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sttosin

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Everything posted by sttosin

  1. sttosin

    Blastcore A3

    Can't disagree with that...... I am sure it will be worth the anticipation.
  2. Yay on the boats! ---------- Post added at 14:31 ---------- Previous post was at 13:16 ---------- Oh and is it possible to randomize how many civs spawn per vehicle?
  3. I agree. TPW beast mode!!! Are you secretly a BIS developer?
  4. I was a huge fan of this mod myself. He was cranking out the updates too which was great. He says he is in school now which is also very important. That actually shows some priority management imo. I agree with Zodd, 1. if you can use as is, it use it. 2. If not use another mod. I recommend TPW. His suppression system is excellent. Close quarters battles are insane as AI is firing through a window in one minute and ducking below it as you start firing. You can adjust in userconfig how many bullets, etc. AI also pops smoke. It is specific in the areas of AI behavior it affects and TPW's response and support are great. That's one of his six mods (Correction SEVEN - just released TPW Fog - wow). If you have some feature requests I am sure you can ask him nicely too. 3. He did give permission to others to work on it as long as you give credit. If you can code, do it yourself. If not, find a buddy who can.
  5. sttosin

    Unified Addon Standards

    My observation over the last couple of years play A2, A2 OA, some OFP and now A3 is that the quality addons naturally rise to the top. The community tries them out and if they add enough value to generate more interest, people make suggestions and the mod improves and gets more usage, etc. The quality also improves based on user feedback. This model helps the users and modders work out the bugs and end up with a better experience. I guess I am seeing anything fundamentally wrong about this current model. It would not have been sustained for so long. In contrast, the seems to be a lot of creative work going on without much overhead that allows rapid experimentation and feedback. Maybe instead of a seal of approval, if the number of views/downloads on Mod's forum reaches certain numbers, then the milestones are highlighted or something. If there's a better way of determining popularity among users that will also be ideal.
  6. sttosin

