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Everything posted by serjames
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ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think for the OPCOM to invade something you need an Opposing MP somewhere. I.e. a blue marker for the red marker OPCOM to direct his troops to "invade" SJ -
[WIP] bCombat infantry AI Mod [SP]
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Bravo - definitely not right... What other settings were you running ? Difficulty setting and any other mods ? I couldn't play like that - too unrealistic - one of the reasons we run ASR_Ai is to avoid exactly this.... ! SJ -
Tactical M4 Variants & Accessories [WIP]
serjames replied to Yoshi's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The weapon on the first few posts was an "image" not a model. the Grey bit was modelled by yosho.. it wasn't obvious as first and I was like, "holy shit 12 hours!".... it becomes clear if you keep going. Doesn't look ripped off really does it ? as it's a small component - the foregrip, or receiver. btw, you being privately skeptical, and publicly accusing someone is a different thing - suggest more research before you wildly sling accusations :) you might end up pissing off someone who's obviously new to the whole thing and just asking for help. SJ -
ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's correct. The bug has been noted I believe. Really looking forward to the next versions as I've had to effectively stop more development till that's fixed :) I hope they include the SU-35 as an OPFOR jet they can use... Would be superb to get proper fast movers as a threat. SJ -
[WIP] bCombat infantry AI Mod [SP]
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've been running bCombat on an Alive server now for approx 1 week. It's dedicated, and up 24/7. Normally restarted between 24 and 48 hours uptime. I've only noticed this Stuck behaviour ONCE. And that was with an initial test where I "inserted" some Blufor units using MCC - simply to test what bCombat would do with the Opfor units already spawned on the map; to respond to the BluFor. Opfor. Kicked Blufor's arse btw.... Even with Upsmon running on the Blufor (automatically added by MCC when it spawns units). The Blufor units split up way too much and whilst better armed, they were defeated. Apart from two BluFor units that found themselves hidey-holes and just stood there rocking left and right - as if not sure where to go. They both were still there the next morning when I logged in to check. The moment I teleported to them, they broke cover and ran for the hills. Weird. I guess my point is it could be something else causing this behaviour. However on all other sessions playing against just plain bCombat + ASR_Ai we get fluid, aggresive, engaging enemy units that suppress and provide cover whilst their buddies flank you. We use the British, "Break Contact" drill quite a bit and it seems the only way to manage them - which is brilliant as it feels bloody realistic. Looking forward to MORE :) -
F/A-18 Super Hornet and Su-35S Flanker E
serjames replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
.... How ? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
serjames replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just a quick one Shay. If someone logs into MCC and then logs off the server without logging out of MCC - it's locked. Nothing the admin can do until the original person logs back in. Very frustrating :( I don't really want to have to restart the private each time I need to get it. Can it be changes so that logging out of the mission automatically logs you off MCC ? SJ -
looks like you've set factions in the units section rather than Units. See what we run for reference - we play on Veteran plus these settings and bcombat v 0.14 /* ASR AI settings this file must be found in <game folder>\userconfig\asr_ai\ for most settings, 0 = disabled, 1 = enabled All config entries are turned into global variables following a standard naming scheme. For example: asr_ai_sys_airearming_feature = getNumber (configFile >> "asr_ai" >> "sys_airearming" >> "feature") Mission makers can control these features by setting these global variables in init.sqf or by setting a similar class in description.ext */ class asr_ai { class sys_airearming { feature = 1; // All the other settings of this class matter only if we have 1 here run = 1; // Enable rearming at mission start radius = 40; // Rearming search radius - how far will AI go to grab stuff civ = 0; // Civilians will try to arm themselves binocs = 1; // Units will take binoculars //NOT USED// List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists