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thx1137

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Everything posted by thx1137

  1. thx1137

    Flares = Useless?

    Pilots anywhere near AA arehelpless. Especially if the heli in question doesn't have equipment to or cant detect (eg: laser guided) a weapons lock. Have a look at any real life helicopter defensive tactics and you can see they are pretty much all about either staying away from AA or giving AA the shortest possible lock time. These tactics work generally ok in Arma so have a look. The one issue I do have is I can't seem to popup then dump height quick enough after a popup attack. The flares work for the AI really well (I haven't tried A3 in PvP yet). They often spoof my missiles if I don't shoot them from behind or from too far away giving counter measure time to work. There are other games out there that give arcade modes. I'm for increasing realism not taking it away!
  2. The main problem with that script is the little buggers running and driving on the runways or in front of my convoys making them stop or worse crash!
  3. thx1137

    AI Discussion (dev branch)

    Are you using DEV? I haven't been on STABLE for ages. I assume the location your talking about has cover near by... Just last night I was placing enemy squad s then shoot at them from an elevated position 800 meters away. They took a knee or went prone but then a short pause later move to cover behind trees and building corners and then try to search for me fairly well. This is on regular difficulty and default AI settings. The only added thing I would like is for them to communicate with each other. That is, when an EI has positively sighted my position (he is shooting at me) that he tells his squad mates. It is also a bit odd when an EI take cover behind a light poll that is like 3 inches wide and pops "out of cover" to shoot at me :-)
  4. I would presume so as it is something noticed by others before tonight.
  5. Should is the operative word! If that issue is reproducible I would send it off to BIS if you haven't already. It is sort of funny watching them reverse and untangling themselves and in my case they successfully got back on track but it is a bit of a pain if you want them to arrive at the destination within a narrow time frame... I setup a convoy of three vehicles and followed on a quad bike. My Settings ----------- Difficulty: Regular AI trucks skill: Full Waypoint behaviour: Safe, Careless (I don't think there was a difference using either) Speed: Default, Limited (I don't think there was a difference using either) Here are my observations: 1. Hard turns, especially to the right cause lots of issues. They try and turn too early it seems. Left turns aren't so bad because the vehicles try and drive on the right side of the road. It gives them more maneuver room so less chance of hitting something. 2. If a vehicle goes off track by hitting something or avoiding something (like a civilian) then it stays off track for what I would call a road segment. IE: The next corner. 3. They get themselves into a lot of problems trying to avoid civilians. Bugger that. Make the civilians avoid them! 4. Killing a civilian that is blocking the trucks lets the trucks continue otherwise they seem to stay there a long time (forever?) 5. Following light to medium bends in the road seemed to work really well. As did the convoy slowing down trying to wait for the crashed or held-up one to catch up. 6. Minor. The path-finding seemed to work ok but the vehicles often took minor roads instead of using the main road even though the length seemed to be the same. 7. The trucks often need to rearrange themselves as though they are playing some kind of shell game. I found it hard to set the order of march. I had to see what order they wanted and manually re-position everything. In Stratis it seemed setting the rank worked. I doesn't in Altis. I could be imagining it that it worked on Stratis... 8. The order of running into things usually usually got worse the further back in the convoy the vehicle is. EG: 1 would almost always just miss hitting something (sign, building wall, etc). 2 would sometimes hit something. 3 would regularly hit something. 9. Speed limits mean nothing to them :-) It seems to me that the road textures are not quite matching with whatever structures provide the AI path info, especially near corners. Resolution maybe? Obviously this is not exactly a rigorous test but for me the main thing is the turning too early thing. It make AI driving in one of the wonderful towns a little too chancy!
  6. Are you setting they waypoints behavior to SAFE and making sure the group of trucks Ranks are ordered in descending order? If I do those two things my convoys work ok. They do have problems with some corners causing a bit of reversing and mucking around but they get where they needed to go without much of a problem.
  7. thx1137

    Regarding gun balance

    Hehehe. You're funny. You say "I don't recall ever asking you to represent me so please stop talking about "...people only want..."" then say "It is only you who want the game to be like in Beta forever.". I take it you got permission to represent him! I believe he was also talking about balancing the "mission" not using "mods". I'm not sure if you are aware of the difference but it is the mission creators responsibility to balance the mission. It has nothing at all to do with mods. Can you point me to a the official BIS rep that said what you quoted ("No worry! Moders will fix everything!")? Or is this just something you made up? Which features would you like cut so that they can work on the stuff you want? Or should the game be on hold forever until everyone's (or is only your "vital" wants important?) pet wants are made a priority? I would really actually be interested to know. As the game stands now there is _nothing_ "vital" that needs doing except maybe any crashing that might be going on. Wanted? Hell yeah. I really want the features that most of the posts on these forums talk about even if it would make ARMA some kind of full world simulator but any mission make can make a mission that is well balanced without a single mod that is fun to play though only if you're into playing the game. All those extra bit requiring more time, money and computing horsepower will have to wait until there is time, money and more computing horsepower... Now, I'm going to go have some fun and play ARMA...
  8. thx1137

    AI Discussion (dev branch)

    I noticed that I could run around under patrolling helis without being engaged but I was just using a Move waypoint so I set the waypoint to Search and Destroy. They patrolled the waypoints and shot me with the cannon very nicely if I gave them half a chance. It might be nice to have them do something interesting without a waypoint as default behavior but the functionality for them to do effective patrols is there right now easily enough.
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