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foffy

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Everything posted by foffy

  1. Man, this sounds pretty awesome. I wanted to know something though; I assume this changes a lot about the AI under the hood...do you think this would break the campaign or heavily scripted affairs? I remember using a mix that featured GL4 for ArmA II and the AI would often do their own thing after they completed their waypoints, but I am not certain if that was GL4 or an overlapping element of something else. There were things I liked about GL4 though, like how the AI tried to use flares and enter buildings.
  2. Heh, for the arty carrying system, was that inspired by Iron Front? I know that game actually has such a feature, but I have no idea if it existed in ArmA II prior to Iron Front's release. Really loving the stuff I'm seeing. Like I said before, getting something more ACE-like for ArmA III would be lovely. I prefer the more realistic touches such a mod offered, and it seems like that's key to some features in A3CS, like the wounds, healing items and injury states, as well as dust and backblasts.
  3. foffy

    TMR Modular Realism

    Isn't there a mod that initializes mods? Try Moduload?
  4. foffy

    Arma 3 Kart DLC

    I do have a serious question to any BI staff who want to really entertain this; seeing as there are some people who actually want this now, do you have plans on actually releasing this? Unlike your Take on Helicopters April Fools joke a few years ago about zombies, you guys actually went out of your way to make assets (ToH was mostly dark themes and the implications of zombies). Surely you'd consider releasing them, no? Or...would you be working on a game involving karts in the ArmAverse? Seriously though, I think I'd be down if you actually made a product like this; I adore your enthusiasm and sincerness at authenticity. It's a great contrast to the arcadey types of games out there. From war, to helicopters, to Mars, to..karts? Yes, please. <3
  5. foffy

    Arma 3 Kart DLC

    I want to say I love you.
  6. foffy

    Arma 3 Kart DLC

    Now I wouldn't mind if they actually considered a Take on Karts or something.
  7. foffy

    ACE for OA 1.13

    I assume that happens because the PMC campaign assumes the characters loads with particular damage levels, and thus it gets converted to ACE's damage and thus they bleed out. The campaign starts with all out chaos, no? If ACE breaks official content, turn it off for that mission or remove the bits you can deduce are the problem.
  8. Hey there. I know this is perhaps something strange to note, but whatever changes the 1.63 beta patch does to the underlying hood of the game, it happens to break a few things. I've been going through the ArmA series chronologically now that ArmA III's main campaign is finished and I'm playing Harvest Red, the central ArmA II campaign. For whatever reason, the mission Bitter Chill is broken in 1.63. A cutscene is supposed to play that gives you context of the mission and then gives you your objective. In 1.63, this scene is skipped, which means you are not given an objective to do at all. Originally I assumed it was a mod that somehow conflicted with the mission (I've been using model replacements, but I turned those off for testing) but the solution I found was to run the game with the recent Steam exe, of version 1.62. This strangely solved the issue. I figure I would inform you of this so that when you guys plan to fully release the final, major patch for the game that this sort of thing doesn't slip through on people playing your older works. I'm a very single player guy in ArmA (I have over 700 hours in ArmA II, only 60 of which is online play) so this sort of stuff is pretty big to me. I hope my input helps. I am not sure what changed under the hood from that release to this beta, but I do find it strange that it broke a cutscene from loading. :P
  9. This. I would love to see a replacement pack for this. It would be high quality stuff to see it in use in the campaign.
  10. You get fully suppressed. Visual shaking and the screen getting darker.
  11. The player does indeed get suppressed in ArmA II if friendly AI uses AT missiles and the like. I assumed it was the fear of the raw power misfiring or something. This is not intended to happen?
  12. Does anyone know what mods made for IF work for the ArmA II conversion? I believe the sound mod does, not sure what else.
  13. Hmm. Of this mix, what does ASR really conflict with? Like, the specific mod or pbo. I am assuming Zeus, as many cite ASR doing the same things (some better, which is why I'm using it alongside this), and I'd like to be as conflict free as possible. :P EDIT: Also, which of those pbos really emphasizes the AI in taking cover? I would go over the video I linked of yours again but you made it (and seemingly other videos of your mix...) private. I only ask as the more I play around with some of the single player stuff, I am left divided. On one end, the AI engaging in a much more realistic manner is amazing, battles lasting longer and with far more caution...on another, it is that realism, that variation from deviating from waypoints, that breaks a ton of stuff, like AI moving to places that the editor shows they shouldn't even be near. I think I might go back to my old combo of ACE/ASR/TPWCAS for existing context, while the mix seems more apt for created stuff. ASR allows a nice foundation of skill settings for what rank and class the AI is, and CAS allows solid suppression..and well, ACE is for the realism. It seems anything of the mix beyond that works wonders in large scale brawls, but in specific, scripted missions, it stumbles, and a lot of BI stuff is the latter, and that's what I mainly play. :P
  14. foffy

