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Everything posted by thx1137

  1. thx1137

    Authentic Gameplay Modification

    Maybe related. In one of my missions I play a lot (so the initial engagement is often similar). Once the AI know where I am they often kill me through stone fences using a katiba in one to three shots if I rely on it for cover. Using the same weapon I can't harm them through the same fence even if I pump 60 rounds through it. So. It really does seem like the penetrability of at least some materials is having an issue. I disabled agm_ballistics and I swear I wasn't getting hit through the walls anymore. Disabling it make it take more hits to drop an AI though so I do like that module. :-) That and that the AI don't flinch when hit when using AGM (the rag doll module) like they do in the vanilla game are the only two issues that I see and can reproduce in my mission fairly easily. This is on stable branch using Elite level.
  2. Lots of good fixes in the new version. Thanks! One thing I noticed. I shoot an opfor dead (very very dead) and drag him. After I drop him he is unconscious. As in, he moves around like he is unconscious. Blood also disappears. I also get a message saying "Alpha 2-2: 1 - Cease Fire". Be there is just me, blufor and him, opfor... I tried to log it in bug tracker but it wont' let me change my password so I can't get on. It is taking a lot less hits to take them down now most of the time. I had one pirate that took at least six shots to go down but the rest took one or two. One of them must have been rambo!
  3. thx1137

    AI Discussion (dev branch)

    I am liking the AI with the latest stable build. I use "Normal" level AI. I get head shot sometimes but mainly when I should be. IE: <100 meters where the enemy is prone and facing my direction already. In almost every other situation they take a few shots to get me, it varies how quick they zero in but then I expect that due to the different AI skill levels. I have also noticed improvements in driving for some AI vehicles in my armour path finding mission. They aren't running into so many building corners :-) I was in a building and shot at one guy today, missed him, got suppressed by one of his buddies then got the shock of my life when the guy I shot at climbed the stairs entered the door and shot me! Fluke? Maybe. Awesome. Oh yeah. I haven't felt a need for an AI mod for a little while now though I would like it if the vanilla AI dropped smoke when heavily suppressed or trying to cover for wounded. The only mod that sort of affects AI that is a must have for me right now is AGM. It really shouldn't take five body shots to take out an AI. The short of it. I get hammered when I get a bit lazy so maybe the difficulty is a little high for a "Normal" level but then I'm not particularly good. My squad mates always get more kills than I do! From my perspective the main thing I would like to see now is a reduction in what I think is path-finding cost. I have one mission where there are ~40 AI in Kavala. I get 20 to 27 fps (usually 20) as they hunt each other. Another mission is mainly in the woods where I have 120 AI and I get 45 to 60 fps when they hunt each other. I think adding vehicles in particular are pretty bad but they are so good when they explode. :-)
  4. thx1137

    Blastcore: Phoenix 2

    "Arma is just a very poorly optimized game and takes very little advantage of the technology in modern GPU's". Your not a programmer are you. Anyway. The GHZ rating between an AMD chip and a Intel chip has no correlation because they are not the same architecture. The AMD chips have always been and are still very poor for high end gaming. They are cheap and quick for basic games and desktop work but never have been any good for CPU intensive games. Moving from a AMD 3.6Ghz to a current I5 or I7 at 3.6Ghz will definitely improve performance. Just manage expectations. My 3770k at 4.2ghz gives me 45-60fps (GTX 780 GPU at ultra, my 660ti gave me 30-45 at very high) is most of my missions because I take care in reducing the amount of path-finding the AI does to it's minimum. Path-finding in a sandbox game like ARMA is very expensive CPU wise. My 120 AI bush bash mission gives me 45-60fps. My 40 AI Kavala mission gives me 20 to 27fps. Oh, 60 is the cap because I use VSync. Just don't get a Celeron, those are basically as bad as the AMDs though maybe even a bit worse.
  5. thx1137

