Masharra
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Posts posted by Masharra
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Just direct linking because your picturehost is wazoofull of ads
http://s1.directupload.net/images/130819/t8wu7zy9.jpg
http://s14.directupload.net/images/130819/ahbpx3hl.jpg
http://s7.directupload.net/images/130819/59jl5wgn.jpg
http://s1.directupload.net/images/130819/b49jymfq.jpg
http://s7.directupload.net/images/130819/7ejisuu9.jpg
http://s1.directupload.net/images/130819/co2mcz5a.jpg
http://s7.directupload.net/images/130819/5dylc8n4.jpg
and I believe this issue needs exposure
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co08_lost_you
Disgruntled about their lack of support a USMC platoon has gone rogue with nuclear launch codes. A joint USN Seals, British, Nightstalker squad has been ordered to retrieve them.
-Updated standards
-updated briefing
-Tweaked AI numbers
FINAL UPDATE unless show-stoppers
Req
Binkowski Marines
Namalsk
Namalsk Units
TF86 Navy SEALs Pack
http://ciahome.net/forum/index.php?topic=2861.msg20395#msg20395
https://www.dropbox.com/s/b8x1zagl5nt4jlr/co08_lost_you.namalsk.pbo
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I'm at work so can't test but am interested as to how AI will accommodate for this?One a side note perhaps something that tells us general direction wing blows? Thus far Ive been using the clouds. As for the ai.. Im not sure but they seem to be using kentucky windage
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I figure this is similar. http://steamcommunity.com/sharedfiles/filedetails/?id=171124757
Except it is line 143.
I started shooting at 2 guys to my front. As you can see no real cover nearby. Once this error popped up my fps dropped to 20 and my rpt started being spammed uploading to dropbox will link in a sec
Mission http://steamcommunity.com/sharedfiles/filedetails/?id=170597306 Escape from Stratis by Hiltz
Small except
if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Object id 93236fc7 (1991) not found in slot 109,153 Link cannot be resolved Object id 93851dfd (1533) not found in slot 163,156 Link cannot be resolved Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition ); if ( !( unitReady _un> Error position: <_coverPosition ); if ( !( unitReady _un> Error Undefined variable in expression: _coverposition File WW_AICOVER\ww_aicover.sqf, line 143 Error in expression < } do { _dist = round ( _unit distance _coverPosition );
https://www.dropbox.com/s/leoyhlser1vk1vx/arma3_2013-08-20_01-44-22.rpt
gl4 ranges for hearing
// Enemy A.I. Advancing Smoke:
// ==============================================================
// Choose which smoke shells/grenades can be detected by enemy A.I.
// Smoke shells/grenades listed in this array can be detected by enemy A.I. within a range of 100 meters.
// Default: ["SmokeShell","SmokeShellYellow","SmokeShellRed","SmokeShellGreen","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange","G_40mm_Smoke","G_40mm_SmokeRed","G_40mm_SmokeGreen","G_40mm_SmokeYellow"]
// GL4_Global set [33, (GL4_Global select 33) + [] ];
// Enemy A.I. Advancing Smoke Distance:
// Choose in which range enemy A.I. should react to dropped smoke shells/grenades.
// Note: This value set how close smoke shells/grenades have to be dropped within the enemy A.I. position.
// Warning: Do not set this value higher then 100 meters else enemy A.I. will react to smoke shells/grenades even if it was dropped more then 100 meters away from their position.
// 0 - 100, default is 100 meters
// GL4_Global set [34, 100];
// Enemy A.I. Advancing Weapons:
// ==============================================================
// Choose which weapons and ammo should be heared by enemy A.I. within wich range.
// Note: Weapons which are not listed in thouse arrays can heared by enemy A.I. from the "Rifle Distance" distance.
// Weapons and Ammo listed in this array can heared by enemy A.I. within a range of 15 meters.
// Note: Suppressed weapon classes are detected and added automatically.
