Jump to content

Trase

Member
  • Content Count

    19
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

10 Good

About Trase

  • Rank
    Private First Class
  1. Trase

    Localized versions

    EpMAK777. I told him about the situation and he will write in this thread if he's interested.
  2. Trase

    command sequence

    This thread had created a question I never had before: Will we be able to leave the rover operating in the background in the future? I understand this is a hard task, since you need to load the map and it's physics to simulate. But since realistic rover programming is assured at this point (I hope), I wonder if you will take it one step beyond. Developers confirmed that they are still working on programming, with the intent to add a bit of artificial intelligence to the rover (Like real ones have, for example, navigating past the easiest obstacles. Curiosity can even create a 3d grid of his surroundings) and removing the need for manual controlling if you prefer that. I really hope that's still in the works. I'm fully aware that this game is not fully centered around what I want, though.
  3. Trase

    Localized versions

    What happens to the job that's already been done? Me and my team translated and checked every task we had on Russian side, and much faster than most of the other teams, too. While, of course, not everything, since the recent additions of the new research system and manned episode, these are still huge volumes of work. Will the original team be credited? Speaking for myself, sadly, I can't continue working on it. There was a lot of free time a year ago, but now, almost all my day is occupied with work and study. Even if I did translation work after all that, it would have been sloppy. I would recommend EpMAK for my position, if he agrees to continue. He's been a life saver more than a few times during the project. I wish you guys the very best with the translations, and I will be following the development of tkom as rigorously as before. Still waiting on that rover programming ;)
  4. Hooray! I thought you guys were dead :)
  5. Thanks for a great mod! As a "editor player", It really saves me a lot of nerves. Does it influence the behavior of AT and AA soldiers in any way? Some people say they notice a difference, but not me. If not, would it be possible for you to include an option to force units with launchers to use them immediately on spotting a motor enemy? They get super frustrated and stupid every time I play.
  6. It's like we are playing different mods. With bcombat, my launcher units still run around in circles and get confused. Maybe you're using something extra?
  7. I have it installed, but it does make a difference in infantry fighting, but nothing in AT prioritizing category.
  8. It's a great annoyance that's worse in Arma 3 than in previous versions. If you clicked this thread, you are probably aware of it. I'm not a modder, but I guess that would be a relatively simple fix to make? Just force the AT soldier to stop and fire his rocket? Maybe it exists as a part of some AI mod, but I haven't found anything like that personally.
  9. Alright, sorry for misunderstanding. I must have achieved an "attack on another zone" state by accidentally assigning some of my units into the enemy zone before I completely understood the UI.
  10. Thing is, they don't get attack orders from outside of their zone half of the time. Sometimes, when I generate a mission on the other side of the map, units from my zone get orders to move to that distant, enemy zone. And sometimes they don't. I don't get what decides if they stay 'home' or go on a mission.
  11. Thanks for the video, Spirit6! And meanwhile, another question has been born: What parameters decide if GAIA will move my units (created a zone manually, placed units manually - "spawn in zone", some on defensive, some on aggressive) on to a generated mission (But it's generated in a zone I made). All squads are under her control, including mine. Sometimes our units start moving to the generated mission, and sometimes they just patrol our zone, without acknowledging the existence of the mission. And a suggestion: AI vehicle units sometimes get stuck in towns (running into a wall, backing up, ramming the wall again). I wonder if MCC could detect that somehow (like, units haven't moved for 30 seconds, despite having a waypoint far away, and not in combat), and un-stuck them?
  12. I have a little problem (Maybe I'm doing something wrong). Present in the mission: NATO units, NATO artillery armor, CSAT zone, and a generated mission within the zone. I give all units under the command of GAIA, but NATO artillery armor just rushes inside the hostile zone while shooting. I want them to stay far away, but still be under control of gaia. When I create a zone for nato, and have some Artillery on fortify, they won't help the attacking soldier, even though they're in range with the enemy settlement. They just sit there, doing nothing. Another question: How can I give different roles (aggressive, defensive, etc) to the units I placed in the normal editor, before gameplay? I'm not trying to complain in any way, the first time I opened the in game mission generator UI, my mind blew. I thought I was in a dream for a few minutes, because this mod is everything I ever wanted in Arma.
  13. I'm not the one to get mad at videogames, but this does make me mad quite a lot. How can a company make a complete campaign, update the map, add new vehicles, and still leave AT soldiers completely broke since alpha? The only related issue I found on the bug tracker is from mid 2013 and it's closed by the developer without any acknowledgement of the actual problem. Any mission where AI squad has to take out armor, or even a simple car, while detected, are impossible, unless that car is far away, and has not detected the squad. When spotted, they just run in circles, constantly going prone and standing up, not not even thinking about selecting their AT launcher for the first minute. Even if you spawn a "blind" enemy car, and a single AT soldier, he will spot it, run around on an open field like a moron for 20 seconds, and only then decides to shoot it. Right now I'm working on a mission that begins with an AI, 5 men AT team taking down a single ifrit gmg in a town. They all get confused and die to it without launching a single rocket, no matter how I placed my waypoints. Bohemia, please, I beg you! Mark this as a major problem in your list and fix it finally! Not everyone likes to play multiplayer exclusively.
  14. "Alright. We've opened early access, got a lot of money, here's some locations, some rovers and landers... Oh and here's some probes, and a moon... Umm, here's asteroid belts and zero-g probes... Oh and we'll finish up a system where you can program rovers and leave them to their work soon... You know what? Screw it. Human characters, resources, colony construction go into the pile, too" - Bohemia Interactive development process. I don't remember the last time I saw an early access developer actually adding more content than he promised, rather than cancelling stuff. Big thanks! And my monthly question again: How is the rover programming coming along? Any ETA's on new improvements to it?
  15. Same mission works in Singleplayer perfectly. It works in mutiplayer perfectly (if you're alone on the server). But as soon as someone else joins, all tasks (even the ones that are invisible for now) get unlocked (without onscreen notifications). Everything else including scripts work perfectly and you can play the mission. If you complete the task, it will be marked 'complete' again, this time with onscreen notification.
×