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phronk

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Everything posted by phronk

  1. phronk

    ARP2 Objects Pack

    http://4.bp.blogspot.com/-9QjARWd5a84/T3OXHJJbe1I/AAAAAAAAA34/OVtLNvwpMvI/s190/nod-of-approval.gif
  2. phronk

    Fun with User Textures

    Looks really awesome. Does it affect performance much, especially in Agia Marina?
  3. Thanks for all of the feedback guys! My unit still hasn't made a decision with what the server specifications will be for the server we get for ArmA 3. It seems like we're leaning more towards either buying our own pre-built server box or perhaps even building it ourselves; which I'd imagine would cost at least $1,000 for the motherboard, SSD, processor, and gigs of RAM. The reason renting a server from a server hosting website seems out of the question is because their servers tend to be less reliable and less accessible than if you were to build your own box. Also, here's a quote from a European ArmA 3 community's website regarding servers posted in April. Not sure if servers are handled any different now than they used to be in April, but it should give a pretty good idea: So... any thoughts? :)
  4. A slight bump, but I read from a post in April that ArmA 3 servers only use two processing cores, even if you had four or eight cores. Not sure if that has changed now, but if not, then would it be wise to seek a dual-core server with very high CPU clocks? Also, if that is the case, then would 8 or 16 GB of RAM be enough? Or would it be better to invest in 32GB of RAM for the dual-core server? Seems like it'd be overkill, but I'm not too savvy on server setups. Thanks in advance!
  5. phronk

    SpeedOfSound Mod (Beta)

    Awesome mod, really looking forward to this whenever it releases.
  6. phronk

    TMR Modular Realism

    This is awesome. I don't really like the sound effect for deploying the bipod (VTS Weaponresting's sound was perfect) but aside from that, gameplay-wise, it's a huge improvement!
  7. What is the command line for getting the animation viewer to work for vehicles? [] call BIS_fnc_animViewer; Entering this into the On Act. part of a trigger and this will open the animation viewer for infantry. But I don't see how to check animations for vehicles, such as the AH-99 Blackfoot. Is it possible to view animations for vehicles or is it not in (yet)?
  8. A screenshot I took of a crash site of an AH-99 Blackfoot, from a mission I created for internal operations with my ArmA 3 unit, Joint Strike Force: 1st SFOD-D. http://i.imgur.com/80qrWsz.jpg?1 (178 kB)
  9. phronk

    ARMA 3 Main Battletanks

    Here's a screenshot of an MBT with Independent camo. http://venturebeat.files.wordpress.com/2012/06/arma3_e3_20125.jpg (351 kB)
  10. Although it may be in the somewhat distant future, will this ship have a full walkable interior? Would be awesome to do ship-boarding/infiltrating missions on this :D
  11. You're the man! Thanks a ton!
  12. I'm creating a hostage rescue mission where the hostage's spawn location is somewhat randomized (grouped the unit to a few invisible markers in different areas). However, I'm stuck at the part where the players (rescuers are players, hostage is AI, enemy holding the hostage is AI) can actually rescue the hostage. I'm aware of how to make it so they can be rescued if in a single area, but I don't know the method of how to do this if they can be somewhere else. Is there a way to create a 1x1 radius trigger that is attached to the hostage unit? How can I check if the hostage unit is within an area or how do I make it so that if hostage is in an area, and blufor comes within 1 radius of that unit, hostage joins their group? I'd really appreciate any help! :)
  13. phronk

