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dar

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Everything posted by dar

  1. amazing. Can't wait to try this out. Keep it up!
  2. Altis has far more possibilities and wider areas than Stratis. I guess the upcoming episodes will be longer.
  3. Now that might not actually be a productive feedback, pointing out flaws or things to be fixed, but I just finished it and had to leave my comments here: @ALLYOUGUYSATBOHEMIA: AMAZING. Had to use caps lock for this. This story grabbed me and didn't let me even leave my seat until the very end. I'm a little dehydrated now but this needs to be done first. If you compare this to the official Arma 2 and Arrowhead campaign, its an improvement of 200% minimum. You created believable characters, a hell of a story, the sight of a simple soldier who doesn't really know whats going on (I know that feeling, even though not under combat circumstances :D), the 'mystery' around Cpt Miller, a very nice soundtrack giving epicness to the scenes, awesome mission variety and it all comes shipped in a box full of outstanding graphics and visual overlays. The only critic coming to my mind is the mortar spread on Mk26. With those gunners it is not just a gamble, its a 95% chance of failure. Make them more accurate or give me a sniper rifle. But don't blame me I missed some when I set the markers directly on the target. And I had some sound issues with my 7.1 G35. Regular talking (no coms) could only be heard on my left side and when turning my back, face or right side to them I couldn't hear them. Everything else worked fine. Don't know if thats due to my setup but I never experienced this before in other games. To sum things up: You have never been so close to a realistic war scenario, and even though I never want to be stuck in this kind of situation I find it to be very enjoyable and thrilling in Arma 3. Keep up that quality, guys and keep them episodes coming. Btw that cliffhanger is killing me.
  4. Hey people, didn't really know how to name the thread, I hope this comes close enough to my question. Following situation: My Ai team (here I am a team-member even though it would be the same as leader)engages an enemy. He is about 600m away. He fires at us, Ai switches to "auto-danger". The enemy flees. He disappears from our sight and soon is about 1km away, his icon fading but still marked. My AI are (as usual) overcautious and don't leave the "auto-danger" mode. They call covering, go! and search for cover while there is no real threat around. They don't advance the way they should because they still fear, this one guy marked somewhere might pop up again and propose a threat. Everybody should know it, while in this mode the AI doesn't accept orders and are stuck in danger mode. This is part of the great AI. Hasn't been really fixed since A2 initial release. Unfortunatly. As far as I know, their is no way(via command, script etc) to "unmark" that enemy and force the AI to "forget" about him. So here it comes. To end this, I try to kill (deletevehicle) that enemy that is marked somewhere on the map to make my fellow bots exit danger mode and follow orders again. To accomplish that, I need a command, that returns a value/array containing the enemy that is the current target of one of my AIs. Something like 'Member1 currenttarget _x' Where _x is the enemy that is targeted by my AI comrade. Is this possible?
  5. thanks for your reply. But wouldn't nearTargets scan for ALL targets in the area, also those that are existent but not yet recognized by my team? That would lead to deleting every enemy around which of course would scrub the mission. Yeah, lineIntersects could help with that somehow, I think. Lot of trial and error incoming...
  6. @VinniMe - Why not just try it out? That way I "converted" the mod for Arma 2 OA and fixed some of the commands (for personal use only, don't worry Windwalking). His scripts are suprisingly comprehensible, to not say "simple" compared to a bunch of other mods. I think the idea is great, unfortunatly I've got zero knowledge when it comes to HC-scripting as I don't use it very often (not enough functions/orders/control over the units below you I think). But WWs Ai menu for HC would definitly spice things up. @WW: May I make a kind of "request"? I really like the idea of an your Attitude/Careless command (actually mapped a key to that so I can access it via VAC). But would it by any means be possible to force this careless command without forcing the AI to walk in speedmode "limited" and follow roadside patrol-patterns as if they forgot about their leader completely? I thought of something like the AIs "Area clear" saying which is needed to bring them from combat stance (which actually can not be changed by the leader) to aware/safe mode again when they finally forgot about a half transparent enemy marked 6km to the north.... (example for AI combat behaviour). This behaviour often gets really annoying when you just think: Cmon guys, this one emeny is somewhere 6km to the north he won't be able to harm us in any way if he is even still in the AO, stop yelling 'covering, go!' and searching cover already! Unfortunatly I couldn't find out when and how the "area clear" is triggered but maybe you have an idea how to work around this?
