

bogart
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Everything posted by bogart
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ARMA 3 Addon Request Thread
bogart replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
hey calm down man, I've already tried to make models and I know it's hard, in fact I said "it should be" as I suppose that for one who makes models everyday it should be so, since the 70% of the tank has already been done by ArmA 3 developers...isn't it? I'm sorry: "easy" is the wrong word -
ARMA 3 Addon Request Thread
bogart replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I would like to see the Leopard 2a4 Singapore version like the one in this picture: https://c2.staticflickr.com/6/5577/14449344118_f665fc4fb1_b.jpg It should be easy to do it, just modifying the arma 3 model -
Hi, I've found the following problem during my patrolling mission creation: when an AI squad reaches the next waypoint set on safe mode after a firefight, the behaviour will still remain in combat mode. In a few words: pratrol on safe mode -> firefight combat mode -> back to safe -> and so on Please, could you make a script to solve this issue? Thanks Matt
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Canadian Armed Forces Modification ARMA III
bogart replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good job guys! LAVIII is awesome!! I'm wondering if you could make the Stryker ICV with the remote M2 using your LAV as base... -
Arma 2 Addon request thread
bogart replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm looking for someone who builds the Indian Arjun MK1 tank -
hi, I'm looking for the Arjun mk1 tank
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ARMA 3 Addon Request Thread
bogart replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
yeah I know, the mk46 is 5,56 and yes I mean with the belt hanging down from the side :) it doesn't matter the animation, it would be nice to see it in-game first -
ARMA 3 Addon Request Thread
bogart replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm requesting the MK46 Mod 0 without the box mag and with the bipod forward extended -
ok thanks, I will give it a try :)
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Hi Robalo, I'm working on insurgents ambush missions which are impossible to play with asr ai as when I engage the first group the second one at 500 meters away, engages me, while I would like them to remain there so that when Bluefor and Opfor will spot each other it will be a second ambush. could you please release an asr ai version for ArmA 2 which won't react if I shoot from 800 meters away but max from 450? Thanks Matt
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proceed to next waypoint only when spotted enemies are dead
bogart replied to bogart's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for your exhaustive answer, one of them should work surely I managed with the fourth case: in Blufor put: and in a trigger: -
proceed to next waypoint only when spotted enemies are dead
bogart posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I would like to release a nice mission I made but I have to resolve this issue before: In this mission The AI US infantry squad patrol a road, before arriving to a village, after 2 waypoints on the hill we could encounter some takibans, when the us group spots them we engage, here the US AI team leader remains for a while when he decides to move to the next waypoints even though takibans are not dead... maybe a script in a trigger synced with the choosen stop move waypoint where says that "if Group doesn't spot enemies in that trigger they proceed to the next waypoint" I tried to put a trigger with "on activation: opfor" and "no present" but the Group will wait to the synced waypoint till they won't see any enemies... does this http://community.bistudio.com/wiki/knowsAbout could do the trick? thanks Matt -
proceed to next waypoint only when spotted enemies are dead
bogart replied to bogart's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great! it works really well, now I can release my mission :) I didn't find anything about it, do you perhaps know how to create a trigger zone where AI can't hear gunshots? I have 2 enemy groups, about 500 meters away from each other, I want that the second one doesn't engage me when I'm fighting with the first one. The extended AI engagement ranges is caused by Zeus AI but I don't want to remove it as it makes the game really realistic. thanks -
proceed to next waypoint only when spotted enemies are dead
bogart replied to bogart's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
does anyone know how to do it? -
Hi beta testers, As the title says I found a bug in ArmA3 and I decided to replicate it in a mission: Formation_test.Stratis.rar After that AI group has killed the opfor man let them go to the second waypoint and look at the formation, you'll notice they walk in 2 files instead of a staggered column, to avoid this bug I've discovered you have to put 300 seconds in waypoint timeout under min mid and max and then wait till AI "resets" its formation, otherwise you'll notice that the column will move in a strange way. The group formation seems to reset itself after 280/300 seconds only if no enemies are spotted during this period of time, too much time to wait in a mission however... I hope this will be fixed soon thanks Matt
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I know what staggered column means but if you don't put any enemy ingame you'll see that the staggered column for arma is a normal column with more space between one soldier and the others, however the bug appears with other formations too. The main issue is that after OPFOR is dead it takes too much time to see them oriented in the travel direction, 280/300 seconds. If you are patrolling a road and you have 2 groups of enemies, one on a waypoint and one at the next one not very far from each other, in the first case the reaction will be almost real 1 - they don't know where the threat comes from 2 - they go from safe to combat but for the second case 1 - they will move in a really strange way 2 - it seems like they already know that the enemy is there as they remain in combat mode
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glad to see that one has joined my cause ahaha nice pictures! you should put them in a feedback ticket, your explanation is better than mine. the first pic is exactly what happens to me! did you see that if you put a timeout of 300 seconds in a waypoint the column will return oriented to the direction of travel as you said?
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remove the 300 seconds I added and you'll see the subordinates tending to move ahead the leader or when he turns left/right they form a line instead of a column and the group remains in combat mode, I can post a video if you want.
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http://feedback.arma3.com/view.php?id=8915
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It's useless, I've posted there but no one seems to be interested to it... they prefer to improve graphics instead of ai issues, ridiculous
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Hi, I'm looking for someone who knows about scripts, I would like to fix an arma 2 issue, also present in arma 3. you are in a group with AI as leader, you put 3 move waypoints and 1 cycle at the end, if you encounter an enemy during one of the waypoints the group will come back to safe mode and in column only after a period of time, so I'm thinking about a script which at every waypoint it checks if the waypoint settings are ok if not it restores/resets it could you think is possible? please let me know thanks Bogart
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Clafghan Map 20x20 Beta Release
bogart replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Best Map ever made! -
Hi beta testers, I have found this ArmA2 bug also present in ArmA3! and I decided to replicate it in a mission: Safe_Test.Takistan After that AI has killed takistan man go to the first waypoint and look at the group formation, to avoid the bug you have to put in waypoint timeout under min mid and max 280/300 seconds, otherwise you'll notice that the column will move in a strange way.
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RUG_High Dispersion mod with Sound of Anders
bogart posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys, This is my first release for my favourite game and community! the Rug_High Dispersion v1.5 with Sound Of Anders mod, I hope you'll find it useful. For a clear explanation please refer to the readme inside. Requirements: Sound Of Anders_non_ace Sound Of Anders Vehicle Sounds Download: RUG_HD.rar Enjoy it! Credits: Wolfrug, Anders and Bigpickle for his help I want to thank them for their support. -
proceed to next waypoint only when spotted enemies are dead
bogart replied to bogart's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that's what I've done, it doesn't work as they remain on the waypoint knowing the enemy is still alive even though they don't see him. I need a script for these situations: 1 - if no enemies are spotted, even they are present on the map, the group will move to the next waypoint. 2 - otherwise if the enemies are spotted they engage till all enemies are dead. thanks