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chrisb

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Everything posted by chrisb

  1. I run it on a 5850 2gb at very high/max settings. I would try for a min 2gb card, mine is using 1400mb at the moment average for A3, so a 2gb might be worth aiming at. Not sure regards your cpu, however the AI are silly at the moment and they tend to need lots of cpu to give tactics and whatnot, because they’re silly, they are not straining the cpu much. If they manage ever to get them thinking, the AI that is, then all cpu’s could be put under a lot more strain. Still doesn’t look like that is going to happen any time soon. FPS & Settings: (Editor) Town Airfield Country AA x 4 now and SMAA on Ultra. No PP, PIP, VD @ 1000-1500, V'sync off. Other settings in pics.
  2. If you place down the ‘Require CBA’ module, GL4 kicks in automatically, or should do. This can be seen at the bottom left of the screen as the mission starts, as confirmation text, to say the GL4 initialization has taken place, that’s applies to both the ‘system’ & ‘special fx’ modules, i.e. you don’t need to place these if its auto, only if it won’t kick start. That’s why its best to use the CBA module. That frees up mission design, for the other modules, ‘Static’, ‘Defend’ & ‘Custom’, plus everything else required to design a good GL4 format mission. The GL4 mod is for enemy units only, gives them a huge amount of possibilities, makes them more humanlike and very tactical. I'm glad you like the vids, if you read that readme again, please;), both features and readme, it will open up a world for A2 that is quite different from any other AI mod. Mix that with a little SLX, Zeus,TPWC etc and that world is unbeatable, game-play & realism wise.:)
  3. chrisb

    Discussion on "Axed" Features

    Last time I went to Greece we stayed at the King Saron Hotel in Isthmia, it was a beautiful location and the Greek people we met were really friendly. History is everywhere, which is great, lots to see and do, would really recommend a visit for anyone. BIS have the feel of Greece, well sort of, but that’s never been a problem ‘islands/terrains’ are always good, for me anyway. Many community made islands are even better, so expect some really great terrains to come for A3. Up river night missions are really atmospheric and there are many terrains that players can design these types of missions for in A2, can’t see there being any difference for A3. Its the least of their problems 'terrains', BI have much more to sort out for it to be a really good realistic game.
  4. GL4 is really good config wise, so have a play around with settings. But be sure to change the ‘Enemy AI Difficult Level’ to false for zeus to take over that part. Other than that its great to play around with the setting to suit your game taste. Masharra is right, they will rearm, and if that means going off to do it, they can and do. Lordprimate, the modules are to sync enemy units/groups, not you or friendly ones. Read the GL4 readmes, they’re really great. There is so much that can be done with these mod/addons, read the readmes, always, just so much to learn in there, testing is the thing, all important. Finding a mix to use is fun, once you have it, its great. However, keep those core pbo’s, once you take those out, your back to square one, which is not good.;) Edit: Lordprimate; just noticed you posted in ASR_AI thread, just to let you know, the mix I use does not work too well with ASR_Al, tested it but always the same results, especially not good with Zeus 'find cover'. Still worth testing yourself and seeing, just thought I would say.:)
  5. Hi E, have a look at the lighter weight 'pbo list' in my sig. Never been left behind yet, or had a unit go walk-about, thats not to say it may never happen though;), but hasn't yet over the years I've been using it. How many AI are you using for a whole mission? I don't go above 150 normally, usually a lot less than that, may also be worth looking at the numbers. Also what other mods have you got running?
  6. Make a folder called: (don’t forget the @, and name the folder whatever you want) @Name Inside that make another folder called: Addons Put your mod/addons 'pbo' and related 'bi sign' etc, in the addons folder. Put your mod folder i.e. @Name, into your arma 2 folder i.e.: C:\Program Files\Bohemia Interactive\ArmA 2 Should be able to enable it in-game, if thats the method you use. That be the traditional way to do it.;).
  7. Always great your addons, thanks for sharing them.
  8. chrisb

    Discussion on "Axed" Features

    Arma 2 is, and will remain, the better game. Best in the series, realism wise (modded), will remain that way. Frankly you would have to be blind to gaming, to not see where this has been aimed.. Thought I would put that, so in a couple of years time I can search it out and gloat.:rolleyes:. I’m confident I will be able to do that, which is sad.:(
  9. chrisb

    Discussion on "Axed" Features

    Business doesn’t or shouldn’t work like that. Trumps! I built you a car, surprise, I stuck a gearbox in there for you.:D. Too much, OTT ! o.k. right down to a switch to turn the wipers on, still unusable without that switch. Lets at least see the working basics (fully functioning), that were to be in-game on release proper, list wise.:confused:
  10. chrisb

    Discussion on "Axed" Features

    I would imagine BI knew what was going to be included within the game at release proper (not alpha or beta), i.e. working content (working correctly, that is ;)). Perhaps a list outlining what content was and wasn’t meant to be in the initial release would stop some arguing.
  11. chrisb