launchers[] = { "launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F","launch_Titan_F","launch_B_Titan_short_F","launch_I_Titan_short_F","launch_O_Titan_short_F","launch_Titan_short_F" }; // List of frag grenades that units will look for grenades[] = { "HandGrenade","MiniGrenade" }; // List of smoke grenades that units will look for smokes[] = { "SmokeShell","SmokeShellYellow","SmokeShellRed","SmokeShellGreen","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange" }; }; class sys_aiskill { feature = 1; // All the other settings of this class matter only if we have 1 here civ = 0; // Enable advanced skills for civilians radionet = 1; // AI groups share known enemy locations over radio radiorange = 1000; // Maximum range for AI radios nightspotting = 0.5; // Spotting range night reduction coefficient for AI gunshothearing = 1; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature) buildingSearching = 0.8; // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature) throwsmoke = 0.2; // AI throws smoke when hit (set 0 to disable or a number up to 1 to enable, higher number means better chance to do it) join_loners = 1; // Groups left with only one unit merge with nearest group of the same side or faction (1-enabled, 0-disabled) join_loners_sameFaction = 1; // Single units will only join groups of the same faction, if join_loners = 1 above (1-faction, 0-side) serverdvd = 1; // Dynamic dedicated server viewdistance adjustment setskills = 1; // Configure AI skills based on their unit type (faction, training etc.) split_legged = 300; // Units unable to walk for this time will separate from their group to prevent slowing it down (time in seconds, set 0 to disable) reactions[] = {1,1,1}; // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at; format: {enableAttack,enableDefend,enableSupport} radionet_debug = 0; // Log info sharing to RPT (1-enabled, 0-disabled) setskills_debug = 0; // Log skill assignments to RPT (1-enabled, 0-disabled) gunshothearing_debug = 0; // Gunshot hearing debug: shows a hint with max range the AI will detect the shots fired by player (1-enabled, 0-disabled) /* Units are classified into skill sets between 1 and 10 By default, a lower level number means a better skilled unit Levels 8-10 are special: - 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage) - 10 is for trained snipers */ class sets { // only classes of arrays under this class level_0 { // super-AI (only used for testing) aiming[] = {1.00, 0.00}; spotting[] = {1.00, 0.00}; general[] = {1.00, 0.00}; units[] = { // add class names to this to override their default (or inherited) skill set }; }; class level_1 { // sf 1 aiming[] = {0.70, 0.20}; // skilltype = {<min value>, <random value added to min>}; spotting[] = {0.70, 0.20}; general[] = {0.80, 0.20}; units[] = { }; }; class level_2 { // sf 2 aiming[] = {0.38, 0.20}; spotting[] = {0.50, 0.20}; general[] = {0.60, 0.20}; units[] = { "O_recon_F","O_recon_M_F","O_recon_LAT_F","O_recon_medic_F","O_recon_exp_F","O_recon_JTAC_F","O_recon_TL_F","O_mas_afr_rusadv1_F","O_mas_afr_rusadv2_F","O_mas_afr_rusadv3_F" }; }; class level_3 { // regular 1 aiming[] = {0.40, 0.20}; spotting[] = {0.50, 0.20}; general[] = {0.55, 0.20}; units[] = { "I_Soldier_M_F","I_Spotter_F","O_soldier_M_F","O_spotter_F" }; }; class level_4 { // regular 2 aiming[] = {0.30, 0.20}; spotting[] = {0.40, 0.20}; general[] = {0.55, 0.20}; units[] = { "I_Soldier_F","I_soldier_exp_F","I_Soldier_GL_F","I_soldier_repair_F","I_Soldier_LAT_F","I_Soldier_AR_F","I_Soldier_lite_F","I_Soldier_A_F","I_Soldier_SL_F","I_Soldier_TL_F","I_Soldier_AT_F","I_Soldier_AA_F","I_medic_F","I_engineer_F","I_crew_F","I_officer_F","I_diver_F","I_diver_exp_F","I_diver_TL_F","I_Soldier_AAR_F","I_Soldier_AAT_F","I_Soldier_AAA_F","O_Soldier_F","O_Soldier_lite_F","O_Soldier_GL_F","O_Soldier_AR_F","O_Soldier_SL_F","O_Soldier_TL_F","O_Soldier_LAT_F","O_medic_F","O_soldier_repair_F","O_soldier_exp_F","O_diver_F","O_diver_TL_F","O_diver_exp_F","O_Soldier_A_F","O_Soldier_AT_F","O_Soldier_AA_F","O_engineer_F","O_crew_F","O_officer_F","O_Soldier_AAR_F","O_Soldier_AAT_F","O_Soldier_AAA_F","I_mas_afr_recon_F","I_mas_afr_recon_AR_F","I_mas_afr_recon_LAT_F","I_mas_afr_recon_LAA_F","I_mas_afr_recon_exp_F","I_mas_afr_recon_medic_F","I_mas_afr_recon_TL_F","I_mas_afr_recon_M_F","I_mas_afr_recon_JTAC_F" }; }; class level_5 { // militia or trained insurgents, former regulars aiming[] = {0.22, 0.20}; spotting[] = {0.40, 0.20}; general[] = {0.50, 