oktyabr
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Everything posted by oktyabr
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This is one aircraft I have been waiting for in ARMA 3! Looking great so far!
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Advanced Combat Sound Environment (A3) WiP Thread
oktyabr replied to tpM's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm not sure how far that is, in your test video. I'm not military but I live on a small peninsula with town occupying most of it. Shooting of firearms is not allowed in our town but on the edge of it is a popular area for duck hunting, perhaps 2km away from where I live. This means I hear shotgun blasts from a fairly standard distance (the area they can be shooting in is confined by city limits and water) and they are barely perceptible in my region of heavily wooded flatland. I've been within 500m of a shooting range as well here but they have berms designed to keep the sound from disturbing the residents, but that is very similar to what I hear in your video. I would say, based on my very limited experience, that the sounds in your latest video are very close to being correct. -
Arma Toolbox for Blender - Arma 2/3 exporter script
oktyabr replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Nice work Alwarren! I see I need to find an extra 20 hours in every day now too :) I'd love to have some quick video demonstrations to share with others, or perhaps even a simple video tutorial? I still have friends that don't think Blender is useful for ARMA and since they can't afford 3DSMax they simply don't model. -
revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is my best candidate for a light, mission oriented revive system... smoke or no smoke! One mission I am working on is a hostage rescue. Once you free the hostages they are joined to your group. Once this happens will the AI that were already in my group revive these new additions too or is there something else I must do to get this to happen? Thanks for your work on this.- 914 replies
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Top notch work and troubleshooting Zodd! I'll be testing this with a few different mods tomorrow and will be sure to share any results of interest. On a tangent, would it be possible to get this in a script based version? Has anyone really tested this in multiplayer? Dedicated and listen servers? I play mostly SP or COOP where I host the mission on my client machine (three or four players usually).
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ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hope to see the civilian module, etc. introduced too, soon! :D -
Looking for help: Gathering military intelligence (photos?) script?
oktyabr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I searched the forums and I'm *sure* that something similar has been asked somewhere, before, but I could not find it. That's probably my failure to use the right search terms. Anyway, hoping this is possible! I do not know as I am fairly inexperienced in mission scripting. Mission outline: Designed as coop with AI filling in the roles for missing human players. Small squad of bluefor specops infiltrate opfor island (Stratis, in this case) and I want to create a task for them to destroy an object (undecided at this point) BUT before they destroy it, before they are actually assigned the "Destroy the..." task... I want them to have a task to gather intelligence on the object first... i.e., eyes on with photos or video of the object before it's destroyed. I know there isn't really a camera item to use for this purpose so maybe even focusing a laser range finder on the object, from a distance, perhaps pressing the screenshot key(?), would complete the task. Has anyone done this with any success? Any tips? Links to other threads? Even a good search term to use for this would be GREATLY appreciated. Thanks in advance! ---------- Post added at 04:03 PM ---------- Previous post was at 03:13 PM ---------- Further, and I guess this is important for other things besides taking spy photos, but with 4 player coop what is the easiest way to script a task completion so that any of the players can complete it (in case one or more are dead) and only one of them is needed? -
Looking for help: Gathering military intelligence (photos?) script?
oktyabr replied to oktyabr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! :) -
Mission: Take picture of the tower.
oktyabr replied to frag's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Eager to know this too! I'm working on a mission that will (hopefully) task the players with taking photos of an object before they destroy it. That's a good start! Kind of surprised that this sort of "spy" thing hasn't already had a script or addon made for it. I thought it would be a more popular component of some missions. -
[WIP] bCombat infantry AI Mod [SP]
oktyabr replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It is when PWS doesn't install it to the right folder. The problem is that some mods, such as bcombat, *require* it to be installed to the main game folder. Other mods *expect* to be installed in the Documents folder (I don't know how many break, if any, if moved because I put all of mine in Documents.) It shouldn't be "either/or" folder, it should be both... if PWS aims to install every mod for every player, painlessly. In my case, for example, PWS should install and launch bcombat from the main games folder automatically. It doesn't. Conversely I don't understand why a mod can't use relative directory paths so they can be installed *anywhere*, but that's out of the scope of this topic. -
Arma 3 - ai first aid support
oktyabr replied to DAP's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmm... Are you on a dev build or stable? I tried it again this time adding myself as a single soldier not grouped with the rest. Threw a few more ungrouped infantry on the map too. A couple of the group dropped, one of the ungrouped dropped and the opfor that dealt the damage eventually got shot as well. I couldn't drag or revive any of them. ---------- Post added at 02:06 PM ---------- Previous post was at 01:54 PM ---------- I ran it a few times in a manner where I would be shot. I didn't see the bleedout timer or anything either. :( -
Zodd, would you mind submitting it to PlayWithSix? Users can submit also but I think they are trying to transition over to a system where the mod developer can add releases and updates themselves :) https://getsatisfaction.com/withsix/topics/mod_update_or_addition_requests_pt2
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[WIP] bCombat infantry AI Mod [SP]
oktyabr replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
