gfresco
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Everything posted by gfresco
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AI path finding - bumps into stones and walls when driving a car
gfresco replied to Heeeere's johnny!'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would there be a way to apply a global speed limit to all vehicles of a certain side? To be specific, I use BangaBobs COS system for civil populations but their drivers are batshit lunatic and often run over fellow civvies, is there a quick way to script all civilian drivers to say never exceeed 25kph? -
Civilian Opinion and Interaction Script
gfresco replied to lkincheloe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a great script, but im not sure of two things. 1) How would you call it from a units init line? 2) Since you mentioned COS, how do you use it with COS - In the COS file addScript_Unit.sqf what do you put in the _unit addAction []; space? -
UPSMON Updated to ArmaIII
gfresco replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I believe a minimum of 100x100 is required, Sammy66. Maybe its just my computer giving out, but I notice with Upsmon often it tends to stop functioning mid mission and squads just sit still. Is that my CPU crapping out or a thing? -
Hi, Nkey. Maybe you can help me. I am running Task Force Radio on Windows 8, running TeamSpeak & Arma 3 as an admin.When I first used Task Force Radio it worked fine, but upon reconnecting to a server I got "Setnamedpipehandlestate failed." -- I can't figure out why it stopped working, I didn't change anything, and now I cannot get it to work.
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Oh okay, I think this fully answers it between the plate carriers & the specops. Thanks for helping me figure this out and appreciate the video, that definetly clarified alot for me. I dont think so after seeing the video & reading what the other posters have said.
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Thats good to know, it might be entirely on my end. If you can, would you mind FRAPsing a brief 1-2 minute video of a firefight between them so I can compare it on my end? I'm making one myself of what I'm seeing.
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I love missions like DICE, the HETMAN war stories, the type that create open ended dynamic sort of battle situations. I find linear "kill the officer, reach the LZ" missions rather boring.
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Thats very different behavior IRL, that what we're talking about here. What I am describing is 2 even numbered squads of around 10 men fighting at a distance of roughly 150metres, neither side having radically better cover then the other. What I am observing, and what I believe the other commentators, are observing is the fact that despite equal arma AI settings, the aggressors are missing much much more. At ranges of 150m their AK's with ironsights should be fine. Ohally pointed out that conventional forces will have plate-carriers giving substantially more survivability and that might be the disparity. That certainly is playing a role in the observed outcome, but doesn't explain why on equal AI settings, the aggressors are seemingly greatly more inaccurate. This has literally NOTHING to do with the real life insurgent tactics and skills of the Taliban, NADA. We're talking about the AI behavior in a video game. The AI should be just as good as eachother, on equal settings. This is not aggressors AI using "Guerilla tactics" this is them just plain missing/being lousy shots with the same AI settings as other units. All I'm trying to figure out is if this is due to some sort of setting or third party mod I'm using (which I dont believe so since I've tested this with & without the ALiVE modules & other AI addons) or something to due with the AGGRESSOR units themselves.
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I notice, despite tweaking their AI settings in a variety of ways, that their accuracy compared to either default units of other modded units is realllllly bad. Like, they fire in very short bursts and miss a lot. Maybe I should FRAPS a video of a Massi's rangers versus CAF Aggressors tribals to show? We're talking 1 ranger dies for about every 20 tribals. I don't think its just the armor because they don't even seem to wind up hitting their opponents even at close range.
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argh, sorry to hear about your computer but slow progress beats no progress!
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I played a single round as CSAT forces with this. Pretty frickin' cool, it was really tense was I was a medic in a 4 man patrol squad when suddenly could hear artillery and gun fire opening up over a ridge near us, but none of the combat was in sight. I'm going to have to play around with this much more.