0.20}; units[] = { "I_mas_afr_Soldier_F","I_mas_afr_Soldier_GL_F","I_mas_afr_soldier_AR_F","I_mas_afr_soldier_MG_F","I_mas_afr_Soldier_lite_F","I_mas_afr_Soldier_off_F","I_mas_afr_Soldier_off_Fn","I_mas_afr_Soldier_SL_F","I_mas_afr_Soldier_TL_F","I_mas_afr_soldier_M_F","I_mas_afr_soldier_LAT_F","I_mas_afr_soldier_LAA_F","I_mas_afr_medic_F","I_mas_afr_soldier_repair_F","I_mas_afr_soldier_exp_F","O_mas_afr_Soldier_F","O_mas_afr_Soldier_GL_F","O_mas_afr_soldier_AR_F","O_mas_afr_soldier_MG_F","O_mas_afr_Soldier_lite_F","O_mas_afr_Soldier_off_F","O_mas_afr_Soldier_SL_F","O_mas_afr_Soldier_TL_Fn","O_mas_afr_soldier_M_F","O_mas_afr_soldier_LAT_F","O_mas_afr_soldier_LAA_F","O_mas_afr_medic_F","O_mas_afr_soldier_repair_F","O_mas_afr_soldier_exp_F","O_mas_afr_recon_F","O_mas_afr_recon_LAT_F","O_mas_afr_recon_LAA_F","O_mas_afr_recon_exp_F","O_mas_afr_recon_medic_F","O_mas_afr_recon_TL_F","O_mas_afr_recon_AR_F","O_mas_afr_recon_M_F","O_mas_afr_recon_JTAC_F","O_mas_afr_Rebel1_F","O_mas_afr_Rebel2_F","O_mas_afr_Rebel3_F","O_mas_afr_Rebel4_F","O_mas_afr_Rebel5_F","O_mas_afr_Rebel6_F","O_mas_afr_Rebel6a_F","O_mas_afr_Rebel7_F","O_mas_afr_Rebel8_F","O_mas_afr_Rebel8a_F" }; }; class level_6 { // civilians with some military training aiming[] = {0.20, 0.20}; spotting[] = {0.20, 0.20}; general[] = {0.50, 0.20}; units[] = { }; }; class level_7 { // civilians without military training aiming[] = {0.10, 0.20}; spotting[] = {0.25, 0.20}; general[] = {0.40, 0.20}; units[] = { }; }; class level_8 { // pilot 1 aiming[] = {0.60, 0.20}; spotting[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { }; }; class level_9 { // pilot 2 aiming[] = {0.25, 0.20}; spotting[] = {0.40, 0.20}; general[] = {0.50, 0.20}; units[] = { "I_helipilot_F","I_helicrew_F","O_helipilot_F" }; }; class level_10 { // sniper aiming[] = {0.50, 0.20}; spotting[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "I_Sniper_F","O_sniper_F" }; }; };//sets // apply skill coefficient by faction to the skills the units would get based on their skill levels and settings above // if a faction is missing the coefficient is assumed to be 1 class factions { class BLU_F { // BLUFOR A3A coef = 1.0; }; class OPF_F { // OPFOR A3A coef = 0.9; }; class IND_F { // A3 Guerrilla coef = 0.9; }; class IND_G_F { // Greek Army ? coef = 0.95; }; class mas_afr_rebl_o { // Massi african Conflict units coef = 0.9; }; class OPF_mas_afr_F_o { // African Rebel Forces coef = 0.9; }; class Infantry_mas_afr_o { // Rebel Liberation Army coef = 0.9; }; class Recon_mas_afr_o { // Rebel Foreign Fighters coef = 0.9; }; class OPF_mas_afr_InfAdvisors_o { // Spetsnaz Advisors Team coef = 0.9; }; class USMC { // US Marine Corps coef = 1.0; }; class CDF { // Chernarussian Defence Forces coef = 0.9; }; class RU { // Russia coef = 1.0; }; class INS { // Chedaki Insurgents coef = 1.0; }; class GUE { // NAPA Guerilla coef = 1.0; }; class BIS_TK { // Takistani Army coef = 0.9; }; class BIS_TK_INS { // Takistani Insurgents coef = 1.0; }; class BIS_US { // US Army coef = 1.0; }; class BIS_CZ { // Czech coef = 1.0; }; class BIS_GER { // Germany coef = 1.0; }; class BIS_TK_GUE { // Takistani Guerilla coef = 1.0; }; class BIS_UN { // UNO coef = 1.0; }; class PMC_BAF { // Private military coef = 1.0; }; class BIS_BAF { // UK coef = 1.0; }; };//factions };//sys_aiskill version = 9; // will increment this when structure changes /// CHANGES /// /// v9 /// /// - removed recoilmod and staylow options (features were removed from the mod) /// v8 /// /// - simplified skill set definitions by grouping skills into 3 categories: aiming, spotting and general };
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[WIP] bCombat infantry AI Mod [SP]
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ok that's clear. I Will remove the extra folder. For reference this is the first mod I've come across that does this in a different way - might cause some confusion on release. SJ -
Toadie's SmallArms WIP thread
serjames replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow.. welcome and... just wow. Really looking forward to these ! I know someone who will be over the moon with a Tac 50 and I'm really looking forward to an L1A1 ! Can we get it to work with existing scopes ? Great Music btw !! found two new albums in spotify I've not come across them before. Double whammy SJ -
[WIP] bCombat infantry AI Mod [SP]
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Good question potemps... I did both just to be sure, one in the root and one in a bcombat folder. Fab let us know which is actually the right way. Looking forward to see this develop. Happy to test 15 on our COOP dedicated version as per 14 if you like ? SJ -
Hmm, not sure about that. I've never changed my Headphone settings and it worked fine in A2-OA with JSRS. Sony MDR-7506's running off a Xonar Essence STX in headphone mode with Dolby on; so nothing to do with poor quality kit. I will turn Dolby off and try it, but I don't think that's it. Some sounds work fine, others are seriously confusing. I.e. your own buddy opening up with a SAW next to you or behind you. You simply cannot tell if it's inbound fire or outbound friendly fire - sound like it's all around you. only seems to happen in certain circumstances, and not a game breaker at all, but annoying when you're trying to spot the sniper etc. SJ
