb through armaholic for one or two decent missions among a sea of over the top whack a mole missions that make me think I'm playing COD not arma 2, pitting a few players against the population of a small island nation.
  17. icehollowpoint

    ArmA2 / OA (low) performance issues

    The joke of it all is, I ran ArmA 2 years ago comfortably on medium and low settings on a an ancient single core CPU and a similar card. That was on 1024x768 resolution though, and I'm guessing that is what is really stretching out the limits of performance here? The 1920x1080 reso?
  18. icehollowpoint

    ArmA2 / OA (low) performance issues

    After excitedly looking to get back into ArmA 2, I bought OA off sprocket, spent 4 days or so downloading it due to terrible speeds, installed it with baited breath and then..... It was barely playable on low settings. Here are my specs: windows 7 premium 64 bit Intel I3 M380 @ 2.53Ghz (4 CPUs) 4GB RAM ATI Radeon HD 5470 (2737 MB) Default display resolution is 1920x1080 I'm not even trying to run the bastard on fancy settings, I just want it to be playable. Granted this is no super computer, but come on it's fairly bloody solid, surely i should be able to play comfortable on at least medium settings with PP turned off and the view distance low. Help?
  19. Ah thanks dude, finally some working links for campaigns. However I've come across another problem, trying to play 1985 CWC (WGL version) it says there is a mission pbo wgl_wep or somesuch
  20. That doesn't really help, the ofpc links are all dead
  21. Guys I'm rather confused about WGL's custom options Considering OFP MP in Aus is dead, I'd like to play through WGL singleplayer campaigns (none come with the mod??) with better visuals as well. I downloaded the DMA Army Pack, but I'm not sure how to integrate it with WGL. Is there any documentation still up on this?
  22. icehollowpoint

    OFP Addon request thread

    Hi, I'm eventually gonna get around to buying a new computer and getting back into OA, but until then, im stuck on a laptop. As such, I thought I'd give good ol OFP another wirl, but finding what mods I want is a little daunting. I've tried searching, but the search engine is a pain and very rarely finds anything actually relevant to what I'm searching. First and foremost, I'm after an AI mod. In all those years of OFP greatness, did anyone ever make a mod that enhanced/changed the AI behavior? Specifically I'm looking for smarter AI that use suppressive fire and seek cover. After that, I'm interested in realism, but with room for eye candy and messing around. I remember last time i took OFP for a whirl, getting WGL, but for some reason my WGL didn't look as pretty as other peoples, infact it looked like the default game. What's the best realism mod for singleplayer that is compatable with most addons? Thanks, Ice.
  23. Hey guys, making a rescue mission for JCOVE lite, but my friend suggested that rather than having the unit in question appear in one static place, have him appear randomly at different locations in different buildings all over a town. Any simple methods I can achieve this with? Thanks, Ice.
  24. Thanks for the reply, but this method doesn't allow me to specify where he'll be in a building, or even put him inside of a building. I tried putting this setPos [(getPos this) select 0, (getPos this) select 1, 1.45]; in both the marker text and the unit init box.
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