  7. Thank you for the quick update :D You even made the DMS available for the Mp7. Hilarious ^^
  8. Glad to hear you are working on a solution. Why not try to kick out the whole squad via eject commands at once? Wouldn't this be easier?
  9. To answer your questions: Yes I use mods. No, from my experience and knowledge they have no effect on AI and Helicopter behaviour. Mostly units and weapon addons plus tpw mods (without EBS!!!). Most likely now you will say: Dont use mods I created this for vanilla! No warranty it works with mods. I know that mods are always a risk when it comes to campaigns and missions that depend on vanilla but my set up should by no way affect the AI in this situation. I first ordered a disembark but later tried without. Still the helicopter took off too soon what did cost me two men. The task fails when ( I suppose ) the moving helicopter reaches the shore about 1km north of me.
  10. Dont know. It came with the new DMR for CSAT. So its a BIS object. Ingame name is "DMS"
  11. Just finished the 3rd episode and thought why not leave a comment here :D Love it. Outstanding work here, Bardosy. Kept me busy several hours and not a minute of boredom. These large scale combined arms battles are just awesome. Realistic/enjoyable up to the max. You really showed us here what Arma is made for. Had suprisingly high fps the whole time, don't know if thats thanks to you or the latest patches and my hardware, but I've played a lot of scenarios with less AI that caused lower framerates. Minor Spoiler alert! Again, great mission, must play for everyone.
  12. Dont know if it is reported yet, but the MP7 addon seems to disable the usage of the new DMS scope, that came with the CSAT DMR in the devbuild.
  13. Nice one! Maybe you could add an MG4 and G28 and all the new scopes and attachments in the new brown color that belong to the new IDZ equipment? Maybe the new Vector as well? However, awesome work here, keep it up!
  14. Oh, that is a shame. It would do great. Now it is either your mod or working support menu.... hard decision... :( EDIT: Not a decision anymore. I took a look in your script and solved the issue on my own. Problem was, that you have kind of overwritten the Arma 2 Support/Communications menu with yours. I replaced it with a custom name. Changed to This creates a custom menu for your mod and prevents it from interfering with Support and stuff If your'e somehow interested in making this awesome piece of work available to the A2 players, this could be useful, I thought.
  15. Awesome Mod. I love it. Arma really needed this. I love the "Clear Building" or "Garrison Building" actions. I know these from Operation Flashpoint Series by Codemasters and always thought its a shame Arma doesn't have these. This is spicing up gameplay so much, I love it. Especially with VAC, its amazing I'm currently using it mainly for Arma 2. Are you planning to release a special A2 version in the future? I mean, it already works great but unfortunatly breaks the Support Menu (0-8) once used. Also specific commands like IR off or Flashlights don't work.
  16. Hey people, Here with a new question: I want to port ACE Insurgency 1.50 Takistan to Aliabad, as I think the map would fit perfectly for the mission. So I created an Aliabad mission file and copied all the 2d Editor stuff from Takistan (official Insurgency stuff) to my new one on Aliabad. After that I copied and pasted all the scripts in the mapfolder to my new one. So far the core of Insurgency works, the systen detects "urban" areas, creates markers and spawns enemys. But what I just can't get to work is the random spawn position at the beginning. I figured that the responsible files for this must be "common/initserver-common.sqf" "common/server/vehicles/functions.sqf" these are rather large, so I won't post them here. People capable of answering my question most likely know what I'm talking about and are able to look into these files if needed. But here an example of the key part ( I guess?), the initial placement of the baseflag. "common/server/vehicles/functions.sqf": "common/initserver-common.sqf": From what I can tell, the objects forming the HQ are placed around the marker "USFLAG". This marker is on the map. But when I preview or host the mission, the marker will not be moved to a random position, me and my guys spawn at the position we are placed on the 2D editor map. Around me the other base objects, not aligned around the USFLAG marker but also where they were placed in the 2D editor. As somehow the HQ doesn't get created there are also now vehilce sets spawning around me. So, is there some part I didn't notice (I'm sure there is)?