OK! I figured out a work around for those wanting to use PWS. PWS expects @bcombat (like most mods) to be found in the *mods* directory which is <user name>\Documents\Arma 3\ and that is where it installs it. According to the install directions included with bcombat it NEEDS to find @bcombat in the main game folder, NOT the "mods" directory... Install bcombat with PWS and *copy* the @bcombat folder from the mods directory (in Documents\Arma3\) and paste it into the main game directory as the install instructions indicate. You can then launch bcombat from PWS (CBA_A3 will launch automatically) with no errors. I've reported this to Six so hopefully they will have it corrected soon. :) -
This is excellent! VERY nice for missions set with no GPS especially. Has anybody tried running this with AiA yet? I just woke up and haven't had the chance yet :)
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Fast Sea Frame - Sea Fighter - Assault Craft
oktyabr replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice work Gnat! You are one of the modders that help restore my faith that this game could still one day be what it should be, and maybe even more. All tickets voted on :) -
Arma 3 - ai first aid support
oktyabr replied to DAP's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope. I can't get it working either. Stable version 1.08. NO addons. Fired up Stratis in the editor and tossed a NATO (bluefor) infantry group on a hill with one opfor soldier just to create some injuries, made the team leader "player". Saved the mission. Completely quit out of the game. Copied everything from the DAP repository into the mission folder so the example init.sqf, Description.ext and that Stringtable are all in the mission root. Started the game, loaded the mission up, previewed. No drag option in the action menu. AI squadmates of mine were KIA and not even the medic unit tried to revive them. Something broken or are we just missing something here? Thanks in advance! -
[WIP] bCombat infantry AI Mod [SP]
oktyabr replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
UNinstall it from six. CLOSE Six. That version is borked somehow. Download it from the link in the first post and unzip it. Follow the simple install instructions. Re-start Six. You should find the version you installed manually in the "Local" Game Folder. Try that. -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Only a dreamer can have a dream come true! :D -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It would be nice if the index of a map could be compiled (and possibly edited in the editor?) prior to play by a server admin or mission designer and then saved for use later. Start indexing, perhaps on a custom map (paint in some objectives maybe with markers, etc.) go get some lunch, come back 20 minutes later, preview the mission and if everything is OK upload it to the server for use or share it elsewhere (PlayWithSix, Steam Workshop, etc.) I'm eager to break free of this pair of Greek isles and get some custom map gaming on but don't feel like it should be the responsibility of the ALiVE devs to take on the task of making a map "compatible" themselves. :) -
[WIP] bCombat infantry AI Mod [SP]
oktyabr replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I also found FFIS "panic" mod quite novel in the way units will stop following orders, even remove themselves from the group (temporarily) out of sheer terror. Very interesting when your AI squad falls under heavy suppression! BUT I see the advantages of bcombat or I wouldn't have posted. :) I think the one thing that really grabbed me from the start was the way that bcombat doesn't favor *prone* all the time, like most of the other AI mods seem to do. I liked what I saw in the videos... lots of crouched movement from cover to cover and I even think I saw AI leaning to take their shots? VERY nice! I'm not really concerned about running out of ammo... merely curious if bcombat takes ammo count into consideration when it's handling a unit's behavior, primarily it's fire mode. :) ---------- Post added at 01:09 PM ---------- Previous post was at 01:04 PM ---------- I'm a big fan of ALiVE too and eagerly awaiting it's next release. Even in single player it's possible to get cut off from reinforcements by opfor flanking maneuvers. It's easy to imagine a small squad scenario where you might be counting bullets until your can be resupplied or exfil'd. Sharing ammo, rearming from vehicles, boxes and dead bodies is a perfectly acceptable part of the tactics in a lot of MY missions (currently working on a 4 man coop/ai, both ALiVE and non versions called "Suicide in Stratis" if the name gives you any idea!) Controlling fire in such a scenario becomes more important, once you realize that the 15 magazines each of your troops carry might have to see them through hours (or even days) of combat. -
[WIP] bCombat infantry AI Mod [SP]
oktyabr replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'll put this here now with the hopes it doesn't get lost under pages of other posts before you return from holiday :) I think I've read every page (my eyes hurt!) I'm interested to know if your system takes accounting of available ammunition into it's behavior model... full auto is fine but if a unit is on it's last magazine (or second to last?) will they control their fire and/or behave differently (i.e. use single shot mode, smaller bursts, look for rearm and/or retreat) to help conserve their available ammunition? How about rearming? I've seen some other systems (untested by me) where units will take ammunition from other live group members, from vehicles and even dead bodies. I don't know if *any* do so yet but having an AI even switch weapons, say from a dead body, because ammunition is available for that weapon, would be a nice feature. I like the way FFIS will use smoke as a tactical tool. I'm very happy to hear you have added it to bcombat as well! It looks very nice and I wish I had gotten in on the closed testing! Will be trying your 0.14 public version later today and looking forward to your next release. :) -
revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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BEFORE you say it's "impossible", watch the video!!!! I wouldn't had even thought it realistically possible if I hadn't seen the video. Could we please have similar snow FX for ARMA3? This would vastly improve the game for players, map makers and mission creators. And probably wouldn't hurt sales either. "This video highlights the new procedural snow technology in VBS3. Snow layers are defined using rulesets and rendered at run-time. Snow has depth and affects the simulation of units and vehicles. New fog and snow fall effects are included." Vote UP in the feedback tracker here: http://feedback.arma3.com/view.php?id=16735
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Yup. I read snYpir's comments on it too (and yours).
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revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Simple, works as described. I like it! I haven't tested it with any other mods yet though and I wonder how it might behave with FFIS, etc. Get the "drag" working and we'll be set!- 914 replies