    LIFTER for ArmA 3

    Latest patch fixed the pause for me. Thanks!
  6. thx1137

    LIFTER for ArmA 3

    Yes. Using PwS. Patch 2s behaviour us different. It used to freeze as soon as the mission finished loading instead of waiting 6 seconds or so.
  7. thx1137

    LIFTER for ArmA 3

    Thanks RAV_RAVEN, I have just downloaded the new version VIA PwS. I am playing one of my SP missions. The initial startup was normal. About six seconds later the entire screen froze for a close to 5 seconds. I ran it a second type by hitting "Restart". It took nine seconds before the pause. The pause lasted for around 4 seconds. I did several other runs and it varied but these numbers were indicative. My mission has the following assets: 1 x MH 47E 1 x RAH 66 8 x BLUFOR troops - ADF UNCUT 1 x ZSU 39 6 x T100 tanks 24 x CSAT OPFOR 1 x trigger to detect all OPFOR dead. During testing I was jogging towards the MH 47E but did not other task. IE: I didn't try to get in or start her up. Oh. Specs: I have an I7 clocked at 4.4ghz with an GTX 780 video card. 16GB RAM and 480GB SSD.
  8. thx1137

    LIFTER for ArmA 3

    Is it normal to have a one minute or so freeze at the start of the mission? I thought the hotfix might have been for that but it hasn't made much if any difference to me. Stable A3 in SP mode.
  9. It doesn't do anything for me either. IE: If I use the earplugs at all whether the setting is at 0, .2, .8 or 1 all sound goes away so I disabled the feature.
  10. He is asking for what he asked I expect!
  11. Just a note to anyone wanting to use this. It prevents the binoculars, rangefinders, etc from working.
  12. thx1137

    ADF Uncut

    G'day, Wonderful job on the mod! A question. I understand that removeAllWeapons and removeVest will cause throwable items to no longer work. Does anyone know of a way to allow LEA to be used to configure ADF Uncut without having to use "Extends default loadout"? Manually editing the scripts is not a great option! EDIT: Extends default loadout isn't suitable. Bugger. I decided to write a program to patch the LEA scripts with some success, but not quite enough. Using this example: _wArray = weapons player; {player removeWeapon _x;}forEach _wArray; My program processes the LEA scripts so that they follow the example pattern. It actually works for the "Combat Medic". I can completely define the stuff I want in LEA just fine. The loadouts look fine in ARMA. But, it looks like the throwables only works for the medic. If I change the class in ARMA to Squad Leader", even if I apply the Medic profile to the Squad Leader, it doesn't work properly. The grenades in the vest can be thrown but not the ones in the uniform. The only way to get them to work is to drop the uniforms grenades on the ground then pick them up and put them in the vest. Eeek. It seems a little odd to me that the player class affects it. I'm so close to getting it to work. Damit! Ideas?
  13. Hi. Maybe you have time to read through 96 pages to see if something might be there... Normally we would have a Known Issues section that dealt with such things. As a general note. I found a video of the first XActionUI test so I guess there is nothing wrong with my install when comparing to the demo video.
  14. G'day, There appears to be an incompatibility between XMedSys (or XActionUI?) and SUPER_FLASH. If both mods are included then the whole screen except for a small area in the middle becomes blurred. I notice that if I do not include the SUPER_FLASH mod (I only have XMedSys) that the screen blurs for a second while it displays the droplet health indicator then becomes sharp/normal again. Also, it seems my menus look different to the video. Is this expected? I couldn't see anything in the release notes about a change in style. https://dl.dropboxusercontent.com/u/7598715/WithXMedSys.jpg (626 kB) Here is what it looks like if I remove XMedSys or SUPER_FLASH. https://dl.dropboxusercontent.com/u/7598715/WithoutXMedSys.jpg (798 kB)
  15. Is anyone else not able to turn off the depth of field anymore? At least, I assume that is what it is. It used to be subtle, now, only around 10% of my monitor in focus! Basically when looking at a soldier from 3 meters away only the chest area is in focus. All the UI elements are sharp it is just the 3d area driving my eyes crazy. It actually causes causes physical discomfort. EDIT: Apologies. I just noticed that this is probably not the thread this should be in... Anyway, the issue appears to be an incompatibility between XMedSys and SUPER_FLASH.
  16. For those having trouble getting it to work. The documentation says: How To Install: 1. Move the "@XMedSys" folder to your ArmA 3 dir (or to the directory you move your mods to by default) 2. Move the "userconfig" folder to your ArmA 3 dir 3. Add "-mod=@XMedSys" to your launch parameters OR start the game and enable the mod at "Configuration>>Expansions" 4. Edit the userconfig to your needs (or leave it like it is shipped by default and assign the CustomKey 1 & 2) 5. Have fun The first issue I had was that there was no "userconfig" folder. It seems the PWS version doesn't have it or at least didn't give it to me. You MUST have it! Even if you do have it, you MUST edit the MedSys_ServerConfig.hpp file because it is empty. The file tells you where to get the example config from. After that I was able to use the Insert and Delete keys to bring up the menus. Oh, note that I didn't have any med supplies be default. Make sure you grab them from the middle crate.
  17. thx1137