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[COOP] Digital Infantry Combat Environment
gfresco replied to Kushluk's topic in ARMA 3 - USER MISSIONS
Appreciate it, I realized I was missing one required mod. However now I'm experiencing the issue two users commented back on page 4 where no opfor or civvies seem to spawning when I run the mission. I'm getting two script errors that are: "cannot open object ca\weapons\ak\rpk_74.p3d" & "no entry 'bin\config.bin/cfgweapons/RHARD_MK18_BASE_F/Single.StandardSound" I also get "Pipe error 230" it the bottom right corner of the screen. I'm running it all off PlayWithSix so all the mods should be fine & fully up to date and I'm not trying to run any other mods at the same time, so I can't quite understand why I'm having this error. I'm wondering if maybe my versions of Agressors & MK18 is improper/outdated? Sorry for being a retard, I just really want to try out what looks like an utterly amazing mission. Edit: Here is my RPT in pastebin, I don't really understand what to make of it: http://pastebin.com/xUFg7rS1 -
[COOP] Digital Infantry Combat Environment
gfresco replied to Kushluk's topic in ARMA 3 - USER MISSIONS
So, I'm an idiot but... Everytime I boot up this mission it just says "Mission complete" after like about 10 seconds and shuts down. I have all the blacklisted mods disabled, and I'm running it at highest difficulty. Any idea what my issue is? -
US Marine Corp and MARSOC units A3
gfresco replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Amazing work, but is there any way for a future update you'd consider making an ALiVE faction\groups name for each camo type? As it is using these great units with ALiVE spawns in both arid, woodland, and artic uniforms which kinda seems funny on a map like Takistan, Reshman, or Sangin. -
I find co-op missions that you can play either alone or with others tend to be pretty enjoyable and versatile.
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Please recommend a noob friendly gameplay AI mod
gfresco replied to Bucic's topic in ARMA 3 - QUESTIONS & ANSWERS
I've been using ASR AI/B-Combat/TMR & TPW's line of sight modifier module for CQB and found its my best Arma AI experience. Iam pretty sure they don't conflict in any substantial way, but I could also be an idiot. -
Hi folks. So, as a reasonably long time Arma Player my favorite missions/scenarios have always been sandboxy style ones typically with a focus on asymmetrical warfare. Insurgency, MOS, and so on are some of the types I enjoy. Lately I've been using the ALiVE modules and am waiting on CSE's advanced interaction module to create full-map open ended dynamic scenarios. I want to acknowledge that Arma goes further in this direction then any other game I've played, and I find BI's work pretty damn awesome/impressive. However - what I want to bring up for discussion - is some of the limitations on simulating asymmetrical warfare and some of the aspects of Arma that I personally feel get much less attention then they should. Browsing the forums I notice there doesn't seem to be much discussion in fleshing out this aspects of arma. Lets start by talking about civilians. The role they play and the the options for them are incredibly minimal. It is really unfortunate the civilians aren't used as a base platform for a myriad of different things. So, whats lacking? For one there aren't many tools in the editor to create natural populations to the towns - though mods have addressed that by providing placement/patrol routines modules & scripts. Also, putting my minor complaint that all civilians are male - they don't really impact gameplay much. The ALiVE module is the furthest I've seen civilians pushed in terms of impacting gameplay, by being able to eventually turn hostile (though for whatever reason I have yet to witness this myself in my ALiVE missions). However if you ask me there should be options to have civilians arm themselves and turn hostile to any side and then be able to additionally disarm themselves and cease being a combatant. This would allow mission makers to create real insurgencies by which the civil populace is the threat, not a pre-defined opfor. This is summed up pretty well by this video: Unless you're on some sort of roleplaying server not very much, outside the strict combat strategies, is actually possible the way its shown in this video. Related to, and diverging from, the discussion of Guerilla warfare is the general discussion of dynamic civilian behavior. Again, while acknowledging certain mods have really pushed it as far as it can go, the lack of civilians doing much more then aimlessly wandering -- and their unrealistic and out of place reactions -- reduces the amount of possible enjoyable realistic scenarios one can experience. For example, urban setting, clearing a building - you'll never encounter a group of panicked civilians that run/take cover as your squad enters the room. You'll never accidentally gun down a civvy (unless you're a retard) because their behavior is so unnatural and distinct. When you're patroling through a village its either dead/empty with a few civillian "props" basically, or its an opfor firefight. There would be alot of heightened interest and tension if there was more genuine ambient behavior in towns. There's a lot more I could go into on this subjects, but I'd like to keep this at a length that somebody might actually read this. Let me just close by saying: Arma is a MilSim game with an ambitious and large scope. In the scope of warfare and combat Arma is attempting to simulate the role of civilian populaces - as they effect guerilla combat and otherwise - is more significant then I believe the game is portraying. I think expanding in this area would create an exponential amount of new scenario possibilities that would both enhance the realism and replayability of Arma. I'm curious how others feel & think (and if they've managed to work around the current limitations better than me, or know of tools I've overlooked).
