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louthelou

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About louthelou

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  1. Ok. It's not just the OA client which causes this problem. Even running the base ARMA2 executable, I have this problem. I cannot complete the Manhattan mission because all of my guys die right at the beginning of the mission. I reverted, so as to start with mission defaults, and it still doesn't work. I stopped playing ARMA because of this a long time ago. I stopped playing Carrier Command because of the pathfinding fails in that game (though, after playing ARMA and watching NPCs attempt to drive, the retardedness of Walruses is not really surprising). I'm beginning to wonder how BI is still around. - Oh yeah. People mostly play ARMA, and mostly play it multiplayer, thereby being able to circumvent the AI fails. Seriously guys. Hire a/another pathfinding/AI specialist, because the resources you currently possess really don't cut it. What you do well, you do really well (graphics, realism, etc.), but what you don't do well, you are... let's just say, not very good at (namely, AI)(and that is putting it NICELY). And yes, my current ARMA problem isn't AI related (though, I suppose that depends on your definition of the responsibilities of "AI"), but that doesn't change anything. P.S. The About page for Bohemia Interactive contains an error or two. First, Arma2 is 13th on PC Gamer's 100 Best PC Games of All Time list, not 14th. Also, I don't think PC Gamer has ever given out an award for a game being "Most PC" (though this one could be attributed to a language issue (i.e. "most" instead of "best"), but of course, this can't be checked, as the 2009 list from PC Gamer isn't available anywhere (that I could find)). If I were you, I'd fix this, as I find the fact that the About page for your company (which probably doesn't see that many changes) contains errors to be indicative of the capabilities of the company as a whole. P.P.S. Your forums do not function in Internet Explorer 10; no action can be taken which requires logging in, because it always says you need to log in, even if you already have. Also, I feel you need to extend the logout timer on the forums. If I log in to post something, I shouldn't have to log in again when I am done typing it just because it took a few minutes.
  2. My brother and I were playing through a previous campaign in the OA client. We were going through it just fine, until we came to this mission which required us to ride in a low-flying transport plane. The problem with that is, the plane's flight path causes it to crash into the trees (it doesn't pull up fast enough). It's not a one-time glitch, either. Every time we ran that mission, the plane crashed into the trees, thus making the rest of the campaign unplayable. Anyone else encountered this? If so, has it been fixed? I don't remember the specific mission where this happened (it was a long while ago), but there can't be that many which have you sitting passenger in a low-flying plane. P.S. I'll see if I can't find the specific mission. EDIT 1: It's the mission Manhattan in the Harvest Red campaign. You'll have to give me a few to find out if it's still a problem, because when I simply start from that mission, everyone who is riding in the plane dies 10 seconds into the mission - probably a result of the "saved game" and changes which have been made in patches. I'll post back after I've played through the previous mission and tested this plane ride again. .... I suppose I should have done all this before posting. :-X EDIT 2: Yeah, it's not me. I played through from the previous mission, and when I started Manhattan, my crew started dead. I backed out to the menu, Reverted the mission, started it, and my guys died within 10 seconds, as though they were constantly being damaged in small amounts - probably by the movement of the plane? But yeah. I'm verifying my game cache through Steam now, but I doubt that will fix my problem. EDIT 3: Damn. 2 files failed to validate and were downloaded, but it did not alleviate this issue.
  3. Be aware, there may be spoilers here. Read at your own risk. After taking Fulcrum, the enemy began attacking my islands. They captured Treasure and Arachnid, then moved north. I retook Treasure, then went to Arachnid. The only issue is, the game is acting like this is the first time I've ever been to Arachnid. As in, if one of my Walruses gets destroyed, MY GAME ENDS because the game thinks my "only hacking capsule" has been destroyed (as would be the case if this were the first time I was here). And it's giving me all the "tutorial" messages from the NPCs, like it's the beginning of the game again. This also results in my carrier not repairing or rearming anything that's docked. Just... wow.
  4. There is more that needs to be fixed with the AI, but the idea of increasing the "waypoint reached" trigger radius is what I came here to say. However, increasing it by a lot would be a mistake. Increasing the radius by as little as 1/2 the length of a Walrus would help immensely, as they're not usually missed by that much. This might have a negative effect when nagivating through bases/buildings, but those situations are handled more by inter-waypoint AI. Speaking of which, the ability of a Walrus to use a building needs to be fixed (repair/rearm/refuel; Command Center interaction seems to be ok (building is shaped differently)). They "miss" the building far too often, which results in them driving around like an idiot for (hopefully only) a few moments and damaging themselves on various walls. At worst, they get themselves stuck. I've yet to have one destroy itself, thankfully. Walruses also have a harder time following another unit which is moving than they do simply going somewhere (if you have 3 Walruses Assisting one and they're driving on land, I guarantee the 3 will get turned around, sidetracked, and/or stuck, even if driving on roads). This likely results from an update of their entire route every time the destination changes due to the assisted unit moving, in combination with other issues. If this is the case, it needs to be designed differently. Assisting units' routes should only be changed as waypoints are added or removed, and then, only add or remove from the existing route. I don't know that this is how it works, of course - I'm just guessing a reason. As far as getting stuck on rocks and such, what is passable and what is not needs to be reevaluated, and behavior for avoiding small obstacles needs to be addressed. A general idea of "more forward movement" coupled with an extended waypoint radius would go a long way to fixing the problem with the Walrus and rocks/ledges/very small cliffs/very sharp turns/etc. The current problem with the "forward movement" idea can be easily illustrated by sending a Walrus anywhere and observing it. It seems like, at every waypoint, speed is reduced or set to zero, then reaccelerated to max to reach the next waypoint. The Walrus needs to be aware that it has an additional waypoint ahead of its current one and the angle formed by the previous, current, and next waypoints. With this information, it can be given a speed to be set upon reaching the waypoint. For example, if the three waypoints are in a straight line or close to it (170-180 degrees), leave speed at full. If it's a 90 degree turn, set throttle to 1/2 for 1 second (or until oriented to new waypoint) then increase to full. Etc. If this is what currently happens, it needs to be adjusted. In reality, as soon as I started noticing the problems, I was like, "This reminds me of something... oh yeah. ARMA. Duh." What needs to happen is the hiring of an gaming AI specialist. BI seems to have problems with advanced gaming AI, pathfinding/driving AI in particular, though their flying algorithms are decent. Don't get me wrong, I love the game - I'm tabbed out right now, have 16 hours logged into the game already since the release yesterday. I just would like to see the game I envisioned. Not perfect, but not an exercise in frustration-with-a-side-of-fun, either. You might say it's not my vision that's important, but you're only partially right. If the game is viewed as a business project, then as a customer in the intended audience, my views and opinions are very important - as important as the developers', since customer reviews/satisfaction are a major part of a project like this (or should be). --- Upon further observation, I think it may be the way the waypoints work in stages. Units create large routes with a few waypoints, then use another system to create immediate waypoints to navigate their environment to reach the next "major" waypoint. This uncertainty between major waypoints coupled with the too-small trigger radius is what makes them, at times, drive like Stevie Wonder. If they had a certain route, were allowed a little extra room for error, and kept their foot on the gas a little more, I think they might work a lot better.
  5. louthelou

