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cyruz

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Everything posted by cyruz

  1. http://cup-arma3.org/download http://bfy.tw/5wCH ??????????
  2. https://www.dropbox.com/s/jrktux9qca1uogr/audio_testing.Stratis.pbo?dl=0 Play as the Civ dude, should default to that, don't move around till you've heard the issue, then experiment with ranges.
  3. I'm sure I've seen this mentioned before but not sure if it was in here. When you have a lot of audio samples playing at once, sounds stop playing, e.g. 4 fire teams are fighting and my fire teams weapons stop playing tails and then eventually stop making noise all together. Pretty sure this is an engine limitation but it's a bit jaring while playing.
  4. The first post contains a link for bug reporting. https://github.com/toadie2k/NIArms/issues
  5. I'll ping Kami, we've got a working version in-house I think.
  6. I assume he means the issue he quoted about iron sight alignment?
  7. Getting this too, when they're is a lot of audio stuff going on, I can walk near AI firing and the gun has gone silent, no good repro at the moment though. Maximum number of sounds played at once maybe?
  8. Trackers down at the moment so dropping a bug report here. Gif makes it self explantatory. https://gfycat.com/OccasionalIdioticBlackwidowspider
  9. cyruz

    AI Discussion (dev branch)

    Pretty sure it's the same bug that I linked about waypoints, they just hold and nothing happens.
  10. cyruz

    AI Discussion (dev branch)

    Not sure if this belongs in the AI thread, either way, this is a huge problem right now in stable and in 1.56 RC as any way points used in multiplayer for AI cause long stoppages of a few minutes. http://feedback.arma3.com/view.php?id=27846
  11. Thanks for this was going to do it later this week.
  12. We've seen this, AI spawn on the server, get issued waypoints and just hang around for a seemingly random amount of time. Doesn't happen locally only in dedi MP.
  13. I think the tree models in general are a bit wider than the actual LOD the AI see. See if you can shoot through part of it without bark flying off, if so, the AI will see through that.
  14. You tried it without ACE? A few are getting horrible stuttering due to sound issues at the moment.
  15. It's really dependent on what settings you choose, some are more intensive than others. There was some really nice performance charts on github a while ago showing frame delays, would be nice to see those updated post all the cleanup and new commands (parram etc)!
  16. I think that was the plan, it was just the RC that was whole download, plan might have changed though!
  17. cyruz

    Fatigue Feedback (dev branch)

    Yeah my poor MMG assistant did nothing but swear for an hour as he couldn't spot shit without holding his breath. ACE has a PR to readd the legacy stuff, although the default values are still pretty rough, hopefully with some tweaks we can get it back to how it was when it was config based and ACE made it manageable.
  18. This has been asked many times over, the answer is no. There is a much more elegant description of why in the first post.
  19. cyruz

    Fatigue Feedback (dev branch)

    Agreed, this system is weird and doesn't seem to suit anyone out of the box. We did our first session with it on the weekend and found it a really weird mix of excessively punishing and then totally non-impacting. Jog forever endlessly but sprint for 5 seconds and you're completely ruined. It makes any sort of movement during a firefight a complete nightmare as you sprint from cover to cover and after two or three bounds your character is totally ruined and can't shoot for shit. Sway is beyond terrible too now and we're using non-magnified optics, can't imagine how stupid it is with anything magnified.
  20. Thats a pain in the ass when you have hundreds of missions ;)
  21. You could write a little mod for it, rough example below: class CfgPatches { class MOD_name { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F"}; author[] = {"YourNameHere"}; authorUrl = "ninjapirates.com"; }; }; class CfgDifficulties { default = "Mercenary"; defaultEasy = "Mercenary"; defaultNormal = "Mercenary"; defaultHard = "Mercenary"; class Mercenary { class Flags { armor[] = {0,0}; friendlyTag[] = {0,0}; enemyTag[] = {0,0}; mineTag[] = {0,0}; hud[] = {0,0};//{1,1}; hudPerm[] = {0,0}; hudWp[] = {0,0}; hudWpPerm[] = {0,0}; autoSpot[] = {0,0}; map[] = {0,0}; weaponCursor[] = {1,1}; autoGuideAT[] = {0,0}; clockIndicator[] = {0,0}; 3rdPersonView[] = {0,0}; autoAim[] = {0,0}; unlimitedSaves[] = {0,0}; deathMessages[] = {0,0};//{1,1}; netStats[] = {1,1}; vonID[] = {0,0}; cameraShake[] = {1,1}; hudGroupInfo[] = {0,0}; extendetInfoType[] = {0,0}; StanceIndicator[] = {1,1}; StaminaBar[] = {1,1}; roughLanding[] = {0,0}; windEnabled[] = {1,0}; autoTrimEnabled[] = {0,0}; stressDamageEnabled[] = {1,0}; }; aiLevelPreset=3; skillAI=1; precisionAI=0.3; }; Obviously change a few things as required.
  22. Updated to cover new End Game stuff.
  23. That just a static anim or you thinking of adding side sitting to the pickup, was always annoying you could only get three people in them when you were using 4 man fire teams.
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