    Night is too bright after 0.55 dev

    The greater the overcast, the blacker/darker it is. The month also affects it a little, I think.
  14. If you enable object IDs in the editor in ArmA 3, you'll see that roads have an ID every 20 or so meters. Since all objects in Stratis have a classname which can be found in the Config Viewer in the editor (mostly under CFGvehicles), I was wondering if anyone has found out if roads actually do have classnames, like all other objects with an ID, in the Config Viewer. The reason I'm looking for the classnames for roads is because it'd allow me (and other mission authors) to create more authentic urban environments from scratch around the map of Stratis and/or custom made maps like Diayou Islands.
  15. Map author's download link dies not even half way through the download and the other guy's download mirror is corrupt. Reupload.
  16. Although there aren't many available custom terrains on Armaholic for ArmA 3 right now, I'd have to say this is the best one on there at the moment. I've been playing around in the editor on this map and testing how the A.I. works, and the A.I. works seamlessly so far, even in the jungles. They take cover behind the trees and rocks, they know how to navigate around the terrain, etc. Only issue I've run into so far is that A.I. (haven't tried using one myself) armored vehicles have a tendency to not move or spontaneously get destroyed in dense vegetated areas. [EDIT] There's a lot of potential for this map, especially with infantry-versus-infantry scenarios. Fighting in the jungles is fun at all times of day and weather settings (early morning, afternoon, pitch black nighttime, dense fog, etc.) and can really challenge one's awareness, in all aspects. GJ and hope to see you work on this map more or other maps in the future!
  17. If possible, I'd like a Bohemia Interactive employee reveal some details or at the very least assure us that the A.I. in ArmA 3 will be expanded upon. An answer on this forum, in an interview, or even at an interview at E3 would be really nice! :cool: With that said, it is obvious that there is a lot still lacking from the A.I., primarily due to the game still being in Alpha phase and some A.I. content is hardly (if at all) implemented into the game, such as infantry breaching buildings and whatnot. If I need to clarify what I mean exactly by "expanding" the A.I. in the game, I not only mean improve upon which is already in the game (which I already know will come in time), but also, will the developers of ArmA 3 work on making A.I. infantry, vehicles, etc. capable of more? Perhaps even allowing them to do complex tasks? Here are some examples of which I have in mind for "expanding" the A.I.: 1. A.I. Infantry fire-team/squad will stack up behind each other, breach door with a flashbang (if implemented), and enter after it goes off, clearing all rooms or all rooms in their pathway intelligently. 2. A.I. Infantry will mid-air 'disembark' air vehicle mid-air at certain safe heights when over water for special forces/navy missions or whatever (I know this is doable via scripts currently, but would be nice if it was more of an accessible task for AI/mission makers ;) ) 3. A.I. Infantry will pop smoke at necessary times to cover movements, healing self/others, dragging teammates, etc. 4. A.I. Infantry will drag/carry wounded to a medic, to a covered position, into a transport vehicle cargo seat (not pilot or co-pilot obviously), etc. 5. A.I. Vehicle will pop countermeasures such as flares or smokescreen to counter missile locks/to provide cover 6. A.I. Attack Helicopters may try to engage targets from afar at an almost halted speed and stable altitude, instead of swooping in like they're a jet 7. A.I. Infantry can be ordered by a Team Leader/Squad Leader to pop smoke in a designated location 8. A.I. Infantry in 'Stealth' behavior will not open fire or engage targets unless fired upon 9. A.I. Infantry will run for cover when being shot at/suppressed (instead of just standing there or going prone) 10. A.I. Infantry is unable to see hostiles through terrain, rocks, walls, tall grass, or trees. If fired upon through said object, hostile may fire a few bursts to suppress whatever was shooting at him 11. A.I. Infantry Team Leader/Squad Leader may assign specific roles to squad members (such as assigning marksman or LMG to provide overwatch at X location to watch Y location/direction) I am not demanding that the above list of expanded A.I. ideas must be implemented. I am just giving examples of what I might consider expanding the A.I. for ArmA 3. I'd be very appreciative if this could be answered (in details maybe? :o ) by a developer somewhere. One of the greatest things about this game, in my opinion, is the potential that the A.I. has in this sort of game. Not only the potential of what the A.I. can do, but also what the A.I. can do in custom-made missions! Thank you! <3 ~ Phronk
  18. phronk

    Will AI in ArmA 3 Be Expanded?

    I am aware that there are mods for ArmA 2 which drastically improve the A.I. in many ways. I am just curious if the developers behind the game are considering doing said improvements, instead of relying on the modding community to fix/improve it, again. Appreciate the feedback though! :D
  19. phronk

