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serjames

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Everything posted by serjames

  1. There is no map yet... you need to read what the author has written. He is creating 3D assets, like buildings wrecks etc first. A finished map is SOMEWAY off yet... SJ
  2. serjames

    Bornholm, Denmark [Terrain WIP]

    Try SmokeDog... He's got some nice vegetation for his Sangin maps, honestly not sure if they're bespoke, but they look nice :-)
  3. Yes, ALiVE currently breaks this due to their new logistics script. However they're aware and working on a fix as far as I know. SJ
  4. serjames

    ASR AI 3

    See here for someone working on improving vehicles... I imagine help would be much appreciated https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines
  5. serjames

    Smarter tanks script

    Regarding type TrackX... I'm honestly not sure but I found this: simulation = "tankx"; here https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines perhaps you can "look" for that feature ? Here's another one to consider - When a vehicle is hit a routine is run to weigh up vehicle damage/survivability with the immediate threat and the crew may decide to stay in the vehcile... i.e. opposition is infantry as opposed to Tanks / helicopter Weapon still functional etc ? SJ
  6. serjames

    ACRE2 Public Beta Release

    Desync is likely the 1.26 Desync bug... http://feedback.arma3.com/view.php?id=20358
  7. MikeTim you make me chuckle mate.... Kju.. Good job looking forward to the fixes. less worried about the giant Chocolate starfish in the sky... You only notice it if you're looking right up.. lol SJ
  8. serjames

    Smarter tanks script

    Very exciting development and clear requirment for such based on my experience to date. Features that I would love to see - Please bear i mind I'm no coder so these are mearly desires as opposed to things I know might be possible - you tell me. Mod features - Use vehicle type based on PhysX i.e tracked to determine if a vehicle should run the script (should allow modded tanks like Reyhard's excellent T- series tanks to work) - Make it a modular addon as opposed to a script - easier to implement etc - Give it capability to see vehicles spawned by 3rd party i.e. ALiVE - we rarely manually place vehicles these days, preferring the excitement of a more dynamic placement - Modular - i.e. we can turn on features if appropriate. So I would want russian or Nato Tanks to follow all the proper tactics as below, but probably not some Jihadest in T-55 he can simply charge around as needed... Vehicle Tactical features. - Go to Hull down position. if near escarpments or rocks or other obstacles can the vehicle position itself "hull down" - Break contact under file - smoke then rapid reverse course still facing the enemy Hull/cannon - Bounding over watch - in tank formations allow covering move and fire... Very effective for Ai Soldiers would be doubly effective for vehicles - Prefer Infantry support - stick with infantry if near and follow their lead on movements or SAD - Road formations - no idea how you code it, but could you get vehicles to use standard formations i.e. stop and Herringbone etc ? Angle coverage - 1st vehicle covers front, next left, next right etc etc Sure there are more - will have to ask some of our Tanker/apc vets what they recommend. Very excited to see this done finally !! Great start SJ p.s. Thanks Natalie !!! keep the coffees coming ---------- Post added at 10:00 ---------- Previous post was at 09:53 ---------- Thinking aloud - if someone could model a berm/tank trench maybe we could script a function that had the tank rock forward and backwards to Simulate digging a trench and then spawn the trench model around it... http://www.legionsivhire.ca/media/catalog/product/cache/1/image/f1e76205c79b172c8662621d7cd8558b/e/c/ec026.jpg Might look contrived... I don't know.. Would be cool possibly SJ
  9. Sorry chaps, am I stupid or something ? Can you be super clear for me. I know that with the Lite pack SMD_Sahrai will work - there is no map content in the LITE version to hide/cover/overconfig it. Have you managed to get SMD_Sahrani working with the full pack ? I.e. do you see 4 Sahrani derivative maps in your editor. If you have can you please be clear as to how you achieve it, 'cos I can't. Again just so we're really clear and on the same page this is NOT the AiA_TP lite pack but the full 7GB daddy download + SMD_Sahrani (either lite version or full) etc ? Cheers
  10. Not sure I Understand what you're saying EvM ? Are you saying you got SMD_Sahrani to work with AiA_TP ? (the full version) or not ? SJ
  11. serjames

    Blastcore: Phoenix 2

    bloody hell that's GOOD OS ! Agree with needing more BLACK smoke... :+)
  12. That's great news... So many original maps and community maps would literally come alive again with re-modeled structures. Are you doing all the clever pathing too, so that AI can use them and fortify them etc ? SJ
  13. Two thumbs up mate... Keep up the great work !!! SJ
  14. Great Job !! If I didn't know better they look Vanilla !! (that's good by the way !) Are you going to simply release this as a usable buildings pack for map makers or do you have something grander in mind ? There were a few people who were talking about opening up a lot of the original maps etc i.e. A3 re-releases. E.g. the great work that M1lkm8n and CiforDayZServer (Nonov) have been doing to SMD_Sharani What's the vision ? SJ
  15. Hey thanks CiforDayZServer for looking into this for us... we miss your UBER Map ! :) So I checked out what you suggested, and you're right it DOES need A2 installed as that AiA compatability thing is the master AiA mod - allowing the up-port of A2 etc into A3. Hopefully Kju will be able to get us a fix soon.. it might be that there is some common names between Sahrani and SMD_Sahrani which is causing it to not appear ? I don't know. Kju ?
  16. M1lkm8n does that mean the old A2 Community maps and A1 maps etc, will be able to be either re-packed to include your buildings or have a config done to replace their buildings with yours ? SJ
  17. serjames

    ACRE2 Public Beta Release

    HEY !! That's great.. Well spotted thanks PIAT !
  18. serjames

    Arma3 - AGGRESSORS

    Inertia effects Ai Weapons too ?
  19. Rath and Frosty.... and Apollo who have all spent countless nights trying to fix it.. lol
  20. serjames

    ARMA 3 Addon Request Thread

    basically - para-phrased as: I can't be arsed to learn how to build missions so I'm gonna assume a pitch will sell it to you lot, and you'll send me pretties and I'll take the glory... ? lol ;)
  21. serjames

    ACRE2 Public Beta Release

    Nice One Nou !! Not sure about TS v 16 mind you Fuggggly But Acre 2 - whoot !
  22. Sounds like you've just volunteerd as chief tester... Congrats :) I mean missions are simple right? Just text files.. What could go wrong... ?
  23. hmm ok I'll ask Jamie when He's back from holiday if he'll "officially" un-officially release it. SJ
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