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Everything posted by OMAC
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"Hassling devs"? :D WTF. Even if pettka was being "hassled :581:," which he is not, he's a big boy and can handle it. Especially as he was the sole Encoder for BAF, one of the best Arma DLC ever. I sure wish he had been the Encoder for ACR. :(
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Right. Because he didn't say that, and nobody is saying he did. He also isn't saying that there will definitely be a campaign. He was asked a direct question by the interviewer and deferred. Not looking good from my perspective. Regardless of whether or not work has started on a campaign, you'd think that BI would have decided if they are going to make a campaign (or not) for the Expansion by this time. Perhaps it's too early for such a decision. There better be a campaign, or it will be no sale for me.
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Where do you see that? I only see this, where he WILL NOT commit to campaign:
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I disabled all mods, then reloaded Escalation and VTS weapon rest, and things seem ok now. Must have been a weird Arma glitch.- 16577 replies
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Pistols are still not showing in the holster...? is it that hard to do?
OMAC replied to Tyl3r99's topic in ARMA 3 - GENERAL
Empty holster looks odd and people notice it. But is it more or less odd than the complete lack of holsters in A2CO, which I can't remember anyone complaining about? Hard to say. What's bothered me since alpha is the decision to not include weapons held by troops in cargo of helis and ground vehicles. A3: A2CO (CWR2): BAF: -
RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are other such crashes or instabilities being reported for 1.40 stable ? :eek: I had no mods other than Escalation loaded.- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm repeatedly getting a complete A3 crash using 1.40.129533 stable build and current RHS 0.3.6 when I am killed as a gunner of an M2A3 Busk1 by a direct hit from an enemy tank. I hear "We got a man down" from someone else in crew - and then crash. No chance to disembark before death.- 16577 replies
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It concerns me that he won't commit to the existence of a campaign in the Expansion... :eek:
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New scouting missions during "Survive"
OMAC replied to stormhawkv's topic in ARMA 3 - OFFICIAL MISSIONS
I haven't found any, just the 4. I even drove all the way up to Rogain, and found nothing. I got killed by an enemy Strider on road near Rogain, coming from direction of Kamino. -
New scouting missions during "Survive"
OMAC replied to stormhawkv's topic in ARMA 3 - OFFICIAL MISSIONS
I think I started on road east, or perhaps south, of Maxwell. And Abandoned Battlefield only appeared after all missions were complete except Tipping Point. So finish Wet Work and then see if you can get AB to fire up. -
I say give it a try. Try regular difficulty, or even easier, at first. Get lots of practice in editor, setting yourself up against multiple AI. Learn their behavior. They have various vulnerabilities that you can learn to exploit. Then dive into showcases and campaign. But watch out for Infantry showcase, it is a killer. F*****g brutal. Remember that BI already dumbed down the AI accuracy significantly since the game was released, so it is easier now than it was.
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I find gameplay with vanilla AI very challenging and fun. I play on default Veteran difficulty, sometimes Expert, with crosshairs disabled, and have never messed around with AI skill settings. Accurate AI forces you to think ahead and plan tactics carefully. I find the vanilla AI sometimes too slow to react, especially when they are in buildings, and you can sneak right up to them and blast them. But some of that could be related to skill settings of AI by mission makers. The "Elite Warriors" in the Elite Warriors side quest in Adapt didn't seem very elite to me. But in some missions, like Attention Deficit on Stratis, a successful close-quarters attack on an enemy strongpoint is impossible, even with several guys on your side (you were alone in earlier releases of campaign). You will get wasted every time by ninja AI in combat mode. But this is by mission design, I think. I mainly have played only official BI mission content, which is not designed for mods. But AI mods could be awesome if a mission maker designs a mission with such mods in mind.
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I've never used an AI mod, for A2 or A3.
