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captmoose344

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Everything posted by captmoose344

  1. Hello once again from the ARMA 3 NIMITZ DEV Team!! News is coming in now from the shipyard about another feature which we were able to begin developing for the NIMITZ. Who would have guessed. We couldn't leave our Rotor Boys out of the action...
  2. @Yurichenco, Thank you for the praise and ideas, One of the limiting factors that comes to mind when we start talking about AI crew milling about the ship is simply the amount of clutter that needs to be calculated by the server in order to render 20 guys milling about the flight deck. So though it would be satisfying for the pilot who is about to TOP GUN it off of the carrier deck the rest of the mission may suffer a bit (LAG) due to the AI presence. Now this may be possible if we can integrate some kind of triggering method where when the player enters a zone, the AI are spawned in and despawned like the deck crew currently are but this would take some time to test and develop. My plan is to work next on a deck crew heli landing sequence. So stay tuned...
  3. Hello from the ARMA 3 NIMITZ DEV Team!! So a few of us have been working on some enhanced deck crew animations for the Nimitz when launching your aircraft form the deck. Its really cool if you crank down the ingame music and start playing some TopGUN intro music to get into the mood with. Any how, here is some test footage we recently took. Hope you enjoy. New Launchcrew sequence for launching planes. Script written by TeTeT, Animation selection and sequencing by Moose, advice by NightIntruder.
  4. Been kind of slow going with work and all but here is what I have achieved so far. Apparently the New CBA update put a twist into my build because it has messed up how the animations execution sending the guys all on a path 90 degrees to their intended path. Disabling CBA has fixed the issue. https://youtu.be/_IpJ-itotKs
  5. Anything specifically your looking at, its a buch of .sqf files unique to each crew members duties.
  6. Just a small update Gents. Version 2.0 Carrier deck Animations is coming along. I just started last night getting things in order. Currently getting all of the crew animations list built then the timings down. Once i have a fully functional piece im happy with ill start looking into how to bake it into a module.
  7. The Guy who made the Nimitz module animation I believe had to port it over from ARMA 2. Which is why I was unable to achieve the animation in my mission so i had to "Fake" it using his module to get the shooter in doing the animation. However with the new Jets DLC ill try to start digging into it again and see if we can not put some Modules together that will work no matter where the ship is spawned.
  8. I have already created a version of what your talking about. However I have no idea how to make it a module. I'll have to talk to my Nimitz buddies about how to do that. I'll also have to update it in guessing. Were you wanting this for the USA freedom?
  9. captmoose344

    Jets DLC Official Feedback

    Just flew around for about an hour or so and noticed a real pain in the but issue. I have an X-55 Saitek Hotas. The Lock Target, Reveal target buttons will not function in any aircraft. Tapping T to lock the target worked 1-2 times but you would think that the lock target function should be able to work from your Hotas no problem. The buttons im using on the stick are Saitek button #2 (RED) thumb button for reveal target. Saitek button #5 (Grey) side stick thumb button for lock target. Neither are working well to bring up, lock enemy targets well if at all. Attempted to lock onto friendly aircraft laser beam to drop a GBU and also attempted to make several attacks using the AG missiles from the Gryphon and the Black Wasp. NO luck locking anything from the joystick. Attempted to dogfight and could not get the AA SR or AA MR to lock onto the enemy aircraft when it was clearly in plane site and i should have been using guns instead of missiles. This issue was present before the JETS release, Was thinking maybe it would have been fixed.
  10. captmoose344

    Jets DLC Official Feedback

    FOR THE DEVS Can you Please look into making some adjustments when it comes to how players are handled in Crashes to be a little more realistic. What do i mean? When a helicopter clips a building and drops to the ground 5 feet below it insta-splodes and will kill everyone because you fell on a wall. or When your helo takes a hit from AA and is going down but you put the wheels down and are rolling to a stop, you hit a small rock wall and instead of losing the landing gear you again insta-splode. When you are driving an aircraft and you belly land just a little hard, Insta-splode. If the vehicle rolls over during a landing it will Insta-Splode and kill everything unlike reality. Not saying that no aircraft that has ever rolled over has never exploded before. I would like to see the player given some time to get away even hurt due to the crash before the helo detonates. make it so that the leaking fuel will be the cause of the detonation but not until it runs completely out which could be 30-60 seconds after the crash or roll over. Tremendous scenarios can be created if the player could survive a light crashing or rolling over event. Exit animations can remain as they are just would make it so players can create some black hawk down moments as their extract is shot down and there might actually be someone to go rescue for once. The system is kind of ancient when it comes to how aircraft and helicopter crashes are handled and its time for an update that reflects reality with them.
  11. captmoose344