    Close Air Support - Day 1

    I liked the authenticity of the air base, as well as the other base setups. I'd say this is actually the first single-player mission created by a user for ArmA 3 that impressed me. I'm sure it'll be even better when the game is fully released and all the alpha kinks have been worked out. :D
  20. CPU: AMD FX-8120 Eight-Core Processor 4.00 GHz RAM: 12.0 GB GPU: NVIDIA GeForce GTX 570 (overclocked) HDD: 1 TB (standard) MONITOR: 22" LCD Monitor (1920x1080) MOUSE: Naga Hex Overall view distance is 1768. Shadow distance is 75. Everything else is pretty much on Ultra setting and great most of the time. Game usually gets laggy in missions with a lot of AI or a server with players connecting and disconnecting frequently.
  21. NAME: Frankie GAME NAME: Phronk AGE: 22 TIME ZONE: GMT -5 (Eastern Time Zone) LANGUAGE: English AVAILABILITY: Available every day. More than 20 hours a week, most likely. (work only 4 hours a day) PC Specs: Video Card: GTX 570 Processor: AMD Eight-Core Processor 3.10 GHz RAM: 12Gigs HDD: Standard 1TB Hard drive Resolution: 1920x1080 (16:9 Aspect Ratio) In-Game Settings Overall Distance: 1780 Object Distance: 1250 Shadow Distance: 75 Clouds: Disabled HDR: Standard AA: x2 AF: Very High PIP: Ultra Everything else is set to Very High, Standard, or Low. What I'm Looking For: I'm looking for an active ArmA 3 community that hosts a smooth passworded/private server (tired of griefers and so on) preferably Co-Op missions, but am fine with PVP missions as well. A squad that plays with realism in mind is also a plus. I've played ArmA 2 for a little over a year. I've been creating a lot of Co-Op missions and Single-Player missions and intend to go more into advanced mission making either when the game hits Beta phase or Final release phase. I'm aware of how ArmA is meant to be played and am a mature player, but know how to have fun too. My computer specs handle this game pretty well/decently, but I'll be upgrading my PC a bit soon so that it will be even better. I usually stream my mission creation sessions, but will not stream the squad's play-sessions if requested not to. What I Can Offer: I am a mission-maker. I can create Single-Player, Co-Op, and PVP missions for the squad/clan to play or I can just release them publicly. Plus I stream when I play ArmA 3 or create missions! I do not record play sessions onto my hard drive/YouTube, though. I am NOT interested in joining squads that focus on Wasteland.
  22. ArmA 3 is in an early stage of development (Alpha stage, of course) and as an individual who has access to the Alpha, I've been playtesting the game and its editor vigorously, in hopes that discovering and reporting these bugs and glitches early will allow Bohemia Interactive to fix and optimize the game much better for Beta or the official ArmA 3 release. I've been focusing mainly on editor and A.I. related content lately. Some of the bugs below may have been reported, but I am reporting all bugs I've found in the current build of the ArmA 3 Alpha. A.I. Related Bugs: A.I. controlled helicopter with a waypoint order to transport/unload in a specific area will sometimes not complete the order and the pilot will instead repeat the order "disembark" or will ignore the order and move on to second waypoint (if any). A.I. helicopter sometimes becomes idle after completing a waypoint or taking fire. A.I. controlled squad members shout out random unnecessary commands like "Covering fire!" despite there being no hostiles to provide covering fire against. Stationary A.I. soldiers placed in the editor will always react to hostile contact by firing a short burst at the target, then go prone, and then either continue firing at target (even if LoS is obstructed, such as the unit is placed inside a building near a window). A.I. infantry can detect hostiles from a distance through hills sometimes and can also detect/shoot hostiles through surfaces a normal player cannot see through (specifically leaves from trees or bushes). A.I. infantry given the waypoint order to "Guard" via mission editor will instead charge at any remote hostile's location aggressively. When a large amount of A.I. controlled infantry are in the same area, they will sometimes walk inside of eachother. This also can cause them to freeze up or remain idle in the exact same position as the other A.I. A.I. controlled civilians always flee or run in random areas/directions when gunfire or explosions occur near them. There should be an option to disable this on specific civilians (in case editors wanted to create more organized hostage missions or whatever) A.I. controlled squad-medic does not heal or attempt to heal himself or fellow squad mates, even if they say they're injured or request medical attention. They basically act only as light riflemen, rather than a supporting medic. A.I. controlled squad-leader/squad-mates sometimes stay in cover of bushes or other cover (despite still not reaching their designated waypoint) and do not proceed on to their waypoint for the remainder of the mission. Server/Multiplayer Issues: Multiplayer servers tend to cause all players' FPS to drop significantly (or completely freeze the screen temporarily) when players connect or disconnect from the server. Explosions and smoke plumes (especially if several smoke grenades of different colors are deployed) can cause sever stuttering and FPS drops for all players. Other Issues: Grenades bounce off some windows when trying to throw nades through them. Characters who crawl through a doorway from an indoor area to an outdoor area are forced to stand once getting to the doorway or through of the doorway. Snakes are immortal. In a rush to leave at the moment, but will edit this post to include more bugs and issues I've found in the game and mission editor. Some of My Computer Specs: Video Card: GTX 570 Processor: AMD 8-core processor 3.10 GHz RAM: 12G Screen Resolution: 1920x1280 Video Settings: Everything is on Very High; clouds are disabled, HDR is Low, view distance is 1780 (object distance is 1200), shadow distance is 85, vertical sync is off.
  23. phronk

    ArmA 3 Alpha List of Bugs

    Appreciate the pointer to their bug tracker page. And as for the window problem, the window was not broken and I had a feeling that might've been why, but didn't think they'd actually implement that small detail. :D
  24. Here's a picture of the hacker:
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