    Zeus AI Combat Skills

    ASR AI still gets updates, so almost by default that seems to be "better". I myself use pieces of Zeus AI alongside ASR AI, but I have no idea if they work together or conflict. No major issues, though.
  15. foffy

    ASR AI 3

    ACE ain't here yet! But maybe in time...:3
  16. Is there no way of using the AI enhancements of bCombat but without any of the suppression values? Or are they that central to the framework of bCombat?
  17. What AI mods compliment each other? I know TPW has conflicts with bConflict.
  18. foffy

    Scouting missions...?

    Is there a list of all side missions? I've yet to play ArmA III's campaign (waiting for the whole thing to be out), and I want to make sure I try and dabble in everything on offer like I did with ArmA II's campaign and collecting evidence.
  19. I am not sure that they would properly work in ArmA III, as some things under the hood may no longer properly work. I suggest playing ArmA II, and you're in luck; someone remade the ArmA I campaigns for ArmA II as well as the remake for ArmA: Cold War Assault. Everything you need is either with the download, or you're offered a solution on Armaholic to get the prerequisites. I hope this is good enough. I know for a fact many scripts in ArmA I for the campaigns did not work in II, so it would be fair to assume that all pre-ArmA III content would require some sort of remake. Cold War Crisis (ArmA: Cold War Assault; requires Cold War Rearmed²) Resistance (ArmA: Cold War Assault; requires Cold War Rearmed²) Red Hammer (ArmA: Cold War Assault; requires Cold War Rearmed²) Sahrani Conflict, Rahmadi Conflict, and Royal Flush (ArmA I; requires CAA1) Hope this helps.
  20. foffy

    ACE for OA 1.13

    I wanted to ask a question, if it's no trouble. When ACE wounds is active, the AI is usually given 1 of each healing item in reserve (this apparently changed on the model, which I assume means ACE support). What I wanted to know was outside of the use of a medical crate, was there a way to be able to take items from corpses? Say for example an AI is loaded and starts with morphine in his reserve. Is there a way to take his morphine without him having another one in his inventory? I don't believe you can drop the healing items in reserve, so I'm assuming what I am asking isn't possible.
  21. By defaulting units in with GL4, I meant that the settings default to adding more units (reinforcements). It is key to be mindful of this information, as without knowing it, you might have a mission with far more AI than what you put in. This does make single-player missions (I am currently playing through CWR2's remade campaigns with this mixture of mods) much more difficult. I had to turn it off, to keep the intent of planned AI correct. :P If you don't mind me asking, what parts of ASR AI break this mix? Looking at the pbo files myself, I can't find anything in ASR named similarly to find cover (maybe AI Dispersion?) so I am left a little confused as to how it breaks other cover mechanics. From my experience, adding your mix to what I was already using made the AI more prone to take cover and exercise more caution. Then again, I may not be the best person to test this with; I am playing with already existing content. It also may not be working to the extent it can, but it seems to work. It's surely a step above vanilla AI, which looks like a joke compared to any AI modification. Finally, I'd like to ask you about KAI, if it's no issue. I've seen some of the videos on it, but like...how does it work? I assume KAI is designed mostly for open world game types like multiplayer skirmishes, but do you need to activate a module or script set in the editor? Is it simply forced if you're running it as an expansion? It looks really, really interesting, and I recall hearing about it months ago (around the same time I asked you about animations used in the GL4 thread) but that's not really around publicly for me to toy with. :P
  22. foffy