    Scrap the AI System

    Something that has not really changed much from the beginning has been the AI in the game. They still have the same frustrations i noticed from Arma II. Very clunky, frustrating and non useful units for players to use. From the other end of the coin they still dont have sliders for accuracy or an ability to adjust aggressiveness of the AI via the Editor. Everything is still development of scripts to try and fix the AI or make them better which is fine. I would just like to see the devs come out with some real enhancements to the system since the game has been out now for a few years and still people complain of AI being too accurate, knowing where they are and having laser accuracy. I just recently saw a video from the old Operation Flashpoint where the AI control system looked way better than what we have today with scroll menus and all. Why was that system never recalled to the building board and implemented as the AI seem to respond when ordered. Not sit lying down on the ground till the gun fire stops. Or spend 15 min while the AI attempts to path into the helicopter or truck you just want them to jump into. Heck even AI medics that are designed around supporting the player would be an incredible implementation. If its not the AI or there actions thats the issue then the pathing system should be scraped and rebuilt to a more simplistic system. Perhaps the way the AI have been designed they have too many variables figured into what should be a simple calculation of moving between two points on the map. Any other ideas people have on how we could simplify and improve the AI system of Arma 3 Please comment in the area below.
  12. Hello Arma Community, I have been making an Arma 3 Ambiance mission with the NIMITZ mod team. Here is a video of what it looks like in the editor. https://www.youtube.com/watch?v=wYQ1nwzvgR4 The problem i seem to be facing is when its hosted on a dedicated server that the triggers fire off along with the animations however the characters do not move, they simply walk in place. This makes me think that the AI are trying to walk but do not see the ground beneath them since they are some 17 m above sea level on the carrier deck. Thus they are thinking they are in freefall just not making it to ground level. My trigger activation field says this: nul=[s2] execVM "Cat2\Shooter222.sqf"; Hint "Lower Launch Bar."; [THIS] Exec "Radiochat.sqf"; Where S2 is a character on the deck, Shooter222 is the animation.sqf file which says this: // Yellow Shirt (SHOOTER) scripts _S2 = _this select 0; execVM "Cat2\green555.sqf"; execVM "Cat2\green444.sqf"; [s2, "Acts_NavigatingChopper_Out"] remoteExec ["switchMove", 0,false]; Sleep 3.866; [s2, "HubBriefing_pointLeft"] remoteExec ["switchMove", 0,false]; Sleep 4.5; execVM "Cat2\green111.sqf"; execVM "Cat2\green222.sqf"; execVM "Cat2\green333.sqf"; [s2, "Acts_Kore_TalkingOverRadio_in"] remoteExec ["switchMove", 0,false]; Sleep 1; [s2, "Acts_Kore_TalkingOverRadio_loop"] remoteExec ["switchMove", 0,false]; Sleep 8; [s2, "Acts_Kore_TalkingOverRadio_out"] remoteExec ["switchMove", 0,false]; Sleep 1; [s2, "AmovPercMstpSnonWnonDnon_SaluteIn"] remoteExec ["switchMove", 0,false]; Sleep .769; [s2, "AmovPercMstpSnonWnonDnon_Salute"] remoteExec ["switchMove", 0,false]; Sleep 10.8; [s2, "AmovPercMstpSnonWnonDnon_SaluteOut"] remoteExec ["switchMove", 0,false]; Sleep .769; [s2, "AmovPercMwlkSnonWnonDr"] remoteExec ["switchMove", 0,false]; Sleep 8; [s2, "AmovPercMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon"] remoteExec ["switchMove", 0,false]; Sleep 1; [s2, "AmovPercMstpSnonWnonDnon_Scared2"] remoteExec ["switchMove", 0,false]; Sleep .5; S2 setPosASL [17463.9, 29010.8, 17.5]; Is there something in the files i need to change? or what can i modify to fix this issue of the AI walking in place instead of across the deck?
  13. Out of curiosity would it at all be possible to have the arma3 engine support the streaming in and out civilians in the environments. This way cities and roads would have traffic, or people walking next to the roads or even in and out of the hospital and such. What is missing is a good representation of others who live there and if we as mission makers can not populate the entire map with civilians due to processing ability and not take a hit performance wise. I would really like to see Arma take this part of environmental design to the next level and allow us to see that others (AI civis) live in these wonderful worlds you have created.
  14. Ok Idea here, Can we get the engine optimized for a module which will allow ambiance of civilians in towns and rural areas. One aspect that is always missing from arma missions would be the locals driving cars, standing outside, working, walking and such.
  15. captmoose344

