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Everything posted by inlesco
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Any hints on the new viewVector command? Not found here: https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_version_Dev
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ACE3 - A collaborative merger between AGM, CSE, and ACE
inlesco replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Selecting your post type would be great, otherwise you couldn't post. That way, you can disallow any post types on your thread (ie, bugfix / feedback / etc.). -
I suppose some simplification is very good for a working prototype, yeah :) In case the timeout ceases when a squad is in an open area, they should go to a safer location, rest, proceed further. I assume it's not that hard to achieve once you sit down on the task at hand and take it seriously.
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But there has to be a simulated reason to stop. Of course, depending in the mission's weather conditions, you can sim a squad to stop periodically when most of their members are too tired to go on. Fe, depending on the exposure to sun and the type of terrain (forest, open field, desert, etc.), you can add a different coef to the whole variable and do stuff when it reaches a value of x.
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By 'patrol stops', you mean its leader stops upon encountering an obstacle in his way or reaching waypoint X and preparing to go for another? By 'lures the enemy in instead of attacking it in straight', you mean a situation, fe., a patrol spots an enemy squad nearby a village, suppresses them while the patrol advances into the village for cover, then ambushes it in case the enemy squad exposes themselves in the village? For situations like these, lots of complex (over-complex) scripting and even more testing / bugfixing is required. Sorry to shatter your dreams, but it's damn near impossible to recreate such complex and "self-aware" routines.
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This. is. marvelous. Great weapon catching skills, yeah!
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I'd love to support you on Patreon, PUFU. Hopefully, some beer money would be enough :) The island makers are in dire need of new terrain assets / building. I suppose modelling experts can deliver those very fast :)
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Looks great, man! Can't wait for an update - the dense cities are shaping up nicely :)
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N'Ziwasogo A3 terrain (Released)
inlesco replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My bet - wait for Tanoa because it'll certainly have some jungle-fitting ruins for mapmakers. Or pray for someone to fix those :P -
Hey, I understand your frustration, but as we've talked before - game-dev is a business. I speculate that ~5% of player (at most) perhaps care about armor gameplay and such minor / major (depends on your POV) AI quirks. BIS has to set priorities because you can't possibly cover all scenarios and satisfy everyone. Unfortunately, they can't sell all the AI fixes as a new DLC - that's just how the games industry dictates the rules - you have to make impressive new playable / non-playable content. Otherwise, no one will buy it. Anyway, I still very much respect BIS for being independent and having their priorities straight. I'm sure the devs know about the issues you mentioned, however, currently they cannot allocate resources to fix them properly.
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Yep, atm, vanilla AI is really lacking in lots of things. 1) Have you tried this? https://forums.bistudio.com/topic/177206-vcom-ai-driving-mod/page-7#entry2981829 It improved things for me. 2) This is tricky to test or confirm. You should export your AI skill values + other options to some RPT file and make a ticket regarding the issue, so the devs can examine and possibly reproduce it :). No data, no go. Because AI behaves different for others. 3) Again, provide the data for investigation of this. Btw, for efficient AI commanding - try CC addon: It's fantastic. 4) True - AI has no different 'Behavior profiles', so they don't differentiate between a sniper / MGunner or a rifleman hunting them. When standing in an open area and a large caliber bullet flies past, they don't run for cover immediately. At least that's how soldiers react IRL - they seek cover ASAP. AI still uses roadsigns as cover from incoming fire (no matter the caliber), etc. So many issues to tackle that it seems rewriting the entire AI engine from scratch instead of putting all on top of old tech is the way to go. Devs did the same with their audio engine, same awaits the AI.
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I just wanted to say a HUGE thanks for your efforts in improving the AI's driving because it's been lacking in Arma since... forever! Keep up the great work! Hope you'll continue working on this, no pressure there, though :) We all should work on something we're passionate about, not because someone wants it (especially for free).
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Possible RC / current stable bug: toggling bipods fast sometimes produces no sound. Just keep pressing that C button and you'll notice.
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Not only is flinching bad (and none of the modders can fix it for BIS, unfortunately :( ), but also a dead body feels pretty weightless when falling. Killed people touch the ground way heavier than that. It'd be great to see reactions of soldiers when they helmet or rifle gets hit and the bullet ricochets. I suppose that scares any individual a lot. Also, when hit by a large caliber, an AI should go down or drop their weapon on the ground out of shock. Character realism is a long way to come, sadly. Or perhaps we simply want too much :)
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Great work, man, love to see this much content in a tight package! By any chance, you're collaborating with CUP on this, right? And yeah - the sounds may be too loud, but I'm sure Reyhard will come around to fix this pretty fast pretty soon ;)
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Too bad positive threads like this gain much less attention than the constant bitching of the ignorant around the forums. People love drama all too much.
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[WIP] Terrain "X-Cam-Taunus"
inlesco replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Great work! How large the town will be? -
Find vehicle current inventory level, and what determines cargo capacity?
inlesco replied to Nick Seafort's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Just for the readability and usage purposes, I'd rename this to hasEnoughSpace ;) Perhaps that's just me, but it seems easier to remember. -
New command createObject for decorative objects
inlesco replied to dr. hladik's topic in ARMA 3 - DEVELOPMENT BRANCH
We'll see this among other smaller details / methods outlined in the wiki article of createObj, right? ;) -
WavToWss, select multiple files, "send to" and it encodes them ALL?
inlesco replied to megagoth1702's topic in ARMA 3 - BI TOOLS - GENERAL
Great work on the batch script, man! Been pulling my hair out to find a working solution for this. Thanks a lot! -
[WIP] Terrain "X-Cam-Taunus"
inlesco replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Goddamnit, guys! I love your open and honest communication! Keep this up and let us see the progress, we won't bite :D -
New command createObject for decorative objects
inlesco replied to dr. hladik's topic in ARMA 3 - DEVELOPMENT BRANCH
Why not vehicles? Say, you need a scene with a 100 static tanks in the distance to prove the significance of army A. This command is perfect for immersion building. ;) -
Excellent mod! Adds lots of variety to a field Arma 3 has been lacking in for so long! Thanks for contributing to this and hope there's more great goodies coming up! ;)
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Looking for someone/group to make a promo video
inlesco replied to linuxmaster9's topic in ARMA 3 - GENERAL
How about this section, mister? https://forums.bistudio.com/forum/200-arma-3-find-or-offer-editing/- 1 reply
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Nothing to see here, move along. Didn't see the comment above.