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Everything posted by chrisb

  1. chrisb

    Arma 3 DLC - CONTACT

    The series changed with A3, that is why I'm still with A2. It just progressed for BI. They got the sales and A3 is still supported. Players have to get over changes. Look at DayZ, no lets not.. But how popular was that. ๐Ÿ˜• I was really disappointed with A3, but soon got over it, just didn't move on. Luckily there was a better game, called A2.. ๐Ÿ˜‰
  2. chrisb

    NO, BIS, NO.

    OP. It's the player that makes it realistic, the way you play it. Some players will indeed make 'Contact' realistic for them, just by the way they play and use their imagination. Realistic isn't confined to military. The game and engine can be used for many things, zombies (god forbid, but it happened), sci-fi (A3) perhaps. But pure sci-fi is good, a proper first person view of sci-fi, done in a intelligent way, would be nice. We're yet to see if it's good or indeed intelligent, could struggle with A3 ai, but fingers crossed. For realism, you have the editor and your imagination, it's what we use. But its always good to have a change and if it can be done in the same game, then onwards and sideways.. Give me something to use A3 for, its got plenty of dust on it. We have yet to see what A4 will be about.. ๐Ÿ˜‰ who knows.. Sci-fi-sim. I'll be alright, I'll still be playing A2OA.. For my milsim. ๐Ÿ™‚
  3. My treat and that of the small'ish group of friends I have/had, is a wargaming world, not campaigns. Arma offers so much more than campaigns. An ongoing story that last's for years, just build it yourself. Although the assets from your link were, and still are, used. We built it from Arma, although I built myself a smaller version in sp (ofp) and indeed with the Elite version, my mates laughed, said it couldn't replace our usual game, it didn't, until Arma came along. But from Arma we have a wargaming world that is still in full flight. It just grew with the game, mods, terrains etc.... Although as we get older, it slows down. I was a little over 40 when ofp came out, I just wish they had done it all 10yrs earlier. Regards opening it up to sci-fi, if players get over it's using the same engine and assets (some) and forget about 'Arma', then they should be able to see the possibilities in that, but some can't see past a campaign or two. It's really all about the editor for me. I hope this 'Contact' is good, I like sci-fi, maybe not as much as milsim wargaming, but it makes for a nice change. So provided its good, I'll tinker. It will be the first proper outing A3 would have had with me. I'm still too much into the better (imo) A2OA + all the dlc's, content etc, didn't need to move on. So it makes A3 useful for me, it was already a little sci-fi anyway, they walked like aliens in A3, when it first released.. ๐Ÿ˜•
  4. OP, I haven't played any of the campaigns, during the whole of this series, so its going to be different for me/you. But I do think you miss one thing.. This series is more about making your own content (the Editor), a wargaming world, military heaven. Not campaigns, campaigns are all over in a matter of hours, whereas Arma via the editor (build your own military world), last for decades... I think the boys at the very start, got it right, they included an Editor.. And that is why this series is still here.. ๐Ÿ˜‰ Nothing to do with campaigns.
  5. chrisb

    Arma 3 DLC - CONTACT

    I have to say, I watched the trailer and this could actually get me playing... well this.. via A3. I don't play A3 as I don't tend to see it as a milsim in the same mode as A2, but that is just personal preference. This however, looks like a great way to do sci-fi, very few games have the ability to throw intelligent game play at sci-fi. This could be that game. It completely takes 'Arma' out of this, so leave the milsim part of Arma behind, or indeed leave 'Arma' behind and delve into sci-sim, possibly the closest we'll get to a really believable sci-fi encounter, from a first person perspective. Lets hope the enemy ('them') live upto it. ๐Ÿ˜‰ Certainly going to keep an eye on it.
  6. GL3 had 'take cover' script, you removed it for GL4. But for me, ai looking as if they are wanting to live, helps, getting to cover gives that impression to the player. ๐Ÿ™‚
  7. Had a long post took it off, didn't want to seem ungrateful.. Can you get them to go to cover.. i.e. similar to zeu_findcover, I'm sure your familiar with it.
  8. I think we can agree, when there is no reason for the mod to work, or isn't required, then its stays dormant, or those parts do. I understand the basics, from a players point of view, of course. I look at combat slightly differently to the arma engine, but that is because I want to believe in the ai and what it is doing, so yes, from a tech point of view, your quite right of course. It's not always nice to look behind the curtain, it destroys belief. Snkman (you) and the others involved with previous ai mods, left some very nice work for A2. Private mods left even better work in some cases, so I'm always very grateful for that. But I see things from a players point of view, well not so much a player as a believer's point of view. I try not to peek behind the curtain too much, as it would probably make me stop playing. Q/ Do you still play, and if you do, are you always analysing things ? I feel sort of sad for modders in a way, they sacrifice so players can believe in the game, that much I do feel sure about. If you analyse what the game is doing (behind the curtain) as you play, I would have thought that makes for a very different Arma experience. Whereas your not really playing the game as it was intended, but instead visiting from a dev view.
  9. Not really what I see . With GL4 you had to place enemy units on the terrain for the mod to initialise properly. But they didn't need to be in combat with those enemies for the mod to work. The units would garrison (mod use gl4/zeu_glx), patrol (mod use, gl4), use idle anims (mod use, gl4) etc, etc. Now where I would partially agree, until in combat the mod use lays dormant for the combat side, although again not always, depends on what a player considers 'combat'.. I would say when they use mod tactics, it comes under the combat side (zeus_findcover etc, etc). But to say the mod isn't used, isn't really correct. Just my experience as a player using the mod (check some of my videos). But you provided GL4, so would know that. Perhaps it was the combat side you meant. ๐Ÿ˜‰
  10. You could just open your mission sqm and remove references to ace. However as I have found out, mission sqm's can get corrupted pretty easily if your not careful.
  11. Make a folder somwhere called 'problems to sort' or whatever and move it into there. Unless of course your sure you don't want to try and correct the problem and delete it. As long as it isn't in your game folder, the game load won't find it, so you'll be able to load the game.
  12. chrisb