  17. Thanks again, Hazarch ;) Thanks for your support and even doing a working port of it! But as you pointed out, I guess I will stick to a more real fixed base instead. Problem here is just the vehicle spawning around my HQ as I could use at least the Helicopter for transport.
  18. Hey people, I'm currently struggeling with the ACE 2 wounding system. I ran a couple of tests and noticed that in about 50% of the cases I get hit by the enemy (50cal/7.62/5.45) I die instantly. Yes, some of these might be critical and a 50cal shot is likely to kill you at once BUT when I'm watching youtube videos of several clan operations it seems the players actually never really die but only get unconscius and can be patched up by a medic. No matter what caliber it was to hit them. I remember the same from some missions I played with some guys in the past as well (no contact at this time and no missions saved). So here my big question: Is there a specific script, function, whatever, to "disable" the instant death by shooting? I really love the ACE wounding system at all but I went back to Bohemias first aid module because too often in COOP it was like: Hey I just got hit, I'm dead. - Yeah, wait I come over and patch you up. - No, I'm dead instantly. One player less. Yeah, I KNOW a headshot is killing instantly. I KNOW some calibers are very deadly. I KNOW it is realistic. But somehow the guys on YT managed to stay alive all the time and won't die at all but just get shot unconsciuos. And I don't believe they are just lucky. So, what is the trick here?
  19. This is what I was looking for. I knew and love DAPs Ai medic, but that ace code line was the missing parameter for my work. Thank you Sir, made my day. *salutes* This thread is is to be marked [solved]
  20. Are there any scripts but Norrins Revive (which seems kind of bugged when running with ace because Norrins Medpack and bandages get in conflict with the ACE bandages etc), that work fine with AI in your Team? I haven't tried it yet but Columdrum said his script doesn't work with AI. Anyway, I found out that the magic all these guys I was talking of used wasn't some revive script with spectator camera and medevac and all this but a simple line put in the ACE wounding module init: Unfortunatly this doesn't work for AIs, so my question is still there.
  21. Any ideas which of these works the best with ACE?
  22. Thanks for that info, Are you talking about something like norrins revive?
  23. Well, if people actually can handle Arma with a single gamepad I'm sorry for my words above and have deep respect of their skill. I imagine it to be rather complicated. I've got a joystick but not the most expensive one with keyblock etc but just the basic Thrustmaster T flight Hotas X. But this one doesn't have the required amount of mappable keys either./offtopic: Is there a specifc joystick you can recommend? (I really want to play this as good as possible) Anyway, I will try to get this working the custom user 20, thanks for that hint.
  24. @NodUnit Yeah, sure. Arma with a gampad. I've never seen someone trying this but it must a rather short experience as you can't really survive long or get into the complexity of the game with about 8 different keys... No I am using a mad catz cyborg v7 keybord, but to use your addon I will have to buy a second one or at least an additional key block or somehthing like this as it requires nearly all the "Custom Command" keys arma offers. As I am currently already using nearly every single key on my v7 to play the game, and most custom commands are used by mods in other presets (remapping would end in control chaos while using these mods later on), I just dont have enough keys left to form an easy accesable block of keys that I can use to control the tons of interface options brought by your addon as shown in the Overview tutorial. So yeah, maybe someday I will do so. Because the mod is sooo freakin epic. But up to that point... I will have to stick to the basic funktions like flying around.
  25. This addon really is amazing, but I just started and after a while canceled the tutorial as it looks like I will have to buy another keyboard to get this working. Anyway, awesome work here.
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