oktyabr
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Everything posted by oktyabr
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"Always two there are, a master and an apprentice." -- Yoda ;) You seem to have a good grip on what you are doing and a big interest in improving OS's WIPs! Maybe you will carry the torch? Again, many thanks to OS for not only all his incredibly important contributions to the community but also in making these unfinished projects available as well (with permission, no less!)
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Flying bodies Physics Mod
oktyabr replied to Opticalsnare's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow! Nice! Thanks to you both, Opticalsnare and NikoTeen! Just downloaded and eager to try :) -
That's superb! Although I was a bit taken back to not hear any exhaust noise when you walked by the rear of the chopper. Not asking you to add that (unless it's within your abilities to easily do so), more or less a comment about how "realistic" the rotor wash sounds! My instincts were to hold on to my hat and coat watching you walking around it. :) Looking forward to trying the new version as well. Might just be switching over from JSRS after all!
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[OPEN BETA] [SP] bCombat infantry AI Mod
oktyabr replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I wonder if "not enterable Optionsmenu" really means *can not get in that menu, EVER*? I know when I'm running a mission that utilize many script loops like ALiVE or a heavily loaded bcombat one that I might get some delay in opening the Optionsmenu, but if I'm patient it usually DOES open after several seconds. Never had it completely *not open*. -
I've been watching your posts on the ALiVE thread too Opendome, and like you I find these Irregulars the only real solution to providing taliban/terrorist/Al-Quida type forces in Arma 3! Care to share how you got them to work in ALiVE? I got superfluid's version to work as OPFOR but they won't spawn if I try a custom BLUFOR force at the same time like "mas_usa_rang" (75th Rangers)... neither will spawn. :( Since you seem to have the same sort of mind set here I thought maybe you might share the results of your experiments :) Drongo69, love this stuff buddy! Most of my current missions would be non-starters without them. I hope you continue to continue this line of work! Cheers!
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ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the reply! Yes, that's how I have it set up :( Again, I can get them to spawn in that way as long as the other side is set to vanilla BLU_F. If I try to replace that with "mas_usa_rang" (75th Rangers) neither side will spawn anything. ~sigh~ These are two very important factions, especially for any of the maps built around Afghanistan and Iraq, and I had hoped the new ALiVE version might have made it possible with a little more ease. Ultimately I hope that ARjay can replicate his success, either here or in a setup tutorial, as he claims to have had them working at one time. drIrregulars, if no one is familiar with them, is in my opinion the quintessential "Al Quida"/insurgent/terrorist faction to use for any mission calling for such a crew. It simply has no competition to compare it to. http://forums.bistudio.com/showthread.php?167781-Middle-East-Irregulars#post2547295 -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey SavageCDN (or anyone else that can help), What's the appropriate OPCOM, CQB and PLACEMENT configuration to get drIrregulars working? I spent over an hour last night trying different combinations to get them to spawn. The best results I found were using superfluid's adaption of drIrregulars (which makes them side EAST) but this also worked for the older version of ALiVE and is probably not ideal. Further, even when I got them to spawn using that method they would no longer spawn IF I tried to use a custom BLUFOR faction, massi's 75th Rangers for example... nothing would spawn... only worked when I just left BLUFOR as vanilla NATO. ARjay says he's had 75th Rangers working against drIrregulars but since you were present in this thread (now) I thought maybe I'd ask you too ;) -
Dynamic Civilian Life (DCL) scripts
oktyabr replied to code34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Code34! Thanks for your work on this. The problem with TPW civs is that they are specifically oriented to Stratis and Altis, making use of a specific building type only found on those islands. Likewise they only use vanilla civs. I've posted in the TPW thread an appeal for a version that is more map friendly (to other maps) and civilian friendly (have Takistani civs on Takistan A3, for example). So, if you choose to concentrate on pedestrian civilians, like TPW, I would ask for map flexibility as my #1 request :) Cheers! -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And yet other applications seem to pull it off. MCC as my prime example has managed to deal with incorporating custom units for some time now. While I won't claim to understand the mechanics that go on under the hood so to speak, the presentation to the user is simple and direct. Click a drop down list and select what you want. Hey, it's a wish because it beats the heck out of digging up config definitions manually and getting them right (see my multiple mentions of drIrregulars, etc. as examples). PM being sent now, although it's late my time and I really need to be text only or risk the wrath of my family ;) Documentation? I loved all your