    ARMA3 Coop Tactics - how to fight the AI

    I have various test setups using no AI mods which is the only way to get reproducible results. It is impossible to get accurate results unless you control all the variables in the testing. One test involves hiding behind a bush while an enemy crosses in front of me around 20-30 meters away. If I kneel behind a bush and don't fire he goes right past me. I can even follow him if I am careful. If I fire one or two shots at him but stay behind the bush he shoots in my direction a few times then continue on their way. If I am prone in the grass he goes right past me too. so, cover works for me unless I fire on him in which case i get hit, as expected. They spray the direction of fire just like I would. I have been doing this a LOT in the last few days testing one of my missions. I only get this i I have fired on them so they know where I am. Obviously if they think enemy are in a building they should be watching the windows. So I guess I have different issues. 1. If I have am commanding a squad of AI and one of them shoots and an enemy I feel like I get targeted first most times if I am also visible to the enemy. EG: I am kneeling behing a bit of cover but a bit exposed. My AI shoots. Enemy AI see my AI and me, they seem to shoot me before the guys that was actually shooting at them. It seems that way, I haven't tried to verify it and it isn't a deal killer for me. 2. If I am in a position to headshot an enemy they go straight down. Most of the time thought it takes me two or three hits to drop one and it doesn't seem to affect their combat efficiency. I do wonder if the armour in RL is really that good. Ninety percent of the time I get head shot is because I camp or pop out of what a human would consider an obvious position. When under fire, peeking from behind cover more than once or twice. Taking cover in a building (an the enemy see me go in it) and being close to a window, especially if I am not standing a meter or two back from the window when looking out. Attacking from different angles is rather crucial. So. What I would like changed: 1. To be able to drop an enemy regularly with less than three shots. Maybe I just need to choose my weapon better?! 2. Ensure enemy AI are targeting their immediate threat. Not seemingly go for me then the guy doing the actual shooting. 3. Enemy able to reinforce each other. I normally use UPS so not so much an issue. 4. Suppression behaviour. 5. If an enemy gets hit but not fatally then do more than flinch and carry on. I like the fall down idea, if they are already prone then maybe a roll simulating trying to get out of the way of a second hit? 6. Prevent enemy from going prone on the first sound of gunfire when placed in buildings. I want them to shoot out the windows! Scripting forcing them to stay standing prevents kneeling or prone when CQB is in effect. 7. They don't usually enter a house that they know I am in. Other than that I don't really have much problem with it.
  18. thx1137

    Anime Mod for Arma 3

    Maybe. So if someone was walking around outside with an anime DVD you would walk up to them, complain and make derogatory statements? Please feel free to list all the power lift and world karate champions with their supporting statements. After all, you only matter in the world if you are a power lift and world karate champion eh?
  19. thx1137

