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GDent

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Everything posted by GDent

  1. GDent

    @A3MP - ArmA 3 Map Pack

    Should the trees look like this from above? It doesn't seem right to me. If I turn off ATOC for the trees, they seem to almost disappear. It's not right http://i.imgur.com/dYUpIeX.jpg (117 kB)
  2. GDent

    .

    I'm getting an error when firing a Mk14 Mod 1 EBR. Looks like this: doesn't seem to affect gameplay. Is there any way to just suppress errors from this mod for the time being? edit: seems to be happening with the plain MX rifles too. tested with a TAR-21 and there's no error.
  3. Yes, I've already set these options. The team leaders and other units still call out enemies, they just aren't heard on the radios.
  4. I wanted to recreate this thread, but I really don't need to. If anyone has ideas then let me know.
  5. GDent

    @A3MP - ArmA 3 Map Pack

    you've given us so much. do what you need to do. thanks a lot; hope everything will be okay
  6. hey man, sounds good. the script is pretty nice and we can just deal with the issues for the time being. i'll be watching this thread merry christmas
  7. very nice script, but when unconscious as an admin I can't open the chat to type commands and whatnot. I also can't hit Esc and pull up the menu when I'm unconscious. it was very easy to comment out the debug stuff, so that's not a problem. it would be cool if this worked with ACRE to mute the mic when unconscious, but I know that's probably very difficult or not within the scope of this script. edit: what's strange is that a grenade right in my face doesn't kill. I'll look forward to future versions, i'm sure that can be fixed edit2: upon further testing, it seems we just don't take enough damage. it takes about 5 headshots to knock out, versus the normal 2 which seemed alright before. I could probably just edit the script myself and reduce the amount of "blood" we start with, but the issues with admins unable to chat and being unable to pull up the pause menu are major. but I really like what's there so far; great work
  8. GDent

    @A3MP - ArmA 3 Map Pack

    I don't remember it looking that bad. They seem to almost disappear in Arma 3 unless I have ATOC turned on. I don't think it was ever that bad.
  9. GDent

    @A3MP - ArmA 3 Map Pack

    Also, the trees in Chernarus look really strange. They don't look good from afar, kind of like paper. What's up with that?
  10. GDent

    @A3MP - ArmA 3 Map Pack

    As far as Blastcore goes, it turns out the smoke effects are actually that big. It seems to be a bit of a problem, but it's unrelated to @A3MP.
  11. GDent

    @A3MP - ArmA 3 Map Pack

    is it just me or does this mod conflict badly with Blastcore? I haven't tried disabling it yet, but it seems to cause a lot of weirdness when I have Blastcore enabled. smoke grenades cover way too much area (particles are much bigger than they need to be), and some effects just shoot straight upward into the sky.
  12. I posted a message in the thread for ASR_AI, but it seems pretty dead. Hopefully this is the right board. I've been having trouble with the AI on my dedicated server since Arma 3 came out. I found ASR_AI on Robalo's website, so I downloaded it and tried it. It helps, but I still can't change the aiming accuracy of the AI. I just tried using the PwS repository to get the development version of the mod (Now ASR_AI3, changed from ASR_A3 and ASR_AI together), but it seems to have reverted the AI back to vanilla. The server loads with the mod just fine, but it doesn't seem to apply to the server. I even tried changing the Aiming parameter to 0.00 to see if it does anything, but they just seem to have gone back to Vanilla levels of deadly accuracy. I'll post a snippet of the configuration: class level_1 { // sf 1 aiming[] = {0.00, 0.00}; // skilltype = {<min value>, <random value added to min>}; spotting[] = {0.30, 0.00}; general[] = {0.80, 0.20}; units[] = { "OPF_F","BLU_F","IND_G_F","IND_F" }; }; Does this look right? I'm currently only running ASR_AI3. Does anything else need to be running? It used to be ASR_AI and ASR_A3 together, but the PwS repository came with ASR_AI3 and ASR_Appendix, which seems to handle something different. I backed up the old version just in case. Thank you.
  13. I tried changing the aiming accuracy for every level and it works perfectly. Is there any way to just put every AI on the same level so I only have to change one? that would be ideal. Thank you so much for your help.
  14. I see, so not entire factions? I get it then. I'll try setting all the options the same way to see if it has any effect then. Thank you! Edit: Do you know what the coefficient option does? if I bring it down to 0 it doesn't seem to make a difference.
  15. I see. So what is the units[] part for? I'll try editing every class level, but it would be nicer to just be able to change one of them to affect all the unit types/factions
  16. how would you do it? your example makes mine look right, so I'm really confused now
  17. How do I adjust the settings for individual factions? I tried setting their coefficients to 0 too, but it didn't do anything.
  18. GDent