tutorial vids and really hope you do some more covering the new features in this build and how they might work. Similarly a wiki that can be updated, user's manual, etc. would be nice. For those of you that have been testing and improving it I'm sure it seems much more easy to understand. For someone only just now installing it, or even someone like me that has already seen the videos and read the guide, there is much more that could be covered (before this thread grows another couple hundred posts!) Additions to my "wish list": 6) For the TAOR markers, a "handle" or larger, distinct "hint" region so it's easier to find and select without having to hunt for it. 7) Some way of indicating what ALiVE can "pick up" on a given map *before* placing modules and such in the editor... so basically an improvement to how ALiVE deals with the editor. With the addition of so many maps, and presumably more yet to come, it would be handy to know how "valuable" a particular spot might be to ALiVE before editing in TAOR markers, etc. 8) "Do not use roads" option. Particularly for insurgency type missions, especially in regards to foot infantry, it might be useful to have an option to specify if roads are OK for use (default?) or if travel in cover (off the side of roads) would be more preferable. ---------- Post added at 12:59 AM ---------- Previous post was at 12:43 AM ---------- With some thought I guess I should add: 9) Really an extension of #2 "Have virtual military and civilian placements that can be placed in the editor and will spawn accordingly when used with the appropriate placement module.": Allow the value of a location to change over time regardless of force of occupation. Whether this represents a growing munitions stockpile, a town's allegiance growing towards one faction or another (or neither!), etc. this might be a handy complication to have. Even if the player(s) create a stockpile of weapons, fuel, etc. themselves, anything that makes a particular location a more valuable acquisition should be considered. Additions might include VIPs hiding out there, some other form of intel, a POW camp, etc. Player added, added in the editor, or evolving over time as a function of progress in mission itself (as I think it does now, to an extent), this would add variety to the replay value, let the mission makers drastically change the battle plan by placing assets, and allow the players to play a more determinate role... i.e, Task: Destroy that power substation/radio tower/bridge, etc. could have a real effect on the larger scope of the battle. "Hearts and minds"... sway the civ population (existing as previously wished for or not) might also sway the difficulty in occupying the area and thus the likehood of a faction being able to do so. -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I got superfluids drIrregulars to work too... but didn't they also work the same way in the old Alive version? This would suggest that the Alive Dev Team might have another rabbit up their sleeve too? Further I can get them to work but only if BLUFOR is NATO. If I try a custom unit for both sides, neither will spawn anything. My real dream is Clafghan with the Irregulars as the OPFOR and a mix of Massi's units as BLUFOR (75th Rangers, some DEVGRU, etc.) Here is my wish list for ALiVE: 1) Make it as easy to assign BLU, IND and OPF as it is to select the units in the editor, i.e. a drop down of all available units by side. 2) Have virtual military and civilian placements that can be placed in the editor and will spawn accordingly when used with the appropriate placement module. This would be ideal for small FOBs, rebel camps and similar locations that ALiVE doesn't "pick up" on it's own. 3) Cache-able CIVs. I really, REALLY miss the ambient civ modules (note, plural! Vehicles too, please.) in A2! CQB is fine. CQB with a chance of running into... and possibly shooting... unarmed civilians would really take it up to a new level! Civs fleeing a town ripped apart by becoming the new hotspot in the battle? Civs possibly aligned with one side or the other, either armed or unarmed (civ runs down street yelling and whistling when he spots some of the "opposed" force.) Civs changing alignment as the balance of power in their area changes too? MUHAHAHAHAH! 4) Some sort of "Chain of Command" module for the players. The OPCOM should recognize you (and any other units not spawned by ALiVE itself) by *rank*. If you spawn in as an LT you should be able to take command of lower ranked units and groups (either as squad mates or possibly with a version of high command?) and later be able to release them again to ALiVE. You ever see an AI salute an officer on it's own? I want a "yessir!" with that when I commandeer your helicopter and it's crew. Similarly, as long as we have an OPCOM that will give the players tasks to complete, how about tasks appropriate for the rank? Lowly grunt? Join this unit and attack that installation. Captain? Round up some troops and assault that village! 5) Last but not least, some variation provided by a random number seed and perhaps some OPCOM "profiles" ala MCC... Is the OPCOM commanded by a cunning strategist who is willing to spend more time and conserve his resources? Or a raving lunatic who will throw wave after wave of troops to chase the opposing force entirely off the island? ... hey, that's why they call it a "wish" list, right? ;) Would still like a little help getting drIrregulars to battle Massi's US & Devgru? EDIT: MOAR documentation with examples, please! :D -
Really? I didn't know that! Niiiiiiiiiiiice.