    Blastcore A3

    Opticalsnare, Now that A3 is released officially, when will the community be blessed with the A3 Blastcore release?
  7. And thanks TPW for combining the latest files into one download for all your mods. I can finally keep up with the updates. Great work!!!
  8. More Ideas WindWalking. I know your plate is full but even if you place these in your someday/maybe category. 1. For the Garrison, Clear building commands, can you allow those to be used via the map as well? 2. A new infantry command to mount a checkpoint. User would click a road on the map where checkpoints and AI defends the road/bridge without pursuit and no fleeing. Shooting any non-blufor trying to cross. If AI has technicals, tanks, they park at checkpoint. 3. A new infantry command to mount an ambush. User would click a road on the map where ambush would occur and infantry would setup around it, plant mine, IED, etc if packing (skip planting if not), then holding fire, hiding behind cover, attacking enemy patrol when close.
  9. I basically no longer use FFIS because there is no active support at the moment (understandably). For me the added fun using FFIS showed when AI was using wall corners for cover while shooting back. Made urban warfare insane. Maybe what we need is a standalone mod that only focuses on evasive maneuvers but AI still gets suppressed using EBS.
  10. Tpw, can you consider incorporating the evasive maneuvers from ffis into ebs? The modder is away for school and gave permission for others to pick it up..giving him credit of course. Big fan of your mods.
  11. I am glad you asked. It would be nice to have a couple of infantry commands that are for bounding. 1. First one will allow two fire teams or two buddies to cover each other ass they bound foward. One suppressing while the other moves. 2. The other waypoint command will allow a fireteam or buddy to provide cover as a fireteam or unit falls back and alternate until away from fire, etc. The vanilla advance and fallback commands do not implement the suppressive aspect well. Big fan here. Big ---------- Post added at 02:19 ---------- Previous post was at 01:25 ---------- Heres ---------- Post added at 02:24 ---------- Previous post was at 02:19 ---------- Here's another idea - Infantry command to breach and clear. Unfortunately no flashbangs. Maybe use grenade. Even if animation is simply opening door, filing in.
  12. Between you and TPW, ARMA 3 SP is becoming so much more exciting! Thanks for this mod. I did notice that AI units seems to be getting stuck at a higher rate. Can't claim its the mod. The unstuck command is awesome. Is it possible to detect automatically if units are stuck and just auto unstuck them? Maybe as soon as they are not in line of sight? Keep up the good work. playing Dev build 0.77.109860 mod v 0.988
  13. http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills/page176&highlight=asr+arma I do strongly recommend @WW_AIMenu by WindWalking. Its an AddOn, you can change the keybind in the config. It has a ton of other features.
  14. If around dead opfor. Select unit. Press 6. Rearm. There are mods that keep AI rearming when they are low. ASR is one. You can also checkout WW AI Menu mod by windwalking
  15. Running with "tpw_ebs_playersup = 0; // suppression effects applied to player. 0 = no player suppression" seems to allow me to use choppers, disembark, fire off some shots, and get back on board without rotor being completely damaged.
  16. I just figured it would be easier to always get all the latest TPW mods with a single download. His mods are basically must haves for me at this point and it would be great to know you have the latest versions after an update without going to different forums on bi or armaholic. Of course its TPW's call. There might be other reasons not to combine them he's aware of. Just an idea. It may also be more efficient from a coding perspective.
  17. This got me thinking. How about Civs in boats when you head out to sea? Thanks for the mod version.
  18. TPW, you gotta do the suite man - EBS, LOS, FALL, & Bleedout - with options in the config to enable each one. Does any of the mods cause AI to go away from relax behavior to combat/aware already when they hear shots fired or is WWAICover the only option at the moment?
  19. Tpw, it looks like the car script throws error when I spawn on an island with no room for cars to spawn. I spawned on Atsalis island north of the main island with the following in my init: 0 = [200,15,10] execvm "tpw_civ.sqf"; 0 = [2000,15,10] execvm "tpw_cars.sqf". Got in a chopper and flew out to sea. As soon as I was in the middle of nowhere I got the "error in undefined" line 136. Thanks for this script/soon to be mod. It makes the map come alive.
  20. Good luck in college mate! I am sure this mod inspired other AI modders as well.
  21. TPW all your mods are must have for me now. Can't wait for the single package. That will also make updates easier for the user. Your mods make the AI quite the joy to battle. As you can see in my startup parameters. -nologs -mod=@cba_a3;@TPW_EBS;@AV_Mods;@POMI_PMC;@TUP;@TPW_BLEEDOUT;@TPW_LOS;@WW_AICOVER;@TPW_FALL;@JSRS2.0Alpha;@sthud_a3 Is it possible to include a limp walk animation if a hurt unit tries to walk? It will be visually representing of being hurt than walking normally but slowly. Also one more question. Is there a real need to use TPWCAS when using TPW_EBS?
  22. Tupolov, Well thought out mod you have here. Thanks for investing in it. I did not find your response for this question: Can AI do this duck to cover thing if under fire? That would be awesome to use with tpw_ebs and zoolof75 ffis mods. I wonder if AI will attempt melee if out of ammo for primary and secondary weapons? Or if ordered into stealth behavior and is now at close proximity to enemy?
  23. Zooloo75 great work with the updates. Big fan here. I tested a mission with enemy infantry vs attack helo. AI was still acting Arms Vanilla-ish. They are walking slowly in a circle waiting to get mowed down every pass. I wonder if AI behavior could be - run as fast as possible into nearby structure. Also can the hint be suppressed optionally using userconfig? My fav AI mod hands down.
  24. sttosin

    Death Match 4, Players + AI

    Murcielago_ESP, Great work on this mission mode. Excellent design. I have some suggestions. 1. Could you include a kill cam in the background of the scoreboard when one is killed? It is a very brief period I understand. As always not everyone would want that so make it optional. 2. Other types of strike like a helo strafing maybe for higher point earned streak. Strafing would be selected by clicking two points on the map for line of attack? 3. For maps like Air station Mike moving around gets boring as the characters get tired if you are running around for a while before you find enemies to engage. Can sprinting fatigue be toned down or is this a core part of the engine not available to tweak? Keep up the good work. Can't wait to see what you do with Altis and Beta!
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