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Mirudes

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Everything posted by Mirudes

  1. Proving Ground for ArmA 3 Just for the records: That "Mission" is constructed like a cheating console. I think it wouldn't make sense to use this "sp-mission" inside of a mp-mission. It is a knowing fact that it is used by cheaters for the multiplayer. It was created with the tools from BIS and is contributed here in this forum. Bohemia Interactive Studios - what's wrong with you? Do you love cheaters more than innocent players? What more is needed?
  2. The online connection to MP servers should not be made by 3rd-party apps. The native functionalities of the main program should be used for this. The developers invest so much time on other things, they shouldn't give up their competence here. Server-History and Server-Favourites are common functions today.
  3. I like it that you start to ask the right questions! Have you ever asked ONCE, if it makes any sense, if you can turn off BattlEye (or any other tool) in multiplayer? Why is there this possibility at all? BattlEye has to be mandatory for MP. Only the optional integration of whether one can start BE or not, has led to this mess.
  4. By talking about the bag of rice, I imagine a plane coming from a long distance at the players. Anyway, this entity used to be a human player or a artificial intelligence. The AIs used to be server sided and transmitted (*). Of course, destroyed items used to be transferred to all clients, that's just how a multiplayer mission works. Beside that, if you have players 200 miles away from you in the same MP-mission, you are doing something wrong. The purpose of MP is to play together but not have some Rambos doing the mission in a A-10 all alone. The developers could create a limited gaming zone (like a event horizon) for this purpose, known from other games. In my humble opinion, the example with that "bag of rice" is wrong and is always abused from some flyboys (which are often the server-admins). I don't want that this situation becomes more worse than it already is. The AIs are just failing in mplayer missions. I have observed a squad of AT-soldiers not attacking tanks at all. I am talking about basic function that was still working in Operation Flashpoint (1). The AT-soldiers didn't attacked tanks in A2. For that I don't need BIS, A2 or A3. (*) I understand that you could use "sleeping capacities" on other machines for this task. But I don't want to share my hardware ressources with players on the servers, only that this one server-admin-flyboy can abuse the Headless Client for his own purpose. We are talking about a non-functioning AI, but not about a sack of rice.
  5. zorrobyte, thanks for your constructive proposal! I hope that this info could be any help for you, and since this posting was addressed to ALL people who have to run A3 more than once (certainly for testing purposes, not for cheating ;)), here is my english translation:
  6. The mousewheel is the best choice because it is intuitive for up and down. A modifier-button like CTRL is a must. You could continue to use the mouse wheel for the standard menu (without Ctrl). I also like the idea to use a modifier-key and moving the mouse (but not the wheel). I could even think about a combination of these two: One could use a 2nd modifier key (ALT), for the purpose of leaning. With that I could find the proper height first, and then leaning around corners with a key + mouse movement.
  7. But actually we are discussing the alphaversion of ArmA3 and medics must work as expected. In my opinion it is just not the right stage for community-made mods. And it is not the purpose of community-made mods, to fix basic functions. Though it would be a nice addition to have these extended capabilities for the native A3-medics.
  8. Yes, that's unrealistic, normally you would move to a medic and could use the [*]-icon (standard action) when you are injured. I would say that the medic would rather move to you, when you are in his range and in a safe position. When you activate a wounded unit, and using the action-menu (6), you would see: Heal at medic Heal at medic Heal at APC ...when there are more than one medic, according to the distance from the soldier.