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I *think* it has to do with their accuracy because in my games they return fire quite a bit but don't seem to be hitting anything, where-as conventional forces seem fine. I'm not sure if this is due to the alive module or the guns the Middle East Tribals use, but any form of tinkering with AI settings doesn't seem to resolve the issue.
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So one thing I've noticed is using the alive modules and CAF aggressors, even with perfectly equal AI skill the middle eastern tribals seem to get slaughtered by any conventional force (NATO, Massi's rangers, etc). I see conventional forces take near-zero casualities. Is this due to an equipment disparity, has anyone else noticed this, or am i just fucking something up along the way?
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if you need help testing in any way possible, I'd be happy to help. Looking forward to the next update, stuff looks promising.
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How exactly are you doing so? I'm using the Alive population system with the Mid east civs on Reshman, ClaAfghan, and Takistan maps all without any problems.
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ALiVE - Advanced Light Infantry Virtual Environment
gfresco replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am currently running N'Ziwasogo with roughly 2200+ profiles using the African Conflict factions, three of them. I'm also using convoys. I find that just by using the CQB module then manually placing civillian & military installation markers in large areas I'm getting a pretty satisfactory spread. I am finding that I find substantial conflict (more or less every settlement has at least a small presence due to CQB modules) but I do have about a 8 minute loading time. I should mention my computer is pretty decent. I do think a lot of it has to do with the map itself. If theres a low concentration of areas that work as civillian or military placements then you'll get less spread out profiles and the AI seems to concentrate on hotspots. For example, when I do a basic insurgency mission on CLAafghan I find that conflict is WAY more spread out then using N'Ziwasogo. Because N'Ziwasogo seems to have closer clustering of placement areas more novel situations seems to pop with the way the OPCOM manages the profiles across the map. -
ALiVE - Advanced Light Infantry Virtual Environment
gfresco replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, I think I just creamed my jeans a little. That sounds just all around awesome and will really enhance guerilla-type activities of tearing up an enemies supply lines. -
"Fixed: Bug #74873: CSE Medic System does not Override ArmA Vanilla Medic System" Does this mean it wont effect AI, or at least AI can continue to heal themselves? Thanks a ton for the update, guys
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Thanks for the clarification. I've just been trying to find the best combination of mods to create very open, full world, sandbox missions and I find you generally want more reactive AI since you can't rely on everything being sey up to work perfectly like in a linear mission. I originally scripted basically entire missions with UPSMON units activated by triggers but I'm finding that using ALiVE along with ASR and bCombat is on the whole generally more effective for a better mission experience, however particular little things like UPSMONs re-enforcement function work really nicely when you have multiple squads in a general area and a single flashpoint devolves into a sustained battle as squads move to re-enforce. I can't confirm, but it seems with ASR and bCombat running both together you get similar behavior, but I didn't particularly notice much re-enforcement when I was running ASR on its own. Could just be fluke though and have more to do with the specific circumstances in the test missions then the scripts/mods