silverwave
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Everything posted by silverwave
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
silverwave replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, same as always for all I-work-on-these-for-free-on-my-free-time modders : Soonâ„¢ Be patient and grateful! :) -
CBA - Community Base Addons - ARMA 3
silverwave replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi! Is is possible to put the date of the last update in the OP. I'm always wondering if it's been updated recently or I'm still up to date. Thanks! :) -
Openable doors For A3 vehicles
silverwave replied to mrewok's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How does it work exactly? Everytime you open a vehicle door through action menu, the mod launches a script that makes the door actually open? -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
silverwave replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seems I cannot deactivate Animation option. It is grayed-out in the TPW Settings. Even if I manually set it to 0 in the TPW_MODS.hpp its still active in the game. Those slowdowns annoys me!- 5767 replies
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
silverwave replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Question. Is the Mod version always up-to-date as the script version? Do you always update both versions at the same time? I noticed that in some map using the script version, there seems to have more options, like I'm able to change the init field of items and units I spawn with Zeus, but not in the mod version. Thanks! -
AI issue: Static ai behavior lowers gameplay.
silverwave replied to brynjard's topic in ARMA 3 - GENERAL
I've tried it yesterday. It is in fact better with ASR Ai or bCombat than vanilla but it's still painful to do proper Advance to Contact drills. For starters, seems like AI don't understand how to properly use cover. Most of the time they'll pick cover that doesn't even protect them from enemy shots by getting behind the wrong side of a wall, for example. Like I mentioned previously, they also only ever shoot at enemies. I'm pretty sure that's an engine limitation, but it is not possible to ask AI to provide fire suppression in a zone. So, if they don't actually SEE an enemy, they'll never fire, which kinds of defeat the purpose of a suppression fire: you want to constantly fire so that enemy can't show their face. I'm pretty sure that kind of feature is out of the scope of ARMA 3 engine. Something like this would be awesome: I find it really difficult to manage formations with AI. I'd like to be able to form a line facing a certain direction. It seems like they align base on your direction of movement but it's not super precise so I often end up having my line of fire not facing the enemy. I'd at least like the AI to CONSISTENTLY align themselves based on the direction I'm looking at. And... hell, I should be God Almighty when I ask my team to adopt a stance. If I say "Aware", stop being freaking combat mode. There's a reason, I want to be doing a flanking with a certain group but they'll just won't stop leap-frogging so if I'm doing 1 km jog to flank the enemy, it would take them forever as they "covering/moving" all the way. ---------- Post added at 10:47 AM ---------- Previous post was at 10:45 AM ---------- Nah, you'd need two types of rate of fire. One slow (1 bullet every 4-5 sec per unit), one fast (5 bullets / sec per unit). If I change the config settings, it will still have only one type of fire rate. -
AI issue: Static ai behavior lowers gameplay.
silverwave replied to brynjard's topic in ARMA 3 - GENERAL
Thanks for the answer! Yeah, I did tried bCombat and ASR ai. They are both very great! I'm not sure though I've been totally able to do those steps. Yes, they do react to fire more or less efficiently, get down to cover and suppress without me needing to ask them. I can manually tell squad members (or a whole group) to "Wait for me" (stop following me) to provide cover. I can never ask them to actually start heavy suppressive fire, though. See, usually you have two types of suppressive fire : slow fire and rapid fire. Currently, there's no way to manage that. Also, AI will never converge fire. They'll shoot at enemies they see, whatever close they might be from an ally. I could live with that but I've seen some friendly fire from the AI happening because of that, though. I'll retest it when I have time though, I think I might have tested this with an older version of bCombat. -
AI issue: Static ai behavior lowers gameplay.