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ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome! Best Christmas present ever (even if my wife will not likely be happy)!!! Thanks for your hard work on this guys! (Now if I could only find a job that payed me to play with ARMA I'd be golden :D ) -
NATO 5.56 and 7.62 adjustor
oktyabr replied to Redfield-77's topic in ARMA 3 - ADDONS & MODS: COMPLETE
On a tangent has anyone looked at the new stable configs to see if 1.10 modified these yet? I thought I remember reading somewhere that this latest update was supposed to fix the suppressor damage and hoped maybe they scaled the "vanilla" ammo up to something more useful as well... or is this addon still valuable? I'd take a peak myself but my internet has been shite lately and I don't have the full thing downloaded from Steam yet :( -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is THAT what that is?!?!? I wore all the ink off it some time ago and just stuck a Christmas bow on it instead ;) -
Tactical Battlefield - A PvP Modification
oktyabr replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I use Play With Six as my server browser. I filter out DEV servers by check marking "Wrong Game Version" under "Hide" and put "tacbf" in the filter (under "Servers", far right side) and nothing else I slide the "Max Ping" slider all the way to the max. I think it will say "500ms". Refresh the servers. Usually there are at least 8 servers, sometimes 10 or more. Select the server you want to join by double clicking on it so it shows up in the server box in the far left column and click the big green "Join Server" button... PWS will automatically update/install any mods the server might require for you join. I play from a small town on the west coast, USA, with DSL that is hardly better than dialup or wet string, especially when the weather is bad. I play on the EU servers with a 200+ ping and the game is as stable as if it were hosted a mile away. Don't be afraid to join a server with a higher ping (unless the server has a ping max set). Netcode is *not* one of Arma3's weak points. :)- 477 replies
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- pvp
- multiplayer
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The US forces haven't been converted over yet. It's like that for everyone :)
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revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the new version! As for a simple mission I'm not sure... It doesn't do it all the time, maybe half the time. It might be some sort of morale thing too. Try leading a squad of AI and give them one or two opfor AI to shoot and hopefully get wounded by. It's difficult to test because you want only a one or two of your squad to be injured... too many opfor and they will all get shot. Not enough and your AI will kill them without taking a scratch. I know in my mission it happens when we are pretty outnumbered and usually when about half of my team is injured or dead. Once it happened that I started shouting orders like "4, move left!" when I wasn't injured at all! :confused: I'll work on coming up with a repro mission that will easily demonstrate it though it might take me a bit of time for experimenting. Any hopes of seeing AI drag and/or carry others to cover before healing? Or using smoke? Or perhaps another AI laying down covering fire while the healing takes place? I'm no scripter so I can only imagine this would have to be difficult to implement but it's really all that's missing. (And maybe a separate carry option!) Thanks again for your work on this Psycho! I enjoy it very much. :)- 914 replies
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NATO 5.56 and 7.62 adjustor
oktyabr replied to Redfield-77's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks! -
NATO 5.56 and 7.62 adjustor
oktyabr replied to Redfield-77's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I notice that this latest version says it needs massi_weapons, ericj, etc.? -
revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmm... Testing the newest version under Stable 1.08. I get the "drag" option but not the "carry" one. Are there any special conditions that need to be met to see "carry" as an option? Further it seems that the "actual" making commands automatically has returned! At least this time it's not ordering the very last uninjured to proceed to some distant location... I get a lot of "fall back!" type commands, given to a mostly AI squad, always from the squad leader, even if it's ME (and I didn't intend to give any commands!) I still wish I wasn't the only one (as the human squad leader of an AI squad) that deployed smoke before tending to the wounded. ;)- 914 replies
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Nice! Thanks for the update! Hoping PWS applied community patch too. Seemed awful quick (small update) when I updated IFA3.
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Very nice work! Looking forward to having females in ARMA again, both military and civilian!
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revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
NICE work! Looks like I won't be getting many chores done this weekend ;) Thanks for sticking with this! I absolutely love having a light weight yet powerful medical system that I can embed in my missions! +1 virtual pint for you, good sir! EDIT: Can you still fire if you are "carry" the wounded?- 914 replies
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I remember Operation Snowstorm... but this is the whole point! What I want, procedural, accumulative snow fall, is so unique to PC gaming that people have a hard time even wrapping their minds around it. Not talking about a "snow" map with crunchy footsteps. Not even talking about a mod that can make a map change from no snow to "snowy" during play... I want something that is not simply *cosmetic*: Snow that falls from the sky, obscuring vision. Snow that lands on surfaces and begins to build up, making roads slippery. Snow that can build up over time into drifts, actually getting deep enough to slow infantry movement (try hiking through snow above your knees) and can even get vehicles mired down (try and push a tank through 100m of 1m+ snow drifts!). Snow that compacts and deforms, leaving trails, footpaths and craters. Water that freezes would be nice, and even avalanche physics (slide off of sloped roofs, tree branches, down mountain sides, etc.) although for starters just having snow that fell from the sky, blew in the wind, accumulated on the ground and deformed according to some simulation of physics would be a great start. BF doesn't have that. COD doesn't have that. No FPS has ever had it. ARMA could be the first. This video demonstrates that it is technologically possible and what a detailed simulation might look like: http://youtu.be/seUJsmugI78 This video demonstrates what it might be like in a game like ARMA, and as a proof of concept, that it could be made to work outside of Hollywood:
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[OPEN BETA] [SP] bCombat infantry AI Mod
oktyabr replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Love it! Thanks for sharing those videos! Arma AI never looked SO good! :D