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specialsmith

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  1. specialsmith

    LAMBS Improved Danger.fsm

    Just wanted to thank you@nkenny for great work on the mod! I’ve been reading this thread since you posted it. We already ran our weekend long LAN-party using this and other LAMBS mods. No complaints, and everybody were happy with the firefights we had. Will continue to follow this development and contribute with feedback from our games whenever such is recorded. :) Thank you!
  2. Forget about it! Found it in the GitHub... Yo! Great mod, obviously. Can you help me locate this: "If you make any changes to unit loadouts, the faction must be packed into a pbo and run as an addon. An addon autogen tool is included in the ALiVE folder. Simply unzip the @testmod.rar and paste the Orbat Tool code into autogen.hpp. All clients in multiplayer will need the addon.pbo but future missions with this custom faction do not require @ALiVE to be running." --Snippet from your Wiki at ORBAT tool - ALiVE Wiki
  3. Woah! Niiiiiiice. Can’t wait to see this. :P Sent from my iPhone using Tapatalk
  4. specialsmith

    Tactical Combat Link - TypeX

    Btw,@snkman, I found an interesting FX feature in one Tanoan house. :D I don’t think it’s listed in the documentation... Sent from my iPhone using Tapatalk
  5. specialsmith

    How do you manage AI-mod / no AI-mod on your server?

    You know what would be so nice? If ArmA dedicated server mission lobby had a parameter to choose AI mod or none. Like there is the difficulty option. ....and that brings me to ask: could you make “custom difficulty” to kick off VCOM or other AI mod? That would basically be enough to solve this issue that some missions benefit of AI mods while others don’t. Sent from my iPhone using Tapatalk
  6. specialsmith

    How do you manage AI-mod / no AI-mod on your server?

    Yup. Haven’t run extensive tests yet, but planning to do so. I remember GroupLink from OFP already. [emoji23]
  7. specialsmith

    How do you manage AI-mod / no AI-mod on your server?

    @redarmy You are absolutely correct. This was not the best opening, that is certain. And you're correct as well, it's wrong to mock ArmA 3 original AI and assume most would enjoy the same mods as I. Apologizes for the unfair start. 😕 And I agree with you, the FPS issues and some really silly functional issues that often come with the AI mods are lame, and do ruin the experience when they happen. Then again, the OG AI when behaving stupid makes gameplay lame. I do agree with you, careful mission design with some of the available randomization feaetures found in OG ArmA editor make gameplay feel "authentic" enough. In our crew at least the feel of "authentic" situation comes from couple things; unexpected and 'smart' behaviour of the enemy. Sometimes the OG AI is way too easy to anticipate, e.g. they tend to walk to the same doorway following the same path one after another. I made a short video some time ago to demo some of these different behavious of the AI with different mods, or without. I'm interested in these things so that I just might do some more 'research' on them in near future... https://www.youtube.com/watch?v=7BmqWValX3A&t=1s
  8. Hi all, I'm having this huge issue with AI-mods. I mean it is common knowledge ArmA without AI-mods like VCom or ASR is not that fun. Now then, if you want to run e.g. VCom on your dedi, it means ALL missions run on the dedi will have VCom on. Some great content - missions, campaigns - just do not want you to use such mods due to compatibility issues. They might have some already integrated, or then made so that an AI-mod could break them. Now there are also things like Tactical Combat Link - Type X, and I would be very keen to run that for tests as well (warm memories of GroupLink 1..n), but I'm torn because the difficulty to set the server so that it supports optimal gaming experience for many different mission types and theaters. Should one run two (or more) servers side by side with different AI-mod (or no AI-mod) setups? How to solve this?😕
  9. Hi guys, is there a guide somewhere on what modules can be used maps that are not indexed? There’s something mentioned in the wiki on the maps supported page. Sent from my iPhone using Tapatalk
  10. Solved. The key mapping just didn’t work. On the desktop it works fine. For some reason the custom control 20 doesn’t help either... Sent from my iPhone using Tapatalk
  11. Hey, I’ve been playing around with the ALiVE for couple weeks now. Making missions and testing different features, preparing for future game sessions with my group. ALiVE truly is a great mod and I think it will bring a ton of depth and variation to our games. I have one issue I haven’t solved yet. I can’t get the C2ISTAR Player command module to work. Or I mean, when launching to the game, the button defined doesn’t bring up the tablet. I’ve been doing my latest editing on a laptop that doesn’t have the app-key, so I defined it to another key. Regardless of restarts and what not, I do not see the tablet pop up. I’ve tried to change the item needed for it as well, with no success. Somewhere in the wiki it was said not all features work when launching from game client, a dedicated server is needed. I haven’t run my test on dedi yet, could that be the reason? Also, the default item needed is defined ‘LaserDesignator’, while in the arsenal it seems to called ‘Laserdesignator’. Case matters? I will need to see if it works on my desktop and confirm if the problem exists. Anyway, all the rest works out of the box, and is way cool! Thanks for all the great work. [emoji4]
  12. Hi all, Have I missed something or what. I bought a new laptop to have some mobile ArmA-capability. When I shoot up the Steam and install ArmA, it starts automatically installing ALL the mods I have subscribed to ?! Any way to NOT do so? I mean any other way than start Unsubscribing them one-by-one. I also didn't want to u.s. them all, but now I was forced to do so to save space... There is no option or setting to "only load certain mods..."? Thanks anyway.
  13. specialsmith

    What was your Gateway Arma?

    No gateways needed. First introduction to OFP around 2001. Since then the path to ArmA 3 is the natural evolution. One needs nothing else than ArmA. I doubt if anything outside ArmA exists. [emoji848] Sent from my iPhone using Tapatalk
  14. specialsmith

    Machine learning / AI projects using ArmA?

    Haha! Wow, cool. It is exactly what I was thinking one could achieve by doing this, and the end result is “funny” as well. :D I can truly see the predictions of yours happening with average (or even with advanced high-humiliation-tolerance ArmA players) Btw, the RPG-to-house case is exactly what has been missed back in the day when playing OFP and making one puny house an eternal fortress of unbeatable defense against AI. Today VCOM AI already takes care of that, well, if not RPG, in other very effective ways. We just recently got our asses blown away by VCOM coming and planting a satchel explosive. Took all six of us out at one shot. It will remain interesting to see if some kind of high command AI competition surfaces in future. Great stuff ToxaBes! Would be nice to experience your AI one day. Sent from my iPhone using Tapatalk
  15. specialsmith

    Machine learning / AI projects using ArmA?

    Big fan and a heavy user of Genesis92x’s work. ;) Will need to watch the first video though... Sent from my iPhone using Tapatalk
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