silverwave replied to brynjard's topic in ARMA 3 - GENERAL
Totally agreed. I've made this post a while back. I'm resurrecting it because I don't think it would be too hard to implement (although I'm pretty sure this won't be implemented by BI, maybe more by a modder but anyway). I'm mostly a solo player and playing with AI is very immersion breaking because mostly of what OP mentioned. Here's my suggestions, in addition to what have been already mentioned: Basic contact maneuvers should be easy to execute with AI controlled units. By that I mean: You are advancing in the field in a wedge formation and you get fired upon. 1. Everyone fires 2-3 rounds in the approximate direction of the enemy to have it pinned-down. 2. Usually, you start crawling to form a line facing the enemy to maximize fire power. 3. You then dedicate a portion of the squad/team to provide suppressing fire (at the moment, when you ask suppressive fire, nothing happens) 4. You will then pop some smoke if available and the remaining soldiers (not part of the suppression fire) will follow the team leader to go on flanking. 5. Once at the start line, suppressive fire will start and then converge away from the flanking section as flanking advance toward enemy. 6. At close distance, grenades will be thrown. 7. You then consolidate by recalling the support section into forming an all-around defense on your position. At the moment, this is what I need to do to be able to do that (and most of the time, it just wouldn't work properly). I get fired upon, I need to: 1. Tell my guys to get down. 2. Tell them to get into cover. 3. Tell them to form a line. 4. Ask few of them to stay there (which is confusingly called : Wait for me). 5. Throw myself some smoke, because AI is incapable of doing this on their own. 6. Ask the assault section to form a file. 7. Ask them to hold fire not to reveal our position (at least, if someone pops up close, they will still shoot). 8. When on the start line, ask them to form line. 9. Ask the support team to start suppressive fire (which they won't). 10. Throw myself some grenades because AI is incapable of doing it. 11. Ask the assault section to open fire. 12. If the support section was actually doing suppressive fire, I would probably need to ask them to converge fire away from the assault section because they probably wouldn't do it by themselves. 13. Ask the support section to cease fire when it's obvious they converged so much that's is impossible they hit an enemy anymore. 14. Ask the support section to regroup. 15. Ask everyone to form an all-around defense (which is called Diamond... which is not exactly the same as an all-around-defense, but let's pretend it's fine). Here's what I'd expect I would need to tell my team. We get fired upon while in open field (they should never do that in CQB!) 1. I don't ask anything to my guys, they are professional soldiers and they know they need to fire few rounds in the approximate direction and then get down and into cover on their own. 2. They would automatically form a line in the direction of the enemy by crawling or quickly sprinting in crouch if they are far. 3. I ask one of my group "You are support team." They implicitly know they need to stay there and shoot at the enemy with slow but constant fire. 4. I tell the rest "You are assault team" so they know they'll have to pop smoke now, then follow me in a file formation. 5. When I reach my destination, I tell my assault team : "Form line". 6. I tell all my guys "H-Hour now" (or something like "Start Assault"). Automatically, my support team start the suppressing fire with rapid fire and they will auto-converge the fire away from the assault section and stop firing when they converged enough (can be calculated with an angle, for ex. when they converged 45 degrees, they stop the suppress fire). At the same time, my assault team throws grenades then start moving forward toward the enemy position by covering-moving each others. 7. When I'm satisfied that we eliminated the enemy, I tell everyone to "Reorg" (short for reorganize) and they regroup and form an all-around defense around me. * For the purist, yeah I know I skipped few steps in the combat drill but they would be probably too hard to implement and wouldn't be that intuitive for the non-military players. -
Combat Space Enhancement 0.2
silverwave replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
New interaction menu : F***CKING AMAZING! This is exactly the kind of menu that BI should have used throughout all of the game. It's a lot more clean, modern looking and a lot less a pain in the ass to navigate through them than the freaking actual mouse wheel action menu. You guys should totally reuse that interface to redo all A3 actions like open doors, order your team around (I can see you already integrated formations but I'd very much like having a Command sub-menu which expands with all useful actions like ordering a move, take cover, open/hold fire, regroup and such). One question though: Are the character able to continue moving while that menu is opened or does this prevent from moving? I think it might be an engine limit :( Keep up your excellent work guys. It's legendawesome! -
You need to set each of the playable unit independently as a Zeus unit. So if you have 4 playable units, you will have 4 Zeus modules. Just repeat the same process as you did you your player unit, place a new Zeus Gamemaster Module, put the name of the unit or link it with the playable unit. For the MP problem, I have no idea. It should work. EDIT: Ninja'd XD!
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
silverwave replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the answer! :) I've re-tested it just to make sure. In MCC_Template mission it effectively works like charm. In custom made missions, when I open MCC then Zeus, it does not. My own character doesn't appear as an editable object in Zeus. Just create a new mission in editor, put only a player unit then load it, log into MCC then open Zeus. Notice your character is not an editable Zeus object. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
silverwave replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Most awesome tool ever created by mankind (right after the wooden stick to scratch your back)! Question though! I'm using the Mod version and I'm trying to make players as editable objects for Zeus (to be able to link them with AI units) and I can't have it work. I've tried Add Editable Object module... to no avail! Also, I'm wondering why when I die and respawn, there's two MCC options in the action menu. Thanks a million! -
Zeus + ALiVE + respawn for SP?
silverwave replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup, I know. Still... doesn't seem to be working. I'm clueless. -
So far, I haven't felt like I've enjoyed Arma 3 to its fullest because I still can't find a mission that fulfills all my needs. First, I'm mostly a single player (yeah, I'd like to play more MP but I don't have enough time). So far, I'm really enjoying ALiVE as it dynamically creates and manages AI activity on the map with lower performance drop. I'm really liking Zeus (yup, even if I'm playing SP) as it enables you to create any situation that might take heavy scripting otherwise. So, you'd say, it's all easy, just create an ALiVE mission and incorporate Zeus in it and you're all set. Well, problem I have so far is that I'd like to have respawn/revive mechanic incorporated in the mission because I hate having to load back the mission every time I take a bullet up the a... (and also, with Zeus, you can't save at all so far). I'd like that when you are killed, you can respawn back to the base or few hundred meters back from where you've been killed. I'd also need that when you respawn, you don't lose your Zeus powers (I have no clues why you do lose them but so far, it always do that). So, is anyone aware on how I can do that? I'm also open if you know an already existing mission that does that. I've tried Whole Lotta Altis which is pretty great but I don't like the way you build stuff in the game and I'd like to have Zeus integrated. Thanks!
