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Kerc Kasha

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Everything posted by Kerc Kasha

  1. Kerc Kasha

    ACE for OA 1.13

    I had this issue aswell I ended up having to make my own mod to work around it. I can't remember the details but I believe the game still thinks you're unconscious and doesn't seem to load the spectator correctly
  2. Kerc Kasha

    J.S.R.S. 2.2 Soundmod

    Might be a good idea to set a 'default' distance sound so mods that don't have their own configs setup will still benefit. Easiest way would probably to just set it in Rifle_Base_F as most will inherit somewhere from that.
  3. Yeah I'm disappointed that the user mission forum is full of 'DYNAMIC *INSERT THING HERE* SANDBOX' that's either SP only or respawn domination style. Sometimes I don't mind something like that but no respawn set objective missions are the best
  4. Overall barrel length of a rifle in the size of a carbine is usually the rule of thumb. I haven't bothered to measure the two but I assumed the Katiba would have an overall longer barrel due to this.
  5. Kerc Kasha

    Actions do not get inherited?

    You're missing the inheritance for RifleStandActions_gear which should be: class RifleStandActions_gear: RifleLowStandActions You should also be setting your actions in class CfgMovesBasic with your animations being defined in CfgMovesMaleSdr : CfgMovesBasic. For example: class CfgMovesBasic { class Actions { class RifleStandActions; class RifleStandEvasiveActionsF: RifleStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; class RifleStandActionsRunF: RifleStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; class RifleStandActionsJogF: RifleStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; class RifleLowStandActions; class RifleLowStandActionsRunF: RifleLowStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; class RifleLowStandActionsWlkFL: RifleLowStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; }; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; class States { class AmovPercMstpSrasWrflDnon; class AmovPercMrunSrasWrflDf: AmovPercMstpSrasWrflDnon { ConnectTo[] = {"AmovPercMrunSlowWrflDf",0.025}; InterpolateTo[] = {"AovrPercMrunSrasWrflDf",0.202,"AovrPercMstpSrasWrflDf",0.22,"AmovPercMrunSlowWrflDf",0.025,"AmovPercMwlkSrasWrflDf",0.025,"AmovPknlMrunSrasWrflDf",0.03,"AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon",0.02,"AmovPercMevaSrasWrflDf",0.025,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl",0.05,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDr",0.05,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb",0.05,"Unconscious",0.01,"AmovPercMtacSrasWrflDf",0.02,"AmovPercMrunSrasWrflDfl",0.02,"AmovPercMrunSrasWrflDfl_ldst",0.02,"AmovPercMrunSrasWrflDfr",0.02,"AmovPercMrunSrasWrflDfr_ldst",0.02,"AmovPercMstpSrasWrflDnon",0.02,"AmovPercMrunSrasWrflDl",0.02,"AmovPercMrunSrasWrflDbl",0.02,"AmovPercMrunSrasWrflDb",0.02,"AmovPercMrunSrasWrflDbr",0.02,"AmovPercMrunSrasWrflDr",0.02,"AmovPknlMstpSlowWrflDnon_relax",0.1,"AmovPercMrunSrasWrflDf_ldst",0.02,"AmovPercMrunSrasWrflDf",0.02}; }; }; };
  6. Kerc Kasha

    @A3MP - ArmA 3 Map Pack

    Mostly seems to be Steam.
  7. I'm always amused when people complain about the AI one shotting them and then complain about the not being able to do the same to the AI
  8. I've done it before, took a lot of fucking around but it works. You can't do it adlib though it needs to be semi-scripted(when AI is involved.. if it's just player pilot plus player divers it should work fine with some precision)
  9. Kerc Kasha

    AI Discussion (dev branch)

    I thought that may have been the case as they seemed to be stuck in an ambient slacking off kinda animation.
  10. Kerc Kasha

    AV_IndUs (US Army inspired units)

    JSRS sounds are two things, 1st is the standard ingame sounds which can be whatever you want and the second part is the config definition that determines the distance etc sounds IE: jsrs_soundeffect = "JSRS2_Distance_Effects_mx"; this doesn't cause a dependency, naturally if you point to his sounds for the 1st part you will.
  11. Cash can't solve everything, if it could everything would have been swell post Day Z, sometimes it's just difficult to find the right people for the job. Can't just walk out onto the street and throw money in the air and expect a bunch of experienced engine programmers to run through your door and fix it. ---------- Post added at 10:40 AM ---------- Previous post was at 10:39 AM ---------- Hahaha what? The people who created the engine still work at BI.
  12. The only reason it 'can't' be fixed is they either don't have full access to the code because A) they don't own it or B) lost the full source, neither of which are true. It's just going to take a lot of work and will require some systems being remade, a lot of which were for Arma 3.
  13. Anyone who starts shouting about 'changing' the game engine has literally 0 idea of what they're talking about and do nothing but listen to marketing hype. Not only would it take an incredibly long time for them to change engine - it'd probably show zero benefit as they'd have to readapt everything in the current engine to the new one which may lead to increased performance by virtue of doing a rewrite but will more than likely lead to new instability and further issues. It's not worth doing this, BI have their own working engine, it's the systems that need an overhaul an 'engine' is just all those systems put together.
  14. Due to the way ACRE works it's less of an ACRE implementation and more of a teamspeak one, you'd essentially need a teamspeak bot(pretty easy to find one) and with some clever use of the API, have it broadcast on a radio.
  15. Arma's performance problems is caused by a few things, I'm probably wasting my time explaining it but I'll do it anyway and hopefully at least some people will understand it enough. 1) due to the heavy sim nature of the game, the game uses a lot of CPU based calculations for AI, projectiles and physics. This (particularly the ai) is a massive draw on the cpu 2) the scripting engine is heavily reliant on the CPU, poorly scripted missions usually makes performance drop significantly 3) draw calls - unique objects and objects in general require the CPU to do extra work in order to tell the gpu what and when to draw things, this is the reason why there's a cpu bottleneck. Reducing the detail of the maps (less buildings and the like) would improve this but you're going to have shittier looking maps, and if you think having no furniture is bad imagine if they have to do that. fixing these issues isn't a trivial task, the AI itself probably needs to be completely rewritten because it's showing its age and is performing terribly, it needs to be multithreaded which will help tremendously (take a look at the headless client stuff... that's essentially a hacky way of doing multi-threading.) The draw call stuff can be improved slightly without losign quality but will be a lot of work... generally speaking it will be better to clear up other CPU issues so that it's less of a bottleneck.
  16. Kerc Kasha