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It does block for the core of the effect, but AI seem to be able to see through the margins... SJ
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
serjames replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmm I noticed sometimes the Spawn drop downs can get stuck or take a while to filter - I've always managed to clear that by logging out and logging back in ? -
I really like it, seems the most complete of all the versions... Only annoyance is the "where is that Shot coming from?!" bug but I think that's down to a A3 issue and not the mod. Often shots are hard to locate as they appear all around you... SJ
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[WIP] bCombat infantry AI Mod [SP]
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ok so been testing Takistan ALIVE insurgency r2 on our dedicated private with a mixed group of up to 10 players at once. We're running ASR_ai with our own configuration in the User config see below. Based on these settings AI will engage within 600m and agressive within 400m - if you allow them to get a section close to you it's VERY challenging to out manouveur them without following proper fire and movment drills. EXACTLY what we want. Loving it. It's difficult enough that I might consider tweaking down the AI values on Spec ops slightly, they're quite deadly now. Just as a point of interest. We're only running bcombat on the server, seems to run fine - not needed as clients. Much in the same way that ASR_ai Works it would seem. SJ -
[WIP] bCombat infantry AI Mod [SP]
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It does seem to work. I know it's not supported but it is functioning. AI do seem tougher more unexpected than with just our ASR_AI running. More testing is needed before it releasable on our pubbie SJ -
Wow looking good. Can't wait to try out some 3CB ops on the map. Just a funny thing I noticed; is there a way to cut the grass in some of the locations, i.e. inside the caves (WOW btw great idea!) or the FOBS, I imagine lack of sunlight/Foot traffic would shorten or remove it completely. Talking of caves, is it possible to have some sort of local lighting to dim or remove the light altogether ? Anyway really looking forward to exploring it ! SJ
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[WIP] bCombat infantry AI Mod [SP]
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
fabrizio I'm testing the release now on our dedicated server. Alive Insurgency basically. We have traditionally used ASR_AI as that allows us to specify skill levels of individual unit types, i.e. special forces are pretty uber, Snipers have amazing aim, grunts are... well not so good etc etc. I don't see that being configurable anywehre in your bcombat, can we continue to run them both ? Should I load one before the other etc ? Keen to know if anyone else has tested this. Thanks SJ -
[WIP] bCombat infantry AI Mod [SP]
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yep - would love to add this to our Takistan Insurgency ALIVE mission :) SJ -
Really think the Ekranoplane concept suits CSAT perfectly... Quirky and definitely not NATO I love - good luck with the modding, can't wait to see this stalking the Nimitz !! SJ
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It's not that they cannot get the faction name. It's that MASSI used non vanilla names and to get them to work in ALIVE they have to match up with the format the vanilla units use. I.e. BLU_F, OPF_F, EAST, WEST etc See this post for the detailed explanation http://forums.bistudio.com/showthread.php?170352-Public-service-announcment-CfgFactionClasses-and-CfgGroups-configs-interoperability It could be changed in the mod config and re-pbo'd as you suggest but we need author permission to do it.... Massi seems to be AWOL since October by my reckoning, which is a real shame as he was pretty much first to the table with the most complete Skins and weapons pack. We rely pretty much 100% on his kit so having them become unsupported is really bad news. SJ
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Still prefer GDSN's version. Drop the A3 vanilla ones and they revert to sand coloured :P SJ
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Boeing/SOAR MH-47E ArmA III - WIP
serjames replied to konyo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow Thanks for the video Scarecrow. So it's possible to script in theory.. Would be superb to get this into A3 for sure ! -
Was hoping someone would take it over - personally I wouldn't do without it ! One thing I would like to see is the ability to add the bipod to more weapons packs. Is that possible ? SJ