    ASR AI Skills

    edit: this is for Arma 3 I just downloaded the ASR development repository from PwS, but I'm having problems getting it to work. The server loads up just fine with ASR_AI3 and I have the settings .hpp file set up. do I still need ASR_A3 or something? it just stopped working. I set the AI aiming accuracy down to 0.00 and the AI seems to be set back to vanilla. The mod is definitely running. as a separate question, I modified the some of settings and I want to know if this looks right. can you verify this for me? even when I set their accuracy to 0.05 they still seem to hit with deadly accuracy, but before I updated at least they were doing other things like throwing smoke grenades. here are the settings: class level_1 { // sf 1 aiming[] = {0.00, 0.00}; // skilltype = {<min value>, <random value added to min>}; spotting[] = {0.30, 0.00}; general[] = {0.80, 0.20}; units[] = { "OPF_F","BLU_F","IND_G_F","IND_F" }; I set their aiming to 0.00 for testing purposes. Thanks
  19. GDent

    @A3MP - ArmA 3 Map Pack

    Is this mod up to date (1.1) on the SIX repository? I just noticed it's up there, and not having to manually update it on my server would be nice
  20. GDent

    @A3MP - ArmA 3 Map Pack

    There seems to be a problem with units being able to walk underwater or something, as reported by a member of my group. Has anyone else seen this?
  21. GDent

    @A3MP - ArmA 3 Map Pack

    what about your smoke grenades? are you running any other mods?
  22. GDent

    @A3MP - ArmA 3 Map Pack

    good to know, it's a pretty big issue so I hope it can be fixed soon
  23. GDent

    @A3MP - ArmA 3 Map Pack

    There seems to be a major issue with smoke grenades and explosion effects. The smoke looks blocky and quickly disappears, making it completely useless. This happens on every map. Does anyone else get this issue?
  24. GDent

    Mods and ARMA 3 on the same level as FSX?

    I would fucking die if ACRE became a for-pay addon. Not because it's not worth the money—I would purchase it in a heartbeat—but because I can't see it not killing off a lot of interest in Arma if the most essential mod for it became a paid product. It would kill my group and maybe some others, but then again, my group isn't very organized or "serious" about the game. Still, I can't think of any other people I'd want to play Arma with.
  25. In Arma 2 there was a real sweet spot with the enemy accuracy using ASR_AI, and ACE's wounding/medical system was amazing. But the vanilla AI in Arma 3 is really hard to deal with, combined with Arma 3's vanilla wounding. I don't remember things ever being so difficult. Today I was testing the AI's difficulty with some friends and they would get killed after peeking just barely around a corner. It's ridiculous. I'm currently using Zeu's AI mod (an older version, but it works) for Arma 3 and I can affect AI accuracy with it, but it doesn't seem to help much. In Arma 2, an idea setting was around 0.35 or 0.4. But for Arma 3 0.2 is too hard. But I know it's working because 0.0 seems to make them completely inaccurate. So how do you guys deal with this? This problem has been turning off a lot of people in my group. I'd like to do something about it as soon as possible.
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