  9. Lowering the weapon is triggering "careless animations" for the Player Inb4 Alpha! :rolleyes: It seems like when you lower your weapon, the player figure is switched into the "At ease-mode". I think it's due to the fact that they are using these careless-animations from the AIs for the actual player, too. When you set the AI in a "careless" awareness, after a short time they start to make random animations like looking at their shoes, lifting the weapon, talk to other AIs and pointing to a point at the horizon. All that looks great when the AI is doing it. These animations give the impression of more realism to the human players. And it is certainly stopped when the enemy is close. But now the game characters of the AI and the player are treated in the same way. When the player lower his weapon, the avatar will start to make unnecessary random movements. In contradiction to the AI, the player avatar will even play these animations, when the enemy is in sight. When I am kneeling behind a rock, observing the enemy, using binoculars from time to time, the figure starts to make unwanted animations, slapping flies over the head, sweeping sweat from the forehead and whatever. This results in a situation, where the enemy can easier spotting me. The same situation occurs, when I am crawling (for a obvious reason) and suddenly my figure starts to roll the body slightly, move the legs or shaking its head or so. That's just no more realistic. Nobody would act like a careless person when the enemy is nearby. 1.) The fact that the player suddenly starts to make careless animations, leads to the following bug(s): When you lower your weapon, and go on the knees, your avatar will start to make this careless animations. It will move his head a little bit. But when you invoke aiming again (scope, crosshair, ironsight), the animation will not stop. You start to aim at the ground (that alone is a bug...) and when you rise up your rifle again, the careless-animation is still active, while you are aiming. It is impossible to hit anything with this. It's clearly a bug. Before that it was possible to raise the weapon again with a left click. But now the rifle is fired, hitting the ground. Before it was impossible to fire a weapon that was lowered. One could consider this as a bug, too. 2.) I have the suspicion, that there is another bug, according to the lowered weapon, that when you move, your avatar suddenly walks further, and the player can't stop walking. I am sure that there is a "careless animation" running, that is blocking any other player input. You can not see this animations, because you move forward, with the mouse pointing at anything. The player has to invoke (for example) "weapon change" or "climbing over" to get out of this constant walking. I have to say that I can not reproduce that second bug with the continuously walking. Both bugs are related to the (slow?) walk problem with lowered weapon: http://forums.bistudio.com/showthread.php?152672-Constant-walking-forward-action http://forums.bistudio.com/showthread.php?152656-Walking-probelm-Dev-Build-0-53-103754 [Fixed]
  10. When I was playing Operation Flashpoint (1), I activated the medic [F-Key] and tell him with the action-menu (6) to "Heal that Rifleman". When the medic was selected, I could even point to a wounded unit and click on him. In this case I was saying: "Medic, support that man!" When I activated the wounded rifleman [F-Key], I used the menu (6) and tell him "Heal at medic". When I gave the medic the command to "Engage at will", the medic began to heal the wounded units automatically. In this case I gave the medic always the command to "Stay back". Even the wouded units moved back to the medic, out of the fire, when they were in the "Engage at will" awareness.
  11. Hey, wait a moment! Didn't you always say, the purpose of a alpha is the testing - but not to play? When BIS want's to test their new units, they should bind the online alpha-testing to a bugtracker-account. When they want to prevent hacks (like the mentioned mass kills), they should disable the mod-capability while the alpha. It can't be truly the purpose of an Alphaversion to test unsigned "self written mods"? Right?
  12. Mirudes