    Mission help

    Starting from scratch fixed the problem. At the start of the mission, when Equip is first enabled, my carrier is now given the equipment I need to complete the Treasure mission. It is a bug. Before starting over, I went as far back as before I used the hacking capsule on Arachnid, to make sure I wasn't supposed to keep that one (before I knew about them being one-time use). I verified my game cache through Steam (all files verified successfully) and started with a new profile to avoid any potential game corruption, and it has fixed my problem. When I was working with the bugged game, either of my Warluses being destroyed caused a game over due to my only hacking capsule being destroyed as well, even though niether of them had one at the time because of the bug. The only thing I can think of that I did differently was voluntarily load a saved game (i.e. not a load from dying), possibly multiple times on the first playthrough, not once on the second. On another note: is it just me, or does the Predator live on Treasure?
  6. louthelou

    PC Bug List

    Clicking OK in the Profiles menu (off the main menu) without a profile selected causes a CTD.
  7. louthelou

    Mission help

    Not that I can see - after hacking the second island (Arachnid), there's nothing to do on that island except repair/rearm/refuel. On Treasure (third island), I haven't found any interactable buildings besides r/r/r and the Command Center. There are other buildings, but nothing that appears to be hackable. However, even if there were, I don't have a capsule to hack it with. That's the whole problem. ;) ---------- Post added at 21:07 ---------- Previous post was at 20:49 ---------- Ok. Since there doesn't appear to be a quick answer (or at least, not one that anyone is aware of), I'm going to start over completely, new profile and everything. I'll post back in a while when I get there again with the results. If it's still broken when I get back there, I'mma be pissed. lol
  8. louthelou

    Mission help

    Ok, single-use capsules explains part of it, but no, I don't have another one in my carrier. Loading the Mission Start autosave for Treasure has the guy telling me to open the Equip context menu to see some equipment that someone found, but all it contains is another machine gun - "HACK-CAPSULE" reads 0. :(
  9. I'm posting this here because the campaign mission help thread in the forum rules sends me to an ARMA-only thread. That being said, this is either a bug, or I'm stupid. Someone help me, please: Is this a bug, or am I missing something totally obvious? Because as it stands, I can't continue past this beginning phase of the game.
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