    Maximum number of AI and/or players

    Yeah, 144 groups per side for A2OA. Working from the message that pops up in game. (144 groups per side). Not sure on A3, but a interesting point nevertheless. ๐Ÿ™‚
  13. chrisb

    Maximum number of AI and/or players

    If I remember rightly for A2, its around 1447 for each side (single unit). So you would have to work in tanks as three/four (iirc) etc. But if you round that off and say 3000ap units on a terrain, then just watch the slide show. ๐Ÿ˜‰ Of course your likely to be going in with less than your share, so I suppose you could have indie's as enemy and add the remainder for them, then go up against the lot.. Weak knee's time..
  14. I've never had a water cooled pc.. I just let em burn.. They run faster that way. ๐Ÿ™‚
  15. I would think that DayZ has much less to think about than an Arma title, therefore would naturally do better with performance. AI, bullet calculation, to mention just a few things that are not used in DayZ to the same degree.
  16. Gravon. I was in my mid 30's when this came out. ๐Ÿ˜ฎ
  17. I wouldn't bother with them ZackTactical, their neither worth the breath or indeed the written words. If you highlight, as I do, others work, then that is a compliment to those making the mods. I have around 380'ish videos of ai on my channel, all were on there public at one point or other (mostly now un-listed, due to A2 being older), plus many other vidoes on private channels. From the start I have always said the work is done by talented mod/addon/script makers and highlight that. There is nothing wrong with doing that, it gets the word out, then other players can experiment too. Testing mods, helps the modder pinpoint any problems. If you took the advice of the person your answering (not worth it), then no one would make an Arma video. More or less all videos show mods of some type. Plus no one rattles on about it, its just their own paranoia..
  18. I see this as one of the most important mods for A3, certainly for sp and coop. GL series of mods have always been very good for setting up fairly complex military terrains. However the main thing that puts some players off is that, this isn't really a type of mod to look at, as an ai mod to add-into missions, or lets say I/we didn't. This type of ai mod is better served for the terrain setup, well gl3-4 were great at that. The missions come via infiltrating the terrain once its setup. These can involve various mission types (depends on setup). I.e. the missions simply bounce off that terrain. Little tweaks later on give huge numbers of oppotunities to players or groups for keeping a terrain active, before a further setup is required. Players have to remember that previous GL's didn't always work well with pre-made missions that did not use the format as the base. This mod may not be the same (not sure). GL5 had a go and did work to some extent, but unfortunately game dev updates can make the mod very hard to keep up, plus I would think, soul destroying at times. GL4, along with a couple of others, worked for me in A3 at the beginning quite well, other than the odd error popup. ๐Ÿ˜• Good quality ai mods that are freely available do a nice job for many players. But if you have the time to put into a terrain setup, especially sp & groups that really like coop against the ai, this type of mod (should it be like its predecessors), would be ideal. It would mean a fair bit of work at the beginning setting up a terrain, but lots of missions from that setup. Whole gaming world really, could and were built from GL3-4. Hopefully for A3 players, this mod could do the same. I certainly wish you well with this and if your the same snkman as the one that worked on previous GL's, then thanks for some great Arma ai gaming in the past. We used GL3/4 like it was going out of fashion back in the day. Obviously mixed with a few others.. ๐Ÿ˜‰ I know that GL4 was a springboard for the ai mod I use now, its not based on it, but progressed to suit a play style that was realised through this series of ai mods. Good luck with it.
  19. I see, so it is for creating many extra positions. Which is a very good thing, if it can be done with the existing BI buildings in A3, plus of course the ai being able to handle the new positions. All good though.
  20. Yes I see that. Question would be for me, what is the enemy ai doing whilst this is all going on ? or are they simply placed to be shot ? or do you have something in the pipeline, that they may be doing to avoid room clearances ? I know small steps, but I'm interested. ๐Ÿ˜‰ Also, I would use the playable units to do room clearances, mainly because the enemy ai would not be stood around.
  21. I can see what you are doing, its clear. Just not sure or indeed very clear how you think this will work with the ai as it stands (vanilla). I hope your work, works, the more the ai are helped along, the better. The COD thing was aimed at the poster and the response sort of confirmed that for me.
  22. I can see they are making more positions, just it's not new. ๐Ÿ˜‰ Plus the old ai mods did a good job, this will do no better really for players. The current positions are fairly good, well for A2 that I play, not sure for A3, do they not have building positions in 3. Provided you use an ai mod that keeps your ai awake, then the problem doesn't really exist, or not to the extent that you will notice as a player. Also I would add to this, 'playable unit', tactics, placements, orders, control. I get it, that many players play the series like COD, but it's not meant to be played that way really. Could be the style your playing needs adjusting and not extra nodes.