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Everything posted by Nichols
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[WIP] Horizon Islands - COS (Tanoan Special Forces)
Nichols replied to markoef's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I would go for lighter colors in the pattern myself if it was easily done without making it too flat if that makes it sound right. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Need any help working through errors? -
[WIP] Horizon Islands - COS (Tanoan Special Forces)
Nichols replied to markoef's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It looks good for a WIP but honestly just seems a bit too bright while being too dark...Its hard for me to convey that thought correctly other than saying that but something isn't quite right about the coloring in the greens. -
The CSAT Modification Project (Release)
Nichols replied to theevancat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think the OP would have an issue with a compat file. Right now they seem to work in a weird way. They don't like to move much unless they are riding in vehicles. -
1stBN/160th SOAR Mod ArmA III WIP
Nichols replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Can't wait to replace Medium Utility Helicopters with this once and for always. -
The CSAT Modification Project (Release)
Nichols replied to theevancat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Trying to crack the reason for all my loadouts on my Blufor guys transitioning over to the vanilla weapons systems instead of the SMA weapons they are coded with via sqf's. Hoping it might just be a problem with AuburnAlumni's NATO replacement mod and not with this mod creating conflicts I can't figure out. -
The CSAT Modification Project (Release)
Nichols replied to theevancat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey @theevancat any idea on compatibility with ALiVE for this? -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You sir are making me so wet....with sweat! Mainly because it's hotter than 2 rats banging in a wet wool sock but dangit man! -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They are compatible right out of the gate...however its a little weird. I have a PLA group setup utilizing RHS assets right now and once they update the VME then I will make my group with the full VME assets and get rid of RHS. Here is the link to my version....http://steamcommunity.com/sharedfiles/filedetails/?id=867968975 -
Big PHYSx compatible ship. LCS 2 technological demonstrator
Nichols replied to mankyle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Glad to hear you are on the mend for sure @mankyle thanks for the update and the work you have done. Stay healthy bud. -
How to make a run AI-units under enemy fire?
Nichols replied to mickeymen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ASR AI is OK but in my testing does not give you the player any "real" obstacles to overcome when you are fighting the AI. Especially in an ALiVE mission environment. With VCOM AI the AI actually does suppression to disengage when they start taking too much damage and the remaining team mates toss smoke and use cover to either recover and move wounded AI team members to safe positions, call in reinforcements or attempt a flanking manuever to get away. That is some thing I have never witnessed with ASR AI or any other mod for AI control.- 18 replies
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- ai in arma3
- retreat
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Vcom AI V2.0 - AI Overhaul
Nichols replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@genesis92x to piggyback on @JD Wang earlier question what about artillery accuracy? I don't mind the default settings for the enemy IF they have access to mortars, BM21's, D-30's, etc... but dammit man they are dialed in 100% each time they get called in via the AI communicating function. Each time we have to be either spot on for killing without the enemy knowing we are there or we get caught in a function where the artillery will land within 30-60 seconds of the initial contact and then it will follow the people to their respawn point...which is inevitable due to the artillery landing in the middle of the area we are shooting the first contact from and then it nails you on the head at the spawn point usually in the base and blows up everything and everyone again. It only stops AFTER you are able to clear the X as soon as you respawn the third or fourth time and only if you are lucky enough to run far enough away. -
How to make a run AI-units under enemy fire?
Nichols replied to mickeymen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We use VCOM AI on our ALiVE server and it works and does exactly what you are intending in your question. It is really easy to setup and run as a server side script package and has a low impact on server FPS.- 18 replies
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- ai in arma3
- retreat
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Looks like a security breach has already happened with all the spam I am seeing from bcr84.com; which is a Chinese casino.
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1stBN/160th SOAR Mod ArmA III WIP
Nichols replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am going to go out on a limb and say that the 9 is the number of butts in the cargo area and not including door gunner, crew chief, pilot and copilot? -
2035: Russian Armed Forces (5.3.0)
Nichols replied to Deathstruck's topic in ARMA 3 - ADDONS & MODS: COMPLETE
During multiple tests last night I noticed that the base Arma 3 Titan AT launched rockets are not engaged by the Armata defensive systems. I tried it with the NLAW and simple RPG's and it engaged and defeated those rockets as it should but never the Titan AT. I haven't checked the Javelin or other weapons from CUP and RHS mods yet but it is on my list of things to do. -
In addition to this post here would it be possible for someone in the know to give us either a script or init for a module that will allow us to set channels when players JIP within the editor and have them work in the game?
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IF Bohemia releases VBS4/Arma 4 with the procedurally generated real world aspect then Pook's SAM sites will be mandatory for all mission builders to setup real ADZ's to deny access with enemy air assets. As much as I like the concept of having realistic long range engagements; it just doesn't seem right with the current map sizes.
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Take on Helicopters Medium Helicopter; Huey and more
Nichols replied to joker006's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you get this one up to speed pretty quick I think I can pull out the old Medium Ultility Helo mod from our current mission and replace it with these. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They already use Chinese language/voices when you use the mod. -
+1 This is awesome....downloading it now; thanks for the work here bud.
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Preview release: Nimitz for Arma3 (0.103)
Nichols replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same part of the issues I have with the USS Freedom. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really liking the fact that we are seeing the updates coming along. Here's to hoping that the update happens soon with the VME guys. -
Squad/Clan List - Please read the rules in first post!
Nichols replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Squad name: Spearhead Gaming Timezone/location: We have players in all US Timezones, some EU Timezones and Pacific rim Timezones Gamemode preference (eg coop or pvp): Co-op (MilSim) Contact email: Look for @Nichols here or on Steam or Calpurnius (on Steam) Website address: www.spearheadgaming.netShort description: Hardcore Milsim done right; but we don't expect you to run around yelling "Yes Sir, No Sir" etc... We strive to have the best milsim experience in Arma 3 and we use the ALiVE framework to run a 24/7 persistent mission that goes for 4-6 weeks with structured missions and missions that are just people putting things together and following our rules. We use a basic set of mods with RHS, TFAR, ACE and other various mods for a good player experience. Take a look at our forums and join the TS at ts.spearheadgaming.net ead over to the website or teamspeak at ts3.ussocomarma.comLanguage: English primary and several of our members speak other languages as well. -
How about a feature where the AI you place down via Zeus doesn't automatically default to a wedge formation and sprint everywhere...which then requires whoever is in Zeus to fight with the damn waypoints and units for another few minutes to get them to not go back to the default stupid wedge formation all the time. Make it where their default is a walking pace with weapons down and either in staggered column or column. Also lets get an update for the USS Freedom. Right now none of the lines and sections of the boat line up and its difficult to place objects on the deck and the CWIS systems are problematic when attempting to use on the carrier as well. They work much better for me attached to a HEMMTT truck or sitting in a base I built at an airfield. Which leads me to another point...Vanilla AI...they are still either super snipers at 100+ meters or stupid inside of 10 meters. Go talk with @genesis92x about how his AI functions work from VCOM...they are simply the best in the mod community right now and work like a champ.