// Default: ["B_556x45_SD","B_556x45_SD"]
// GL4_Global set [35, (GL4_Global select 35) + [] ];
// Muzzles and Ammo listed in this array can heared by enemy A.I. within a range of 50 meters.
// Default: ["M203Muzzle","GP25Muzzle","G_40mm_HE"]
// GL4_Global set [36, (GL4_Global select 36) + [] ];
// Weapons and Ammo listed in this array can heared by enemy A.I. within a range of 300 meters.
// Default: ["M136","JAVELIN","STINGER","RPG7V","STRELA","M9","Makarov","B_9x19_Ball","R_M136_AT"]
// GL4_Global set [37, (GL4_Global select 37) + [] ];
// Enemy A.I. Advancing Suppressed Weapons Distance:
// Choose in which range enemy A.I. can hear suppressed "M9SD/MP5SD/M4A1SD/MakarovSD" weapons.
// 0 - 100, default is 15 meters
// GL4_Global set [38, 15];
// Enemy A.I. Advancing Grenade Launcher Distance:
// Choose in which range enemy A.I. can hear Grenade Launcher "M16A2GL/M4GLAK74GL" weapons.
// 0 - 300, default is 50 meters
// GL4_Global set [39, 50];
// Enemy A.I. Advancing Pistoles and Rocket Launcher Distance:
// Choose in which range enemy A.I. can hear Pistoles/Rocket Launcher "M9/Makarov/M136/JAVELIN/RPG7V" weapons.
// 0 - 500, default is 300 meters
// GL4_Global set [40, 300];
// Enemy A.I. Advancing Rifle Distance:
// Choose in which range enemy A.I. can hear Rifles/Assault Rifles "M16A2/M16A4/M4AIM/M4A1/AK74" weapons.
// 0 - 1500, default is 600 meters
// GL4_Global set [41, 600];
I personally up smoke detection range to 600m-1km
Suppressed weapons to 100m-200m
Rifles to 600m-1km
Not those ranges are based on reactions that GL4 uses. AI will send scouts to investigate noises and such.
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RPG-42 hasn't had AA ammo in ages. It was replaced when the Long Titan arrived with its AA round.... http://steamcommunity.com/sharedfiles/filedetails/?id=171116566
rpg-42 aa ammo still there
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Q whats the hearing range/ can it be added to the config? Im having wet dreams of GL4's hearing and reactions.
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Had a play with it last night with some rather comedic results. I set up a very basic mission with me going lone wolf with a scoped EBR and an enemy squad patroling a road. I engaged the squad from a hillside. Within moments of the attack, the squad ran around like headless chickens, one of the enemy AI blew himself up with a grenade along with a few of his squad. One guy split off from the rest of his squad and hid behind a building. When I eventually went after him and engaged in a CQB gunfight we injured each other. I went into cover to heal and when I went back to his position I found he had run off. After a short search I eventually saw him running off up into the hills and I picked him off with a single shot from my EBR. All that was missing was the benny hill song :DIt was good fun, but echoing some of the comments on here I do wonder how realistic this is as a blanket solution. I feel like maybe you need to be able to set the level of "professionalism" you want the AI squad or even the faction to have. You'd probably expect this kind of behavior from say a bunch of untrained rebels or undisciplined military but would you really expect this from a NATO army, especially a battle hardened or spec ops unit?
I see value in this mod and think you've done some great work but I wouldn't want to use it as it is now in all circumstances.
Just my initial thoughts anyway, I enjoyed it none the less and will play around with it a bit more
Therein lies some prejudice I think. This is not Arma 2 OA. From the 3 factions we currently have ingame none of them are untrained rebels or have an undisciplined military.
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* Bleed-outs now result in actual blood loss instead of just behaving as a visual.
Can you expand on that zooloo? I am desperate for anything medic related. DESPERATE
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Are you joking? No one runs with heavy backpacks unless its really necessary (during a retreat or during combat). You dont go from A to B with a backpack and running. Well at least not in my country, maybe Special Forces do but I was never part of those so I can't say.