    Physx

    When your answers were right, then the given questions must have been wrong then... What? ATI is using PhysX? Since when? That installation is just a update for users with Nvidia graphics cards. And please stop swinging the fanboy-hammer here.
  13. Mirudes

    Physx

    That feeling - when you have a Nvidia card for ArmA3...priceless. :nener:
  14. Mirudes

    Physx

    That PhysX software is a brand from Nvidia. When you install any actual Nvidia driver, you will have plenty of additional software, like 3D (stereoscopy), or CUDA and that PhysX. When you do not have a Nvidia Graphics card, you can not simply install that software and expect any calculations on a ATI-architectured card. PhysX can outsource some calculations from the Central Processor Unit (CPU) to the graphic card. By using special techniques, you can achive much faster results and a better gaming experience. Both, your CPU and your graphics card (GPU) must be able to communicate with each other. For this, a game must support PhysX. If there is no PhysX involved, the CPU will still acts as usally: It will calculate ALL physic calculations on the central processor unit. No matter if it is a AMD or INTEL. It has been said that ArmA3 is going to use only userside-PhysX-effects (lets say: water surfaces, clouds, dust, smoke, fire and so) but thats not exactly true. ArmA3 is going to be optimised for that technology. And now...let the shitstorm begin...
  15. I have recognized a few times, that when I hit the close-button (in example browser), that A3 instantly moves to the foreground. The expectation was the desktop. Generally it is like that all ArmAs tends to steal the focus. I think we should clarify whether you are running windows mode or full screen. By saying fullscreen, ArmA dont't care about the titlebar of windows or if the taskbar was moved. Somehow the startup parameter -nopause (In A2 and A3) makes no sense. Because it is depending to the windows-mode. I assume, that some AntiCheat or BattlEye have control over the taskbar, like some copy protection programs (or AntiVirus) are hiding their own processes against attacks. I agree with the topicstarter, ArmA could keep the Windows-standards better.
  16. Yes, it always was a dirty business and will ever be. It seems like you have a full-time job here! So much effort just to prevent a basic ANTI-TK system? :confused:
  17. The Artificial intelligence (AI, Bots) are very dependent to the processor performance. If you have ever played ArmA before, you would know that the AI have blackouts for that reason. When you tell the players, scripting works in ArmA, how comes that it doesn't work? When you are satisfied with all your scripts, why do you play on closed servers? Do you believe that Steam will care about your negative score, when you gets banned, because it was a accidental helicopter crash?
  18. Here is a another posting of mine in another thread, "The ultimate thread about Arma 3 anti-cheat discussion". I believe it belongs to here, because it wasn't mention yet: I could even agree with that. But at first you have to clear up the basic level. It is more worse because the A3Alpha was released without any (BattlEye-) protection. That game becomes unplayable in MP (for example) due to criminals who wants to steal your A3 license. Here it is very important to have a short reaction time. Cheers, mate
  19. Uh - the messiah is talking to me... Every (AntCheat-) script that is running, eats processor capacity. It is consuming the power of the main prozessor. No matter where - if it is on the server or a the client. The overall performance and the net-transfer will suffer. While kicking a teamkiller with a negative score is a nothing. :butbut: B-b-but you can't kick teamkillers in DayZ, right?
  20. You are telling me that the criminals steal the ArmA2-keys for cheaters in DayZ and that makes BattlEye superior? Or it is logical that A3 is released without ANY functionable protection - so that all the A2/DayZ-cheats can be ported to the A3-engine? And now you want to have this discussion here closed? Why don't you start and be a good example yourself? Please delete your posting and bury yourself. A forum is a democratic instrument. When you don't like to hear what we have to say - just stay away. I will not miss you.
  21. Being a ArmA-Mission maker with great scripting know-how doesn't make automatically a trustworthy person out of you. When you know how to make things like these, you possibly also know how to steal ArmA-keys? Please tell the normal ArmA-player how to tell the difference. It is now up to Bohemia Interactive Studios to rework some of the before mentioned groundworks before they can even think about further development.
  22. It isn't actually a problem in ArmA2 or ArmA3 when some players uses a cheat and create a "better weapon" or "endless ammo" and such. This is a problem related to DayZ. Since we know that DayZ is going to be released standalone, all of your nifty "Sherlock Holmes-investigations" are a plain waste of time. The cheaters in ArmA was attracted through DayZ, and they will dissapear with the release of that Day1-standalone game. I don't feel the need to discuss security questions for DayZ or Day1 here. BIS came out with the idea, to create a mod where one player can kill another player for his equipment. One could say, teamkilling was cultivated with the official DayZ-Mod from BIS. And now it seems like that DayZ has collected all the scum from the internet into the ArmA-community: Stealing software keys is a breach of the law, where I live. And selling stolen goods (software licenses) is a bigger crime (than theft) in my country. (#1) EdiT: (#1) By saying this, I just realize that the problem with stolen keys is maybe a result of corrupt Server-Admins. BIS have sold 1 million more copies due to DayZ and now they have to deal with them. And I have to say, I hope for you (DayZ-admins) that your wishes about the scripting capabilities for AC and TK (together with BattlEye) is going to be realized in Day1 - guess why...it will be hell. Good day
  23. One reason, why cheaters starts to play with cheats: They say, even the admins on the servers are cheating!
  24. Have they solved the problem with teamswitchers in ArmA3? Do they have a concept how it can be achived? Without sideshow-BattlEye? Without the interrogation of the community? Without user-scripts? Here is my concept: When you leave the server - can not longer connect to this PvP-mission again. Problem solved. Next.
  25. What do you believe, is the purpose of a Alpha release? This is what Wikipedia knows about Software release life cycle: ArmA3 will not be "feature complete" at the end of the Alpha-stage. When even BIS is tapping in the dark, you should not claim here that you know anything more about the game than others.
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