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[WIP] CorePatch: config patch for ArmA 2 OA
OMAC replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi Goliath, Dwarden suggested we try putting corepatch.pbo in OA/expansion/addons folder and see if there are any issues. Most all aspects of corepatch run well, but I'm getting delays in startup of cutscene in Bitter Chill mission. The delay occurs also when corepatch is used as a mod (mod folder). Here is part of RPT (note that I am running Steam OA beta branch that provides new tbb4malloc_bi.dll from Arma 3 as of today). ===================================================================== == C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe == "C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe" -nosplash -world=empty ===================================================================== Exe timestamp: 2014/11/29 19:39:06 Current time: 2015/03/06 18:37:01 Version 1.63.125548 Cannot create entity with abstract type Fortress1 (scope = private?) Cannot create non-ai vehicle Fortress1, Cannot create non-ai vehicle DATSUN_PK1_NAPA, Cannot create non-ai vehicle FireLit, Error in expression <ts = [ "BIS_FOBAmbient02_hmmw","HMMWV",BIS_FOBAmbient02_hmmw,252.315,2.31138,99> Error position: <BIS_FOBAmbient02_hmmw,252.315,2.31138,99> Error Undefined variable in expression: bis_fobambient02_hmmw File ca\missions\campaign\missions\C4_BitterChill.Chernarus\sceneC4ManhattanAmbient.sqf, line 6 Error in expression < [ "BIS_FOBAmbient03_chair","FoldChair",BIS_FOBAmbient03_chair,140.73,14.1028,10> Error position: <BIS_FOBAmbient03_chair,140.73,14.1028,10> Error Undefined variable in expression: bis_fobambient03_chair File ca\missions\campaign\missions\C4_BitterChill.Chernarus\sceneC4Manhattan.sqf, line 24 Cannot load sound 'ca\soundmissions\c4_bitterchill\beginning\beginning_h_0.ogg' Cannot load sound 'ca\soundmissions\c4_bitterchill\beginning\beginning_h_1.ogg' Error in expression < _radius = (_this select 1); _xRadius = _radius select 0; _yRadius = _radius sel> Error position: <_radius select 0; _yRadius = _radius sel> Error Undefined variable in expression: _radius File ca\modules\functions\scenes\fn_sceneIntruderDetector.sqf, line 31 Error in expression <ariable ["_unwantedUnitsDisabledLogic", _unwantedUnitsDisabled]; _wantedUnits > Error position: <_unwantedUnitsDisabled]; _wantedUnits > Error Undefined variable in expression: _unwantedunitsdisabled File ca\modules\functions\scenes\fn_sceneIntruderDetector.sqf, line 75 Cannot create entity with abstract type Fortress1 (scope = private?) Cannot create non-ai vehicle Fortress1, Cannot create non-ai vehicle DATSUN_PK1_NAPA, Cannot create non-ai vehicle FireLit, Error in expression <ts = [ "BIS_FOBAmbient02_hmmw","HMMWV",BIS_FOBAmbient02_hmmw,252.315,2.31138,99> Error position: <BIS_FOBAmbient02_hmmw,252.315,2.31138,99> Error Undefined variable in expression: bis_fobambient02_hmmw File ca\missions\campaign\missions\C4_BitterChill.Chernarus\sceneC4ManhattanAmbient.sqf, line 6 Error in expression < [ "BIS_FOBAmbient03_chair","FoldChair",BIS_FOBAmbient03_chair,140.73,14.1028,10> Error position: <BIS_FOBAmbient03_chair,140.73,14.1028,10> Error Undefined variable in expression: bis_fobambient03_chair File ca\missions\campaign\missions\C4_BitterChill.Chernarus\sceneC4Manhattan.sqf, line 24 Cannot load sound 'ca\soundmissions\c4_bitterchill\beginning\beginning_h_0.ogg' Error in expression < _radius = (_this select 1); _xRadius = _radius select 0; _yRadius = _radius sel> Error position: <_radius select 0; _yRadius = _radius sel> Error Undefined variable in expression: _radius File ca\modules\functions\scenes\fn_sceneIntruderDetector.sqf, line 31 Error in expression <ariable ["_unwantedUnitsDisabledLogic", _unwantedUnitsDisabled]; _wantedUnits > Error position: <_unwantedUnitsDisabled]; _wantedUnits > Error Undefined variable in expression: _unwantedunitsdisabled File ca\modules\functions\scenes\fn_sceneIntruderDetector.sqf, line 75 Cannot load sound 'ca\soundmissions\c4_bitterchill\beginning\beginning_h_1.ogg' Global namespace not passed during: false Global namespace not passed during: false Error in expression <false> Error position: <false> Error Local variable in global space Global namespace not passed during: false Global namespace not passed during: false Error in expression <false> Error position: <false> Error Local variable in global space Error loading control bin\config.bin/RscDisplayModLauncher/controls/CA_ValueMods/ -
RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds great! :) Thanks for the info, and keep up the great work!- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For 0.3.6, the afrf beta includes "rhs_missions.pbo." Does this contain playable missions? If so, how can we play them? I tried placing the pbo in the A3 Missions folder, and that doesn't work. Are there updates to the three missions that were included in 0.3.5?- 16577 replies
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Ode to AI #6: Problems on AT Pathfinding,Spotting, and Targeting
OMAC replied to froggyluv's topic in ARMA 3 - GENERAL
Possibly related: http://feedback.arma3.com/view.php?id=13952 In the case of my repro mission, the enemy APC is filled with infantry, and is treated as an infantry target. My squad AI will only engage it with UBL grenades. My AT guys won't engage it until the infantry inside it have disembarked, unless you point toward the vehicle and click "Engage." Edit: As group leader, I spotted the close-by enemy vehicle and "reported" it to my group, and then ordered my AT guys to target it. Eventually my AT guy spotted the vehicle himself and reported it. But he still wouldn't fire no matter what, even though he had spotted it himself, had a clear shot, and was under Engage At Will orders. I could then order him to "Engage" the target and he fired. It's almost as if he wouldn't fire unless he has spotted it himself. That makes sense, but you'd think he would automatically move up, find it, get in position, and fire after I had reported it to group, since he was under Engage At Will orders. I have no idea if any of this AI behavior is related to the 1.40 RC or not. -
Ode to AI #6: Problems on AT Pathfinding,Spotting, and Targeting
OMAC replied to froggyluv's topic in ARMA 3 - GENERAL
I have just repro'd the issue of AT guys not targeting armor right in front of them (with 1.40 RC). To get your AT guys to fire, it seems you must point at target, select the AT units, and then order them to "Engage," even if they are already under "Engage At Will" orders, and even if you have already ordered them to target the vehicle. Odd. This reminds me of old A2CO issues that drove us crazy. Looks like it still is. I have AT guys target and engage distant armor targets with no issue. https://dev.withsix.com/issues/32115 Note: it is odd that Missile Specialists [AT] don't have missile-shaped "AT" icon. Looks like only Rifleman [AT] has the AT icon. Hmm. :confused: --- OK, I' started watching froggyluv's vid and had to stop, as I was cracking up too much. Like! When I calm down I will go back and watch again. -
Ode to AI #6: Problems on AT Pathfinding,Spotting, and Targeting
OMAC replied to froggyluv's topic in ARMA 3 - GENERAL
Your video has been removed - please repost without music or whatever got it canned. Also please refer us to a mission in which we can attempt to repro these issues. -
Confirmed in 1.40 RC build. Bummer.
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Breaking Even - Neutralize Guards
OMAC replied to RyanBurnsRed's topic in ARMA 3 - OFFICIAL MISSIONS
Yep, you are correct. When I played mission, I was using MK 200 LMG, so lots of shots went off when I fired, and that must have failed the "Neutralize Guards" task. On a replay, I had my squad take out one sentry, and I took out the other with one sniper shot, and both tasks completed: You have to wait until Slingshot's entire message to open fire is complete before shooting, or else the "Await Orders" task will fail. Sometimes I ordered my squad to fire before he was finished speaking, resulting in task failure. -
I finally spotted the unseen threat (marked with red exclamation point on map) that took me out on numerous occasions, both after leaving base where we found the empty cistern, and at the very end of the mission when I am trying to RTB with the full cistern after taking out HVT, when we used up all our remaining AT rockets:
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Breaking Even - Neutralize Guards
OMAC replied to RyanBurnsRed's topic in ARMA 3 - OFFICIAL MISSIONS
Yep. I guess BI wanted to really teach players to assign targets. I had to replay that bit in confusion several times to get all tasks to complete. But I think that some of your squad members have silenced weapons by default? Not sure on that, but I remember the two targets going down very quickly, and with not much gunfire, on at least a few of my retries of that section. -
Breaking Even - Neutralize Guards
OMAC replied to RyanBurnsRed's topic in ARMA 3 - OFFICIAL MISSIONS
If you fire, the "Await Orders" task will fail, and you will get an angry radio comm from Slingshot, something like, "I told you to not give away your position." The only way I could get the Await Orders and Neutralize Guards tasks to pass was to assign targets to squad, order them to fire, and not firing myself.