A-men! its called dropping your load! Marching speed from A-B with marching load then drop gear to combat load. ofcourse such a advanced logistical manoeuvre is unknown to arma. (barring ace)
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I think it ties into the gamier aspects of arma 3. http://www.military.com/video/operations-and-strategy/afghanistan-conflict/machine-gunner-firefight-in-the-stan/1557119772001/ Watch how he carries his mg.
Yet in arma 3 we can have the Zafir shouldered all the time even whilst climbing over objects.
As it stands if anything in my mind arma 3 plays more like Swat than anything else.
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I find it a little bit unrealistic that units "panic" when ambushed.I like suppression and I like extending the length of firefights, but I don't like losing complete control of my unit just because I'm getting shot at. Frankly, modern infantry soldiers DON'T panic even when ambushed. It is EXPECTED that you will be ambushed. Even during a close ambush, instead of losing their minds you will see that unit simply turn towards the gunfire, unleash a torrent of small arms fire and grenades, and fucking walk on line into the threat. I can see this feature for civilians or insurgent groups with low skill, but not for trained militaries.
Let me put the required lol here.
Then let me put the required We arent fighting some "relatively untrained militia " ingame.
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Close game start game.. from what Ive gathered from other titles that use sws. It gets tempermental at times aka whenever the hell it feels like.
Was happening earlier this morning for me. I started alt tabbing out whilst it uploaded so I could do something else than wait for the timeout :D
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62kg.. thats consistent with
Im just going to leave these here http://thedonovan.com/archives/modernwarriorload/ModernWarriorsCombatLoadReport.pdf http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA212050 -
Corrected sorry. too many tabs open xD
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I can understand why some people would think that the skip in the level of technology or armament series is too much considering that it's been only 20 years. No doubt in our reality M16/M4 and AK/AN-series rifles and such will still be widely used in the 2030s. But I don't think that it's too far fetched to think that the US military would adopt a multipurpose design for its main assault rifle. Also, I hear that the production of the Kalashnikov-series rifles has ceased.As for the movement, hopping and swinging your gun from side to side when running might look natural (and even cool from an action movie point of view...) but wouldn't it be a little... amateurish? The Arma2 sprint animation looks simply comical to me.
One thing that arma 2 does better than arma 3 is showing more realistic weapon handling. the average soldier does not run around with his weapon anything like in arma 3. Doing clearing a room? Sure... running across a countryside.... hell no. Arma 3 soldiers are robots in that regard.
check the troops running across this small stream http://www.military.com/video/operations-and-strategy/afghanistan-conflict/troops-under-fire-by-afghan-river/2125355833001/
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Rather listen to this guys breathing after what 30m?
listen to the breathing after crossing a river http://www.military.com/video/operations-and-strategy/afghanistan-conflict/troops-under-fire-by-afghan-river/2125355833001/
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-added new single mission using Swedish Forces Pack.
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Lovely just finished a making a mission on your island. Eager to see it progress!
http://steamcommunity.com/sharedfiles/filedetails/?id=170871083
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Yeah, it needs a revision again, with the standard gear, a rifle, several magazines, few basic items up to 10kg, the character gets tired in few tens of meters.hmm i tried this standard nato rifleman
I jogged with no ill effects until 250-300m at which point I heard light breathing that gradually increased
No screen darkness and heavy breathing until 500-550m
I would guestimate the standard weight to be 25-35kg.
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all that will ever be needed -
epeen? or as smokedog suggested. :D
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~snip/KC
If I recall correctly there was some guy on the forums who claimed many people play with low terrain details because it is easier to see the enemy with.
...
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yess yess excellent rubs hands menacingly.
Good work will DL asap
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interesting. Any idea how well it plays with other mods?
STEAM workshop, scenario TAG categories, discussion
in ARMA 3 - GENERAL
Posted
Perhaps split water to Underwater and Water? (lol)
e.g one of my mission features scuba and boat based combat.