    AI shooting accuracy

    I have two missions I use to test AI performance so I can reproduce behaviour to some extent. A test case is important so you can confirm what you think is happening is really happening. Sometimes I get hit like that at that range. Most times I don't. I can see them shooting towards me and tracers closing in. If I pop out of cover two or three times at the same location I get nailed. Like I do to them if they don't move or stay behind the same cover. At closer ranges like <200 meters they can hit me with one shot regularly but then I can hit them with one shot regularly too so to me the skills, on Regular difficulty, are what I would expect because I am only an average shot. Scopes make it a lot easier but I found if If practiced with iron sites I could still do pretty well though 400 meters might be tough unless I had a bigger monitor! I don't die so quick now because BIS have tweaked the AI to be not so uber and I am less likely to be lazy and move around and/or vary the attack (grenades/smoke) more. The one lesson I have really learned with Arma 3 AI is that concealment is only useful before you're detected. If you don't find cover or you and your squad are bunched up so the enemy can focus their fire easily then you're dead. A bitch some times but I think very realistic. The are two areas I find Arma really a bit too hard: 1. I think spotting the enemy with such a detailed and textured terrain (and I reckon they maybe still see though some trees or shrubs) is bleeding difficult sometimes. Sending friendly AI ahead can help there but it is annoying. I hope I get better at it. 2. The AI can shoot more accurately in crouched or standing than I think I can ever hope to. Prone I don't have a problem with because I feel we are well matched but the weapon sway. grrr. Some mods help with that. If AI is too hard then dial it down in the Configure screen. I didn't want to lower the enemy skill (we all have pride :-)) so I increased my AI skill a bit so they took more of the heat off me. ---------- Post added at 12:30 ---------- Previous post was at 12:18 ---------- A lot of how we say things in the messages is open to interpretation hence probably more disagreement than there should so I would be interested to know what "accurate" means here. Getting hit by a single shot reliably is my definition but then if that is the case then I would wonder how you know there was only one enemy shooting at you and that they only shot one shot? Not saying there is no issue but as a programmer myself I always want to know exactly what the conditions were :-) As for the overall observation, I know that if I see someone go into or duck behind a bush I will spray around the base of the bush and up a bit. If there is a line of shrubs I even follow it a little in case they try to move. I would expect no less from the AI! If they have an automatic weapon I expect to almost never survive it. That said. I think I read about a tracker ticket where AI didn't lose sight if you went prone and moved but in my missions they often get me when I expect they should so I'm not convinced yet. :-)
  20. Just a quick Q. Given the constant changes to ARMA do you have a cycle where you look to see if any of the modules needs tweaking? Like each stable patch or something? There are at least a couple of things that this mod overrides that are listed as tweaked or fixed by BIS like AI LOS engagement (I find the default AI work really well now) and animals avoiding roads. Thanks again for all the great work. To me the single biggest improvement on the default install is the ambient life modules :-)
  21. Same here however found the fix for those of us that ran the game before the hotfix was deployed. Once the hotfix has been applied go into Configure | Game | Layout then press the OK button. Restart the game like it says and all fixed. For me anyways...
  22. Very cool. Thanks Jman. I get a _x is unitialised error in the current dev build. Removing the ammo boxes fixed it for me for the moment. The only thing I would add is adding the line marked with --> to transportcheck.sqf so that the heli has to be higher than the vehicle to attach. It also prevents the Attach Cargo message from flickering on when the engine is running. if (_targetClassification <= _classification --> && getPosATL _vehicle select 2 > 5 && abs(_target distance _vehicle ) <= g_transport_distance_cap * g_transport_forgiveness_multiplier && abs(speed _target - speed _vehicle ) <= g_transport_speed_difference_cap * g_transport_forgiveness_multiplier ) then Another need change I might make in my version would be to cause the dropped vehicle to be destroyed if dropped higher than some altitude and faster than some speed. Maybe 30 meters and 80kmh. Unless a parachute is added to the vehicle. :-)
  23. IRL we often trim the aircraft. No such option in arma so rarely if ever will it fly balanced.