    AI Discussion (dev branch)

    I noticed during episode 2 that the ai sometimes don't even react to being shot now. I was doing scouting stuff at the vet clinic and shot about 400m away at two soldiers one of them got hit and he just stood there not giving a shit, shot him again and he dropped. His buddy didn't care, he followed the same apathy as his friend. I could understand this reaction if I was missing and using a silenced weapon or something but I was hitting them with a loud weapon and they didn't give a shit.
  17. Yeah it's something I wish was improved between Arma 2 and 3... Bit annoying to always have these default group names on the lobby so you have to instead put the real ones in the unit description.
  18. Kerc Kasha

    RH M4/M16 pack

    It isn't though as the ranges are based on the scope rather than the weapon so there would need to be a '556' variant of the scope for it to be adjusted.
  19. Kerc Kasha

    JUMP please!!

    The jumping animation in the game is fine as it's more of a 'hop' rather than a 6 ft in the air quake jump that it seems some posts in this thread are implying. A vaulting animation is difficult as it isn't 'one size fits all' and will lead to serious clipping over stuff that would be vaultable while the jumping animation has no such issues and allows for a faster transition from a run/jog to getting over an obstacle than the current step over animation has. If you look at the config the jump was clearly intended to be used for the sprintings 'stepover' animation but must have been disabled. It's very easy to reenable it and I've done so myself. It's in no way ridiculous as it's just a faster step over animation which is incredibly helpful considering how slow and clumsy the default one is, it doesn't let you leap across buildings or other such ridiculous strawman nonsense.
  20. Kerc Kasha

    Soldier protection (dev branch)

    Another game tried to do that, Red Orchestra 2, look how well that turned out. If there's anything I've learnt it's that you can't make everyone happy so there's no point in trying. Arma is about striking a balance between realism and actual good gameplay, in some cases I feel BI has failed at this (the hitpoint system) but on the opposite end of the spectrum there are many features in say, ACE, that are realism for the sake of realism and detract greatly from gameplay and add absolutely nothing to it. This is something that needs to be avoided. Fun is subjective word, don't use it and it was probably a bad idea for WattyWatts to use it as some people find watching a barely interactive cutscene fun for some damn reason. Authenticity vs. Usability is probably more appropriate. I would prefer that modders didn't have to do it, I was more commenting on the fact you were making it sound as if BI is making it harder for modders to implement their own armour simulation when it's about as hard was it was in arma 2.
  21. Kerc Kasha

    Soldier protection (dev branch)

    Man soon as I saw that post I knew you'd be on it like a blood hound. You should probably actually play COD and battlefield because arma 3 is nothing like them nor attempting to achieve anything like them. You actually die faster in those games (compared to arma 3) so I don't know what the hell you're on about. Arma has always had barebones realism systems where things behave kinda as they should but are not simulated properly (Hitpoints for vehicles is an incredibly obvious one), you seem to have this warped perception where arma 2 and ace were this one entity, when in reality they were two completely different games in the end. How are they not? If you don't like the armour system, create your own using a handledamage event handler. It probably did, look at the vanilla Russian faction vs. USMC, they have pretty much the 'same' stuff with variations in between. There were more factions in the game than the arrowhead ones you know? I think he's referring to balancing realism/authenticity vs. fun and yeah that existed in arma 2 aswell which is why you have such simple radar systems and an 'engine on' action instead of a lengthy startup sequence and all sorts of other stuff that realism lovers foam at the mouth for.
  22. Kerc Kasha

    Scripting Discussion (dev branch)

    Bit of a strange issue but it seems that cameraEffectEnableHUD doesn't work if your own unit is dead, you have to switch the camera to first person on an alive unit for cameraEffectEnableHUD to work. Is there any chance of fixing this as it breaks spectator scripts that rely on drawicon3d (or have a bool to allow drawicon3d to work without the hud)
  23. Kerc Kasha

    Soldier protection (dev branch)

    I think in order to hit the sweet spot, it might need some programmer attention as right now increasing the protection value of armour just leads to people going 'i shot 3081890 rounds into a guy and he's still up' while having the plates absorb x amount of shots before breaking + units (particularly AI) actually suffering from the impact will lead to more authenticate gameplay and fun at the same time. Like completely different genre but you guys should look at how armour works in jagged alliance 2 1.13 mod, as IMO that's probably the best 'fun' simulation of armour I've seen as a heavily armoured unit can shrug off a round or two (sans stamina loss) but if someone unloads full auto 5.56 into them they'll at the very least fall unconcious and have a broken plate.
  24. Can you please improve the ads on the site? Right now it looks as bad as one of those 'free download host' sites with the million of DOWNLOAD HERE banners around full of malware. Plus I've had ads take over the entire PWS browser and spit out popups. I understand why you need them but jeez can we go with something a bit less shady
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