    AI plane engines

    One, could put this in the 'on act' field of the waypoint: dostop helicopter;helicopter land "land" Name your air unit 'helicopter', if you want you can change the names i.e. unit1, then it would be as above but all the words helicopter would be changed to 'unit1'. This would be a final waypoint command, hard to get him to move on without further scripting. Better Still: Get the pilot to hop out stretch his legs then get back in, he will sit there and wait, without using engines. Use a 'Trigger' if you want him to go somewhere else later i.e. other waypoint...
  12. Shown here is the result of GL4 splitting a whole RU infantry unit into three separate smaller teams, to approach and breach a compound held by US forces. Interesting the way it develops, also using pbo's from SLX/Zeus/TPWC_sup, some others but these are the main AI sources. GL4 takes a prominent role here, showing why it is the number one AI mod this series has ever seen, imo. There is also a simple de-brief available showing tactics used in the mission by the AI (link in YT below video). All are ’AI’ apart from me taking the video. AI decide everything, all tactics, info in video. Sorry regards the sound quality, its really bad. 720hd available. ____________________________________ Edit: Short video of setup. Terrain = St Kathrine Info in the video, 720hd. Now you could have them picked up after the mission (provided there are some units left), beyond the compound, would take another minute or so to set up a trigger, return flight etc to pick them up. I have them just taking the compound here, they would garrison once they completed their task, again should they survive the engagement. Really they are underpowered, could do with double the RU, then it should be successful. But it was just a test to show how they approach the situation regards the compound.
  13. chrisb

    ARMA's Future?

    Speaking in terms of the purely Vanilla game, its evolved, but moved toward mainstream. I don’t play the Vanilla game, never have really, so for me and players like me, it’s the end of the series for the type of game I/we play. Proven to me by the fact I’m sticking with A2, just to be able to maintain realism in missions. A3 for me, is tourism, an oddity if you like, neither here nor there in terms of the genre, but I’m glad I bought it, helps support BI, which I like to do. BIS created this particular genre on pc, its narrow (in player terms), in a perfect way, you either slot in as a player or you don’t. A ‘simgame’ maybe !! Anyway, they got it just right over the past decade, but its not been easy financially I would have thought, for this series at least. So BIS, move on if thats what it needs, you certainly have my blessings. Behind you, for my game at least, you have left a perfect, well near perfect genre, helped heavily by some very talented mod/addons makers, of course. Its been great, still is, but in a heavily modded A2 world for me, even with the imperfections.;).:)
  14. chrisb

    Discussion on "Axed" Features

    Damage limitation.. Fine specimen devs..;)
  15. All o.k. for me with .72. Seems a lot faster on initial start-up too.
  16. Everyday should be a day looking forward to a great terrain, possibly one of the best. Think of it that way.;).
  17. This is a great mod, thanks for all your hard work and sharing your superb results..:)
  18. I think this project (game) sounds really exciting. The fact it will have the Editor in there is even better. I will be buying when its out and having a good look around. I wish you great luck with this, it offers huge potential, what with the editor, ability to mod, possible new terrains etc. Will be nice to have a change.:).
  19. chrisb

    A.I needs a lot of work

    Your right, GL4 almost works right out of the box, I’ve got videos on YT showing it at work in A3. Although GL4 is only the tactical side of the mix I use, which obviously is desperately needed for A3. But its not all that I need for a realistic game, by any means. Its just that the wait for A3 ai to catch upto A2 ai is probably not worth it, when in reality I am preferring A2 for game-play and A3 for messing around in (sightseeing etc). I sort of got A2 right where I want it, ai wise, so would be silly to change over for the sake of looks etc. I will probably stick with A2 for the foreseeable future and see how things develop with A3, mod/addons will possibly change it in some way, but not the 'AI', I fear, which to me, is all important. I like A3 for what it is, which is a departure from the series to a certain degree, I can also fully understand why they went that way, business wise. The game looks good, so will be nice to look at new islands etc. But game wise, probably not, if the ai remain pretty much as they are. As said, things like graphics, lighting, movement change, doors not opening on vehicles etc, etc, don’t bother me. I just want realistic warfare against ai, which is what I have in A2 now, so I’m happy enough with that. A3 won’t have that as much, its not really aimed at that area of gaming, imho. But more power to their elbow for BIS, can’t complain, they and some very talented mod/addon makers have left me and many others, with a game (A2) we can play for realistic warfare, and still enjoy for many years. Will be looking at Take On Mars when it gets released, sounds interesting and the sci/fi mod/addon makers will have a ball with it, I would have thought, so maybe that will generate new interest, always liked my sci/fi, although not played any since the original ‘xcom enemy unknown’ years ago. Maybe move over to that later for a change, its as good as a rest you know.. Its all good..;):)
  20. What an update already, he’s only fell over twice..;)
  21. The AI have never been priority Masharra, but the idea is to push for something at least half decent. Because once the corner is turned and this becomes the game proper, nothing else much will be done with AI, just be a long process of patches with very little concerning AI in them. So, provided some try and get them to at least put something reasonable in (not expecting much to be honest) whilst its still beta, then we all have at least a little hope. That and the AI mod mix that I have now, for A3, will work even better in the game proper.;).
  22. Its certainly a project I'm looking forward to seeing released. Hope all going well with it.:)
  23. A couple of fly by Sahrani vids, really one of the best islands they have had. Daytime Night time These are in Arma 2, but will be a lot better with your work on opening buildings textures etc. Hope its progressing well.
  24. Another great one TPW, gone straight into the ai enhance folder. Thanks for sharing it. :)
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