    Arma 3: Community wishes & ideas- DISCUSSION

    Hello, So out of curiosity I was wondering if there may be any plans or if it could be made a priority to make DLC ships for ARMA. Maybe a cruise liner, Destroyer, Frigate, and patrol boat. It would be nice if they had some functionality as well. This way you could crawl around on them and have mission objectives on them. The fishing boat in game and would be a great start since it is already an asset but we can not run around on it yet. I know there are some boats ported over from A2 and some people have been making but it would be nice to see a Sponsored or dev created one. What do you think?
  16. Hey does anyone know of any working Doors that can be placed in the editor. I have a few uses for them and for some reason i remember them being available in the alpha for a while. I am building a shoot house and without having a place able door its just hole after hole in the wall to get from room to room. Let me know if one exist. If not my suggestion would be to make a door in a door frame that lets you open it, and maybe a different one for locking and a third variant that can be blown out with a slam mine or something. Moose
  17. Hello, I am attempting in the Arma III Alpha Editor to create a MP PVP mission which includes AI. The mission is to capture an Opfor Subject who is in the Agia Marina city area. Opfor SIDE: The Opfor team has the ability to call for Reinforcements which arrive by boat and they are also in command of the Subject which means they can hide him anywhere within the city. The Opfor team also has one turreted vehicle they can command. No weapons crates yet as I am attempting to get the mission working. I have also trigger restricted the Opfor to the confines of the City and marked it clearly on the map so that Opfor does not simply run around the island with the guy making the game last for endless hours. (Perhaps in the future I could un restrict but for now that's what it will be.) Opfor OBJECTIVE: 1. Hide the Subject somewhere in the city and protect him at all cost. 2. Win by eliminating all Bluefor attackers. 3. If the Subject is captured, to recapture or kill him immediately to prevent sensitive information from leaking. Bluefor SIDE: Bluefor has about 13 team members (this number may change) who can assault the city unrestricted from any direction, they do not have a vehicle. The Bluefor however do get a forward observer with the ability to call in mortar strikes on the city where ever needed. Bluefor OBJECTIVE: 1. Plan a raid on the city which leads to the successful capture of the Subject. 2. Safely extract the Subject to the designated extraction zone. 3. Secondary Objective: Kill all opfor defending the Subject. The basic layout of the mission. What I have done: 1. Capture script (http://www.armaholic.com/page.php?id=2325POW Capture/Join Group Script by Norrin) and triggers so that Bluefor/Opfor can capture/recapture the subject. (Every team member only gets one shot at capturing the subject however as I do not know how to make him capture able multiple times. 2. I am experimenting with the respawns, I would like a respawn script similar to (http://forums.bistudio.com/showthread.php?148085-BTC-Revive=BTC=_revive) however I am not having luck. Now for the things I do not know how to do: 1. Make separate maps for each side. (Opfor has map with defense structures on it and the restriction zone marked. Bluefor has map with extraction zone marker.) 2. How to make a Briefing for each side with their own objectives. 3. Make revive script so that I can revive downed squad mates, but only respawn back into available AI units. (I am not positive how to modify the script so that it works the way I would like it too.) 4. How to link the capturing of the subject to a trigger which alerts the opposing team that he has been captured. (So when Bluefor Captures the subject the Opfor get an objective change to Capture/Kill the Subject, also with a hint letting Opfor know he has been taken.) 5. I would also like to know where a tutorial is for how to make an intro to the mission and an ending for each side. (Icing on the Cake) Let me know if any additional info is needed. All Help is greatly appreciated. Thank you.
  18. captmoose344

    AI Improvement

    Something which has been lacking from the Arma Series is an Active Command Structure for the Enemy AI. In other words, When in the editor you need endless Scripts and Waypoint and triggers to make enemy units respond to the battlefield. Excelent for creating missions that will only be played 4 or 5 different ways for victory. What is needed is an Active Enemy AI Command or General who talks to the captain in charge of a region. This would be an AI who is connected to all Enemy AI Units, This character would only react to enemy assults unless he was directed in the editor to take on OBJ. Its a management Idea really so that the enemy become Dynamic on the field of battle. The Command Unit needs to not Micro manage the units but be capable of saying, Attack here, pull back here, travel to this area and engage the enemy. This would raise the bar a little by putting the human player into situations where time is of the essance. Taking down a safe house is one thing when all you need to do is sit still and shoot the enemy units until there are no more. But having that impending doom feeling knowing that vehicles and enemy units from surrounding towns may be on the way will elevate this. If the Command structure was to be attacked then a breakdown in the ground forces would occur and so on creating that dynamic atmosphere. What ya think?
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