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Zeus + ALiVE + respawn for SP?
silverwave replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I must be stupid or something. If I use respawn = 2; no problem, it works as intended. But if I use respawn = 5; or respawn = 4; it doesn't work. I do have another unit in my group on the map but I just get "Mission Failed" when using respawn 4 or 5. -
Zeus + ALiVE + respawn for SP?
silverwave replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey! Thanks a million times! :) I'll try this and will also learn from those scripts (and try to remember my coding in college :P) ---------- Post added at 06:46 PM ---------- Previous post was at 06:42 PM ---------- Do you also know why in some missions I've downloaded, I'm able to revive in MP even if I'm the only player while in the missions I create, in MP the game ends if I died with a "Mission Failed" message? -
New Weaponsway is way to much. And holding breath bug?
silverwave replied to HAseONE's topic in ARMA 3 - GENERAL
This is a very interesting debate. It really shows that ARMA players are really dedicated and want nothing but the best experience! :) I also really like -Coulum- 's post. There's two side of the medal. Realism VS Gameplay. Realism is not always compatible with what is fun gameplay wise and devs must always balance between the two and make compromises. No, the sway may not be very realistic, but has it has been stated in one of the OPREP "[...] we want players to actually understand the game mechanics in order to give them an opportunity to learn and manage their behaviour." So, really, the goal here is to offer challenging mechanics that gives one's opportunity to learn and become more and more proficient. I think it has succeeded; shooting is now hard but since it's not as random has previously, with some practice, someone CAN become good at it. It does have downsides though, because I also experienced firefights at around 50 meters, on prone position, without any cover, and we threw about 30 rounds at each other before one got hit. So, yes, it might still need some fine tuning, and I'm sure BI will, but it's heading in the right direction as far as I'm concerned. -
Zeus + ALiVE + respawn for SP?
silverwave replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey! Thanks! Well, it doesn't really need to be SP. As of yet, I'm playing on Dynamic Universal War System mission with MCC so it does enable you to switch to Zeus so it's fine. Problem I have so far is I want to use the CSE mod but those are modules, so I need to add the modules manually to the mission, which I can't do on a user-created mission. So I tried setting up my own mission and... for the life od me, I can't seem to be able to keep the game from giving me "Mission Fail" as soon as I die as I'm the only player connected on my game. -
ARMA 3 Addon Request Thread
silverwave replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
First, I know squat about modding (though I did learn C++ at college... like 13 years ago). Anyway, question is : Would it be possible to have a small mod that enables to bind a key to an action that would auto-move your character in a straight line? (yeah, like those auto-move in some MMOs). Reason is that I'm playing as Zeus/MCC and I'd like to take control of Zeus and place units as our squad is patrolling but I'd like my character to not just stop moving. It would be even better if I could make my character auto-follow another character. -
Zeus + ALiVE + respawn for SP?
silverwave replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doesn't seem to be working. I still get the "Mission Failed" as soon as I die. I don't need the AssignCurator anymore because I'm now using MCC and it gives you Zeus functionality automatically. Still, I'd like to respawn instead of losing the mission when I die. I'm using these 2 lines in my description.ext And yes, I have units in my squad. respawn = 5; respawnDelay = 5; -
Combat Space Enhancement 0.2
silverwave replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That would be neat! :) I believe it's doable because they do it in the Commander's Tablet mod. -
Combat Space Enhancement 0.2
silverwave replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Excellent work gentlemen! This is a "Must Have" mod for optimal MilSim experience! I can't see myself playing without it from now on! One question: Would it be possible at some point to have each feature as separate mini-mods? With module-activate features, it is not possible to actually use these features on user-made missions as it needs to be hand-placed on the editor. Thanks and keep up your excelentawesome (yup, that's a single word) work! :) -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
silverwave replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sooo +1 to that. I'd also LOOOVE to see a decent and solid SP revive/respawn script!- 5767 replies
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Zeus + ALiVE + respawn for SP?
silverwave replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And where would I put that script "assignCurator" ? Sorry, I've never scripted in A3 so I'm not sure :S -
Zeus + ALiVE + respawn for SP?
silverwave replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Creating another unit upon death wouldn't work because you'd lose Zeus powers. Is there a way to give Zeus powers to a character through script?