    Pet Peeves of A3

    My man. How are you doing, friend? <3 Thanks for the information. I wouldn't have considered the first link a solution, as it's called "Lao Fei Mao Third Person". Thank you! <3
  23. Some of this stuff really sounds like it was inspired by ACE. Seeing as we're presently lacking such a wide mod for ArmA III, this is absolutely welcome. Consider me very interested, friend.
  24. foffy

    Pet Peeves of A3

    Man, I thought the shadow thing was fixed for ArmA III. This thread is a reminder that it hasn't. :P My peeves really are mostly solved by mods, but I would wish that they would be added into the game, and surely as options (if they seem like an option to have). I have put far more time into ArmA II than III, so if I am saying anything that has been addressed, feel free to prod me. - AI doesn't take initiative in human-controlled vehicles. What I meant by this is if you have a machine gunner in a tank that you are driving or commanding, the AI will not go out of its way to engage the enemy, even under the engage at will initiative. It's very, very frustrating to clearly visible see an enemy while driving, knowing the gunner can see him too, but the gunner is somehow asleep in the presence of human players. This has been an issue with every single game released in this engine. - Not having an option to tamper with the peripheral vision features. I wouldn't like any distracting colored circles on my screen, and this is locked entirely to difficulty. You can toggle it off to a degree, but the only way it is totally gone is if you play on the hardest setting, locking you out of toggable features and limiting your scope of difficulty tweaking. - Customizable fov when aiming. What we have right now, unless using TrackIR (I'm guessing here) is either you zoom in all of the way, none of the way, or strangely backwards. I wish I had an option that if I aim my weapon, the game will zoom in the fov between 0 (where it starts) to 100 (where it goes). I've removed zooming while holding breath to the same key as this becomes irritating to try and look a little further ahead, but only to run out of breath, gasp, and start swaying the gun. It's a poor compromise. - The action menu is legit garbage. So many factors are all placed on a singular menu, and it's been well documented with the absurdity of door opening, weapon switching, and explosive setting all tied to the same menu that it leads to a headache. You are better off, more often than not, not trying to mingle with the menu too much during firefights. That is how much of a headache it can become. - The audio engine needs to be redone. Too often voices are quiet despite being in direct contact with the other person, primarily with dialog. I often have to look at subtitles to even understand what's being said, even if it is in English, my native language. - Group AI being a chore to handle. In some instances it works okay, but in others the AI just seems absolutely lost and uncooperative with what I suggest for them to do. I should not have to reissue the same request 2 or more times to get the AI to do something, primarily during combat. The trend with many issues I find with the game is the basic framework of the game falls right apart when combat starts. Some of these could be argued as complaining about 'missing' features, but I do feel some need work. The action menu especially. Make a separate menu function like ACE does for the more complicated/dangerous things like setting up explosives.
  25. I've started to dabble a little bit more into other AI mods, and my experience is that they seem to offer a little but more realism going on, though I am honestly unsure which pieces of the pbos are really adding to the game. My build consists of ACE, ASR Appendix (to globally force ACE's damage system), ASR AI, TPW CAS with embedded LOS, and every additional pbo posted in here with any additional ACE fixes (I took Zeus ACE, GL4, and COSLX from SU), minus the shell and sound fx from GL4. Originally when I did this, I noticed the AI was far more tactical in movement (this was the first time I actually saw AI enter buildings to search them, something claimed by ASR AI) but I also noticed something a little more interesting. As I'm mainly using these AI mods to make the single-player side more realistic, I noticed it made existing content (currently playing CWR2) both more likely that my team survives and takes out the enemy but also absolutely difficult. Something not mentioned in that video link is that GL4 defaults to adding more units to battle, which is crazy. Missions where you are to take a town with about 15 people in it became missions where I'm fighting 35+ guys. I would suggest if you just want more realistic AI to disable any features that spawn in more content that isn't intentionally added into the mission. I would implore those who consider that pbo mix to look and tinker more with GL4 than what is suggested in the video. But beyond that instance of reinforcement, I honestly have no idea which of those files is really making the AI behave with a slower, more mindful pace. I do love it, though. My issue with my regular mix is that the AI often would just keep moving forward, very rarely holding up if there was a lot of shooting. They'd also spread out and do their own thing, but that mix tries to make sure that every acting infantryman runs with a buddy and really milks the fights at longer ranges. Pretty cool stuff.
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